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Final Fantasy 7 => Gameplay => Releases => Topic started by: xLostWingx on 2010-10-29 16:19:38

Title: [FF7PC/PSX] FFVII Lost Wing (1.1)
Post by: xLostWingx on 2010-10-29 16:19:38
FFVII Lost Wing Version 1.1 Download Link http://www.mediafire.com/?eag18xjfw976tcw (http://www.mediafire.com/?eag18xjfw976tcw)

Reminder:  LostWing mod was designed for PSX and was an experimental learning experience.  It is unquestionably broken by just about any standard.  I would suggest avoiding it entirely.  I'm quite mystified seeing references to this mod on the google and youtube all these years later.  Try it at your own risk.  Please just know that I am not active on qhimm, I am not active on youtube, and I offer no support whatsoever for this mod.  If you still want to give LostWing a try, by all means, play it to your heart's content.  You've been warned.

Thanks to all the moderators, administrators, and mod creators here at qhimm for maintaining this treasure of a community.

-LostWing


**Attention New Steam Users:  Lost Wing is a FF7 Overhaul that completely modifies many aspects of the game.  It is moderately difficult until the Huge Materia quests, then it becomes Extremely Difficult.  Hacking/Cheating/Modding All Equipment and/or Materia is encouraged post-Diamond WEAPON.  Quirks appearing in the 1st Reactor Mission are NOT present throughout the game (i.e. Cloud not damaging MPs with Sword.  It's meant to keep you alert to changes in gameplay!).  Address all questions concerning the mod to THIS THREAD!!!  Use BOOTLEG to install this - it is much easier that way!**

You may only use Young Cloud and Sephiroth as functional characters on the PSX Version of this Game!!!


If you have any questions regarding the mod or need help beating any bosses or need to discuss strategies or possible materia combinations etc. - anything that you need help with, just post IN THIS THREAD.  Just leave your questions at the end of the thread and I will help you directly.


-Hundreds of enemy modifications.
-Extensive Weapons Modifications.  Use of previously unused damage formulas.  Weapons for Young Cloud and Sephiroth
-Armor and Accessories Modifications.
-Magic/Summons have been extensively modified.  Fat-Chocobo replaces Titan and Each of Odin's attacks are on their own materia.  No more KOR, but try out Zantetsuken
-A few new items for inducing Limit Breaks and Transformed status and power-ups
-New materia!  Not only new materia for new spells, but many independant and support materia have been modified.
-Toggle 2x and 4x cut between multiple (random) enemies, and single enemy.
-New character portraits
-If you have a gameshark hacking program you can use control Sephiroth and Young Cloud with Limit Breaks and they level up! (I can provide the codes at a later time)
-A buncha other stuff that is more subtle and difficult to list

(http://i1108.photobucket.com/albums/h413/lostwingx/LostWingPHS.jpg)
(http://i1108.photobucket.com/albums/h413/lostwingx/YoungCloudlimits.jpg)
(http://i1108.photobucket.com/albums/h413/lostwingx/SephLimits.jpg)
(http://i1108.photobucket.com/albums/h413/lostwingx/LostWingmagic1.jpg)
(http://i1108.photobucket.com/albums/h413/lostwingx/LostWingmagic2.jpg)
(http://i1108.photobucket.com/albums/h413/lostwingx/Lostwingmagic3.jpg)


Here is a demonstration of some things in my mod:  http://www.youtube.com/user/LostWingx?feature=mhum#p/a/u/1/q8G0ciIdFuY (http://www.youtube.com/user/LostWingx?feature=mhum#p/a/u/1/q8G0ciIdFuY)

Changes to be made:
- Guard Skorpion for some strange reason gives you a Wizard Bracelet.  Do Not use this, you are not suppose to have it.
- Some of the initially equipped materia (On Cid and Sephiroth) are mastered. (Fixed)
- Young Cloud's level 1 Limit Doesn't work. (Fixed, changed to Slots)
- Sephiroth doesn't gain MP when he levels up (tried fixing this...not sure what the problem is)
- Jenova Birth was way too hard (Fixed)
- Get top tier accessory at Fort Condor 2nd battle (Fixed, now you get Ice Ring)
- Dyne needs to be more difficult. (Fixed)
- White Wind Always Misses (Fixed)
- Red Flash Doesnt work right.
- Rapps needs rebalanced

<><><><><><><><><><><><><><><><><><><><><><><><><>

This was basically a practice mod for me.  I made it while learning how to use the tools and learning how to mod in general.  Fixing the problems with this mod ranks low on my list of priorities, but if anyone wants to fix it up, please go right ahead.  If the enemies beyond the 1st disc are too over-powered, or certain spells are working improperly, it is fairly easy to just open up WallMarket and ProudClod/Hojo and make the necessary changes.  Sorry guys, but right now I don't even have the time to work on my current mods.
Title: Re: (WIP) FFVII Lost Wing
Post by: Covarr on 2010-10-29 17:51:28
1. I think you can't release binaries that contain ANY of Square's data in them, but you can easily make a .ups format patch (those are common for PSX modding, and other systems whose disc images or ROMs are too large for .ips.
Title: Re: (WIP) FFVII Lost Wing
Post by: Tenko Kuugen on 2010-10-29 21:04:32
I have done my own fair share of modding and whatever the heck I did to the scene.bin, it never changed anything on how the characters work. I think you might have a bad scene-lookup or something got corrupted during the extensive modding process.
I can already tell you that releasing a mod with barret crashing every fight is no option.
Title: Re: (WIP) FFVII Lost Wing
Post by: xLostWingx on 2010-10-30 03:26:31
1. I think you can't release binaries that contain ANY of Square's data in them, but you can easily make a .ups format patch (those are common for PSX modding, and other systems whose disc images or ROMs are too large for .ips.

Good to know.  I will have to look that up.

I have done my own fair share of modding and whatever the heck I did to the scene.bin, it never changed anything on how the characters work. I think you might have a bad scene-lookup or something got corrupted during the extensive modding process.
I can already tell you that releasing a mod with barret crashing every fight is no option.

Yeah thats what everyone has said so far.  Problem is, when i test it with the original SCENE, i get the same effect.  So I am guessing something just randomly got corrupted (maybe not randomly), and now Barret won't work?!  Well...maybe i will start from the beginning and it will go faster the second time around.  Also, if nobody is interested in a PSX mod then I will just keep it private.  I'm basically just guaging to see if anyone would even play it.
Title: Re: (WIP) FFVII Lost Wing
Post by: Tenko Kuugen on 2010-10-30 06:59:07
I can only assume but most people here play the PC version because.. well. it's simply clearly superior to the psx version when it comes to modding.
If your barret crashes the game, that could be anything. Something about the mechanics, his graphics missing or what else. There really is no way to tell unless you exchange files again and again to see which file causes the error ( and I think it might be kernel.bin )
Title: Re: (WIP) FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-10-30 18:22:53
Well in that case, this thread can just sit in projects indefinetly and maybe someone will come along that is interested.  I guess it would only appeal to non-pirates that for some reason choose not to try to buy a PC version lol.  I imagine there are about 3 of those in existence?  I don't intend to make anything original for PC because frankly, nothing I could hope to do would be as good as what already exists here.  I have no background in any technical areas that are discussed here.

In the meantime, I might start with a clean Kernel and Scene and just make a cleaner version of my existing mod.  This way if Barret breaks I can just go back to my previous file.  Sometime in the middle of modding he broke and I simply couldn't isolate the problem so I moved ahead and said f*ck it.  I imagine it will take only a fraction of the time it took to make the first mod, since the majority of the time was spent testing or determing the values I wanted.  Also, I might have been modding weapons one minute, then materia the next, then items later on.  This is probably bad practice, so I am fairly confident everything would work fine by utilizing what I've learned since then.

*If it is only the Kernel then I could keep my Scene and that automatically saves me a ton of time.  Thinking about it realisitically, I could only take me a few days to do this.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Cloudef on 2010-10-31 18:00:36
I was planning to do my own PSX mod when I get my Pandora console, but since you've made already one (And I love playing through other people works). So count me in =)

I would gladly play your mod, personally I don't mind about Barret.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Armorvil on 2010-10-31 22:33:25
The problem is, at times the game forces you to play with Barret, so this glitch makes your mod unplayable :(

Given the error message you have, I'm 99% certain the problem lies in Barret's AI, in Kernel.bin. You might have changed something there by mistake. I'd suggest comparing his AI script with a clean Kernel's.

EDIT:

I just noticed he only has a Pre-battle script, that goes like this :
Code: [Select]
0x000 60 03
0x002 75
0x003 73

And when I disassemble it, it says : "Link with scripts on character : 3"
What does that mean ? Is it really needed ?... ...If not, you might just solve your problem by deleting this script, Lost Wing.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-01 01:51:23
Oh thank you Armorvil, finally someone as suggested something that actually sounds like it could fix the problem.  I am in the middle of some things right now, but I will check that out ASAP.  I know that i didn't intentionally change Barret's AI (i haven't even tried to learn aboutt AI yet) but there is a very good chance that something accidentally got changed without my knowledge.  I am optimistic that your solution will be the answer to my troubles. Thank you!

*crosses fingers*  I will let you know later tonite.

Edit:  Oh didn't see your post Cloudef.  I'm glad to hear someone is interested!  Well assuming I get my Barret fixed, I and I learn about that stuff Covarr posted about, I could have this thing up by tomorrow.  If things go crappily, then it might be longer (my luck stat is like   -68 so....)  Barret isn't absolutely necessary (the error enables you to skip battles, and with PECs you can forego a manatory Barret), but he is the character with highest HP and Def, so for some more difficult bosses he is highly recommended.  Like, I am trying to beat my Red Dragon at ancient temple and nobody can survive his attacks!!  But barret would be able to easily.
Title: Delete Barret's AI: Fail :(
Post by: xLostWingx on 2010-11-01 05:15:39
The code for the pre-battle AI was the same in the clean Kernel as in my modded one which was identical to what you posted.  When I deleted his pre-battle AI I still got the:  Data Error, Scene: xxx/Code: 38

At this point I honestly have no idea what took place.  I owe it to the fact that it happened early on when I was just changing many things at a time and being inexperienced, I invested a lot of time into a session one day, so I left Barret for dead after he didn't work. 

As it stands now, you just L1 R1 Select out of every battle in the Bombing Mission, Guards Skorpion, Every Battle Until Air Buster...well pretty much until you get Red if you dont use a cheating device.  I just kicked him out of my Party and he basically became a sometimes visible, sometimes invisible NPC lol.  Except the game absolutely would not let me get rid of him for the Air Buster fight.  But yeah, if I were to release this, I would have to include a seperate Readme just to explain how to ghetto-rig the game to get around glitches.  I will likely remake the kernel next time that I have the time to actually do so.  November is shaping out to be full of schoolwork though.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Armorvil on 2010-11-01 11:17:43
Hmm, it's really weird.

Did you try checking out all infos in Initial data > Character data ? Like, if one of his 1-3, 2-3, 3-3 or 4-2/4-3 limit is checked, if any Flag is checked, or if his unknown bytes are still 00000000, or even his starting equipment ?

If yes, then I have no clue what the hell is wrong.

PS: on the PSX, I know that some parts of the Kernel aren't reloaded until you start a new game (especially in the Initial Data tab). You should perhaps try to start a new game, to see if you still have this error message.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-01 17:15:05
I have checked the greater portion of his data.  I will go through today and set all of his data back to the original data then try it using a new game.  I will be certain to look at each piece carefully for any differences and mark them even if fixing them doesn't fix Barret.  I will start by trying a new game though.  EDIT:  Checked it all out, no luck.

Yeah the initial data tab is usually all wierd and stuff does not display correctly (It may not show me changes that I am making, but it does register them).  I have the powerpacks and stuff installed, it just doesn't work right for me.


EDIT:  Alrite, so I started working on my new Kernel.  I am doing it systematically and much cleaner than the first time around.  I am practically done with the attacks section.  I am hesitant to add any new changes (like I didn't really touch the Enemy Skills) due to the chance of more unsolvable BS.  I do have some good ideas for Enemy Skills though, argh indecision!  It will be done in a few days.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Cloudef on 2010-11-02 00:46:47
Quote
EDIT:  Alrite, so I started working on my new Kernel.  I am doing it systematically and much cleaner than the first time around.  I am practically done with the attacks section.  I am hesitant to add any new changes (like I didn't really touch the Enemy Skills) due to the chance of more unsolvable BS.  I do have some good ideas for Enemy Skills though, argh indecision!  It will be done in a few days.

I suggest doing some backups every so often.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-02 03:24:28
Yeah I am.  I am just trying to avoid introducing new unknowns.  For the PSX version half of the enemy attack animations (if not more) have game-crashing effects when used as a new spell.  So I will just use what I have that I know all works and NOT make anything that I don't already have.

So I am done with the Attacks, and Character Growth, and Armor.  About done for today.

EDIT:  Alrite, I have been working on this all day basically.  I am 80% done content-wise.  Time-wise I am about 65% done.  And guess what...Barret Is Working Whoo Hoo!!!  I even tested it with the scene.bin from my original build of the mod and it works too.  This means that I can spend some time fine-tuning this scene since I won't have to make it all over again.  Note though, I started with the scene of FFVII AV (is this your mod Armorvil?  yes I think it is). I have modified it Extensively since then, but let me know if I have your permission Armorvil (basically the AI and Attack repetoire of the enemies is untouched, but the stats and levels of enemies has been edited almost entirely).  I got it awhile back from another forum so I'm not sure how old it is.

Btw, If anyone knows how to replace characters (Replace Vincent with Sephiroth & Replace Cait Sith with Young Cloud), even if it only works in battle, then I can make it so that gameshark codes aren't necessary to play with use of Sephiroth and Young Cloud.  Of course you can play without them, but I've spent a great deal of work on each of them to make them practically full-fledged characters (minus the plot).
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Armorvil on 2010-11-02 09:38:21
Yeah, FFVII AV was my beta ^^

Just know that it wasn't finished : the final dungeon was untouched. I decided to start over when I realized that the mechanics were boring (the necessity to always put up Barrier/MBarrier at the start of a battle, 4x Cut being the most powerful attack, etc).

Also, there isn't any AI editing in there. I managed to make enemies use different spells, because I re-organized the Kernel (there was no Heidegger/Proud Clod/WallMarket at the time, so I hex-edited everything). I put Cure instead of Ice (hence the name "aid" to fit the number of available characters >.>), Comet instead of Death, etc - and I also re-organized the materias. That way, instead of Palmer using Fire2, Ice2 and Bolt2 (for example), he ended up using Tornado, Death, and something else (don't remember).

So the only thing that'll be carried over, I think, will be the attack repertoire. Like Refuse targeting all allies, enemies' physical attacks also causing status ailments, and monster animations providing buffs (such as Proud Clod's charging giving him invincibility, or Zemzelett's takeoff granting it Haste/Barrier/Mbarrier, ...).

Anyway, yes, you can use it if you like. You have my permission (I'm not using any of it for my new mod) :)

EDIT:

Ah, I just remembered something. You might not want to use my old files, because they contain bugs / glitches. For one thing, since I had no utility to fix the scene look-up at the time, I copied a certain scene file over another - ending up messing with the battle square, I think (and ending up having to remove many of my changes). And I remember having lots of trouble editing some bosses without the game crashing... ...The game repeatedly crashed at the first fight in Wutai's pagoda, at the soldiers blocking the way to the underwater reactor, ... until I found the one enemy that needed its stats to be reverted to their original values.

And even worse, there was a materia glitch in the field, if you were using Yuffie (not a joke!). The in-game materia menu would strangely flash, and after leaving the menu, Cloud's 3D model would disappear... ...and you'd have to change field screen or enter a battle to fix it...

I know it's weird that modifications to the Scene.bin and Kernel.bin would cause this latter problem, but since someone else than me who downloaded my files also experienced it, I would strongly advise not to use those files.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Cloudef on 2010-11-02 12:38:53
Quote
Barret Is Working Whoo Hoo!!!

Glad, It's working now. Keep up the good work, I personally like PSX mods more than PC. Since I do emulating on other platforms than PC.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-02 15:59:14
@Armorvil - Wow that's a lot of craziness.  What would you say if I told you I haven't encountered any of that?  lol, I played up to the Ancient Temple with my first attempt at this mod and have been using my own purely original Kernel.  Well I will keep an eye out for those bugs you mentioned and test it a little more once I am done with everything.  If I must make a scene.bin from scratch then that is what I will do, but I have to say that it is looking hopefuly since I have not encountered any of the issues you mentioned.

Battle Square - Unchecked
All Bosses so far - Checked, No Bugs
MPs at Underwater Reactor - Unchecked
Wutai Pagoda - Checked, No Bugs
Yuffie issues - No Bugs here and I use her quite a bit

@Cloudef - Good to hear, I gotta go to or else I am gonna miss my ride to campus.  I will tty guys later.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-02 20:33:26
Sorry for constantly updating, but I get to work on the project spiradically throughout the day and since I am basically just copying info from Kernel to Kernel it is going by pretty quickly.

So I have decided to take this oppurtunity to A. Fine tune things based on my experiences while playing the mod.  and B. Add a little more to the Weapons section (since I originally left many characters weapons practically untouched).  Some of the ideas are:

-Make some of Cait Siths Weapons into Swords for Young Cloud creating a greater distinction between Ex-SOLDIER and Young Cloud
-Make some of Vincent's Weapons into Swords for Sephiroth so Seph can have his own set of weapons instead of just Masamune or borrowing Vincent's guns
-Get better character portraits for some that I am unpleased with (Seph maybe, Barret definetly, Cid definetly) Unless people like the current Seph portrait.
-Maybe make some character specific Armor...this would mean an increase in the differences between characters but a decrease in overall versatility.  Let me know.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Armorvil on 2010-11-02 21:50:52
About your portraits : I don't dig Tifa's avatar much (she looks like a 12 years old) =/ The art style is also quite different from some other portraits, so it feels weird / out of place (to me, at least). But it's your mod, not mine - so if you like it, by all means, keep it! ;)
As for Seph's portrait, it fits with Cloud's and Young Cloud's.

And nice about your bugs-checks. I'm pretty sure most of those glitches were due to a bad scene look-up and/or bad kernel hex-editing though. So as long as you only use Scene.bin, you should be fine.

As for character-specific armor, that's what I'm doing with my mod, and I'd love to get rid of it to tell you the truth :P (I'm looking at you, character-AI editing...). Not a huge deal, though
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-03 03:15:11
Hmm, I see what you mean about the Tifa pic.  I will look around online to see if there are other ones that would work well.  I was kinda looking for a younger looking Tifa (not 12 young though  :|) because I always thought that the characters looked younger than their actual age except for Tifa.  As for the other character pics, I will work on that tonite or tomorrow.

I think that I like where my armor is right now.  I want to take this oppurtunity to go into the design in a bit more detail.

    The characters have been streamlined into less of a polymorphous blob where anyone can do anything awesomely, and into better representations of the characters for who they really are/subtle character classes.  Cloud while high in HP and Strength, is basically average in all other stats and quite low in Spirit.  Aeris with exceptional Magic and high Spirit, has the lowest HP and very low Dexterity and Luck.  Tifa:  High Strength and Dexterity, Low HP and Vitality.  Barret basically sucks except that he has The most HP and Vitality.  But nobody is so terrible in any way to prevent you from altering their inate class.  You may not be able to turn Aeris into a Barret style character though, but you get the point.

    The equipment it littered with stat boosts (many minor, some major), status effects, and surprises.  Wait till you see what the Curse Ring does!  Some pieces of equipment may not seem invaluable at first, but when you combine the right things you can really create some unique benefits.  Now you may have a reason to continue wearing a Bronze Bangle over the Iron Bangle, or choosing the Titan Bangle over the Mythril Armlet, but depending on the desired effect, maybe not.  This theme is basically present throughout the game. 
    For example, if you choose to keep that Mythril Armlet on Tifa after you get the Mythril Claws and equip the Sneak Glove instead of a Protect Vest might not have quite as high defense, but you will have practically doubled your Dexterity at this point in the game.  Maybe you don’t like that?  Well by all means, keep the Metal Knuckles, Titan Bangle, and Protect Vest on for a healthy defensive boost with a hint of extra strength hmm? 

    New spells include Water123, Aero123, Laser123, Psych123, Holy123, Lucky Strike, Madness, Might, Holy Flash, Toxic, Abyss, Apocalypse, Red Flash, Osmose, Drain, and Thunder.  Laser causes shoot damage, Psych causes Shout Damage, Lucky Strike is Lucky Girl, Madness is like Mad Rush from VIII, Might is like Big Guard with regen, Holy Flash is level 4 Holy Magic, Toxic is a Bio + Status attack, Abyss is a Non-Elemental Status attack, Apocalypse is an alternative to Ultima basically, Red Flash looks cool and inflicts Fury, Osmose drains MP, Drain drains HP, and Thunder is a level 4 Lightning Spell to go with Freeze, Break, Tornado, and Flare.  Status magics don't exist independently anymore, but are instead attached to spells like Water (Slow), Aero (Confu), and others, but don't count on all the enemies being susceptible to them.
   Titan has been replaced with Fat-Chocobo, and Odin materia does Gunge Lance and KOR is now Zantetsuken which performs Steel Bladed Sword but instead causes damage (sometimes enemies disappear but still fight…idk).  Young Cloud and Sephiroth have sweeeeeet Limit Breaks.  If you thought Yuffie’s Bloodfest was cool wait till you see Young Cloud do it; same goes for Dragon Dive by Sephiroth.  There are also some new items that mimic Fury Brand and Transform, and also a Dragon Force Drink.

    Enemy-wise, although I did begin with SceneAV as my base, I've gone in and recalibrated things extensively.  However, if you run around leveling up all day long, it won't be very difficult.  The EXP curve is kinda messed up...you'll gain levels relatively rapidly early on, then experience spans of difficult leveling followed by easy leveling until (I am guessing cause I haven't fully tested it yet) around level 40 or so and then it should be difficult to gain levels until 99.  Given the fact that level is a critical component to the damage calculations, I suggest only leveling when things get too tough.  I managed to get to the Ancient Temple without going past level 21 (realized this might provide the wrong idea.  For the average FFVII player this probably wouldn't be possible  I'd say for the veteran player level 28 or higher would be OP with level 24 or less providing a significant challenge).  Got to the Red Dragon fight and got wiped out three times in a row.  Thus far, that had only happened with Lost Number (optional bosses are more powerful).

  One thing to note is that I have left some things at the player's discretion.  Yeah sure, you can always equip the best sh*t and most powerful spells with your optimum setup and probably make it through without much trouble.  My intent is for the player to take advantage of the versatility available in FFVII, which I have tried to enhance in as many ways as possible.  I present the player with many choices.  *What is this?  Tattered Ribbon...protects me from icky stuff, but doesn't let me have any helpful effects?!*  and some hidden perks that you might not notice at first glance.  *Huh?  This (blank) protects agaisnt (blank) too?  That wasn't in the description!* 
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Kudistos Megistos on 2010-11-03 16:43:23
New spells include...Psych123

Are you so obsessed with psychology that you made one of the courses you took into a spell? ;D
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-03 17:44:18
New spells include...Psych123

Are you so obsessed with psychology that you made one of the courses you took into a spell? ;D

Thats partially correct lol, but think more Pokemon haha.  The Psych3 Spell is basically Mewtwo using Psych on you (it looks pretty close I'd say).  But yeah I am pretty obsessed with Psychology since no schools offer a degree in FFVII.  But on a more serious note, I just couldn't think of a better term to describe the Shout Damage Spells and based on the animations, Psych seemed like the best choice...although I suppose 'Shout''.   Now that you mention it though...Psych 123...that might have been Intro to Developmental Psychology heheh.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-04 00:19:18
     Alrite, the Weapons are almost done, an I have to say I am glad that I went back through and did this all over again.  Now I feel like there are a lot more options for everyone when choosing weapons.  I have added 2 weapons for Aeris (Mystic Rod and Bloody Staff) by replacing 2 of Cid's weapons.  I'm not sure how that will work, but I will find out later tonite.  I just need to work on Young Cloud's weapons and Sephiroth's Weapons.  I will leave the possibility of using Vincent and Cait Sith by converting only half of their available weapons.
     I have a few small things to do here and there and also some work on the character portraits.  So if I spend today finishing the real work, and tomorrow fine tuning some things, I might be able to release by the weekend.  Keep in mind, I still need to decide the most appropriate way to provide this to everyone.  It may sound stupid to some of you, but I'm not sure of the best way to go about it.  Covarr mentioned something earlier in the thread which sounds promising but maybe others have ideas?  The modded files are Kernel.bin Scene.bin and the character's .tim files and the namemenu.mnu
     Convert the .bins to that .ups format, then pack the scene.ups and kernel.ups into a .zip with the new .tim images and a ReadMe?
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Tenko Kuugen on 2010-11-04 10:32:12
shout is essentially sound damage. sound can be depicated in many ways
Quote
Water123, Aero123, Laser123, Psych123, Holy123
that could be Noise, Deaf and Sonic(boom) for Psych ( and psych has nothing to do with actual shout aka sound damage. sound are, for the bigger part, vibrations in the air and some ultra low / high frequencies, but that has very little to do with psych unless you go the telekinetic branch )
Bubble, Stream, Flood for Water
Breeze, Storm, Cyclon for Aero
Photon, Plasma, Ion for Laser
Prayer, Saint, Punishment for Holy

you really, really lack imagination.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-04 16:14:48
And you really lack information and manners.  Just because its the 'shout' type of damage, doesn't mean that I've designed the attack animations to look like sound.  As a matter of fact, I've designed them to look like mental/psychic style attacks.  Oh and those names you suggested?

Bubble?  Well the animation isnt a bubble.
Stream?  Looks more like a tidal wave to me.
Flood?  gay, although Deluge might be a good idea.  Except i prefer the 1, 2, 3 style of names.
Breeze?  since when did a breeze kick your ass?
Storm, thats a good one.
Cyclone?  kinda redundant since there is an attack named Tornado.
Photon?  thats one single light particle, doesnt hurt people.
Plasma?  well the Laser doesn't look like plasma at all.

Its about giving a description of the type of attack and also staying in line with what the thing f*cking looks like.  Had you said, "You seem to lack creativity" or "Would you like some suggestins for names?" then I would have let it go,  Don't come onto my project thread and insult me.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Cloudef on 2010-11-04 16:58:04
Now now, don't go that far as take it as an insult. I don't think he meant to insult you, more like straightforward and rough way to give criticism and opinion.

As for me, just do the things you yourself want, that usually is the way to go and gives the best results/effort. Listening to others too much usually makes lose motivation fast.

Anyways, Imagine if this were a Anime and you'd be shouting those spell names ;<_<
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Tenko Kuugen on 2010-11-04 18:00:35
First of all, I couldn't know what the DESIGN looks like since there is no play-able beta.
Secondly, I gave generic examples of what you could call type-alligned spells. The 1,2,3 format for spells was abandoned for good reason after FF7. It's boring and uncreative.

Sure, you CAN make a wind or water spell also cut element or a earth spell also punch element but by making a spell exclusively 'shout' and calling it *psych* ... you're just taking off into nonsense land ( with a rocket propulsion engine )

( Oh and Photon could easily become Photon Lancer, and so on. AGAIN, generic examples. And wth kind of element is Laser supposed to be anyway? Laser is effectively LIGHT, but seeing how HOLY serves as he games equivalent to light as far as spells go... )

If spell names are a descriptive of what something looks like, you're gonna have a field day with the enemy skill names. L4 Suicide? oookay, looks very "L4 Suicide"-ish alright.

And "I would have let it go", what? Sorry but we have still free speech and by publishing your work in a open forum you are prone to get criticism, whether you like it or not. I am saying your spell names make no sense and are uncreative. You have yet to prove me wrong.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Kudistos Megistos on 2010-11-04 18:12:18
You have yet to prove me wrong.

You seem to have difficulty understanding the concept of "burden of proof". It is for you to prove that they make no sense and are uncreative (when compared to normal spell names in RPGs, which aren't the most logically or inventively named things). Note that simply stating your opinions as if they were facts does not constitute proof.

You also seem to have difficulty understanding the difference between on-topic forums and Completely Unrelated. Whilst the aggressive and demeaning attitude you have been showing recently fits in well over there, it is out of place here. Nearly all of your last few posts have been dedicated to telling people how stupid they are.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Covarr on 2010-11-04 18:25:12
You have yet to prove me wrong.

You seem to have difficulty understanding the concept of "burden of proof". It is for you to prove that they make no sense and are uncreative (when compared to normal spell names in RPGs, which aren't the most logically or inventively named things).
This is vague, so let me clarify. What "burden of proof" means is about what it sounds like; the person with burden of proof is the one who must prove their statement, the other person doesn't necessarily have to prove anything. In organized debate, the burden of proof ALWAYS goes to the person who makes the initial remark, and if they can't prove that, they'll lose the debate, even if the other side can't prove their counterargument. In everyday use, burden of proof is less strict, and may be shifted based on common sense. For example, if 99 out of 100 people agree, burden of proof generally goes to that lone hundredth person, regardless of who spoke first.

However, bringing up proof (Kuugen) or burden of proof (Kudi) is completely daft in this context. This is completely an opinion, impossible to prove either way.

Regarding the actual subject at hand, I *somewhat* agree that these spell names don't make a whole lot of sense, but the names themselves are plenty creative, simply by merit of being new. "Shout" is not a spell name I've seen anywhere else, making it miles more creative than one of your suggestions, "Bubble", which has been a mainstay in Pokémon for years, and used in other RPGs before that.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Kudistos Megistos on 2010-11-04 18:28:23
However, bringing up proof (Kuugen) or burden of proof (Kudi) is completely daft in this context. This is completely an opinion, impossible to prove either way.

That's what I was getting at...



Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-04 19:29:04
@Everything above.  This is exactly what I feared would happen by responding.  But since the damage is already done I may as well reply.

Alrite Kuugen, I will respond to you with a bit more respect than you have given to me.  You comment about not knowing what the design looks like is a good one because it illustrates the point that you might not have wanted to write me a message based upon ignorance.  And naming a spell and giving it an accompanying animation has little to do with the type of damage it does.  Shadow Flare...is it dark-based or fire-based?  No but I'd say that the name suits the animation perfectly.  Get my point?  I included spells that are based on Shout and Shoot so that when you encounter enemies that seem to be strong agaisnt traditional magic spells, you have an alternative group of spells to choose from.  Laser makes sense because the animation is a laser...y'know like Tail Laser and W-Laser...did you object the these spells being in the game before I made them available to the player?  Im not arguing that a Laser Beam isn't a focused beam of light...but wtf does that have to do with my game?  I am not trying to avoid criticism I am trying to scold you for your rudeness.  As Kudistos said, you have been running around the forums telling people they suck or their work is stupid.  I'm pretty sure thats frowned upon.  Like I said before, if you would have provided Constructive Criticism or phrased it like a suggestion, I would have said thank you for the input.  Instead you said that I "really really lack imagination".  You're entitled to your opinion, but most would agree that your comment is just plain rude.  Please don’t respond unless you intend to be civil about it.

Perpetuate the issue if you must, I reacted out of principle.

I understand that many people don’t like the 1, 2, 3 style, but I prefer to reserve special names for top tier spells.  Flare is Flare, not Fire4.  If the options were Blaze, Flame, Inferno, and Flare, then people might say, “Well I think Blaze sounds more menacing than Flame.” or maybe, “I can’t remember, is Inferno more powerful than Flare?”     

As far as progress goes, I am basically finished.  I had a minor issue when editing the weapons that I will have to fix today and I am gonna change Barret’s picture.  But otherwise I’m done.  Now I just need some advice on how to release it.  Pretend you were releasing a PSX mod, how would you do it?
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Covarr on 2010-11-04 19:38:12
I'd advise releasing it as a PPF patch (http://www.romhacking.net/utils/514/). That seems to be the standard for Playstation games.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-04 19:50:27
Thank you Covarr.  I will play around with this today when I have a chance. 
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Tenko Kuugen on 2010-11-04 21:04:59
You have yet to prove me wrong.

You seem to have difficulty understanding the concept of "burden of proof". It is for you to prove that they make no sense and are uncreative (when compared to normal spell names in RPGs, which aren't the most logically or inventively named things). Note that simply stating your opinions as if they were facts does not constitute proof.

You also seem to have difficulty understanding the difference between on-topic forums and Completely Unrelated. Whilst the aggressive and demeaning attitude you have been showing recently fits in well over there, it is out of place here. Nearly all of your last few posts have been dedicated to telling people how stupid they are.

My last few posts are about telling people how stupid they are? wait, what? I told someone he's dumb because he is overlooking basic tactics in a hardcore mod, which is to a certain degree justified. And I didn't call lostwing stupid but uncreative and there are LIGHTYEARS between those two things. So you might wanna elaborate where I am going around telling everyone that they're stupid.
Also, I'm not a robot, i'm prone to have bad and good days, and such show in my post.

As far as the names issue goes, I voiced my opinion, I stand by it. I have no problem seeing the difference between re-named fire1,2,3 spells and flare, simply because it's still in the same order in the magic menu. Also, you can put info texts on the spells. The difference between "small fire damage" "moderate fire damage" "heavy fire damage" "Extreme fire damage"  ( all generic examples before you jump on the exact words again ) is well.. obvious. So your argument that renaming spells would confuse people is a bit shaky.

Also, you obviously haven't checked my posts, otherwise you wouldn't jump on the "durr hurr you tell everyone they're stupid and suck" bandwagon that Kudis started ( with the enormous backing of maybe 4 posts in total where I wasn't civil about things. ) You might want do check for yourself next time, to keep your dignity.

Oh, and just a piece of actual advice: Not every critic is nice and cake.
I'm not ignorant, just not a very nice person.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Kudistos Megistos on 2010-11-04 22:34:44
My last few posts are about telling people how stupid they are? wait, what? I told someone he's dumb because he is overlooking basic tactics in a hardcore mod, which is to a certain degree justified. And I didn't call lostwing stupid but uncreative and there are LIGHTYEARS between those two things. So you might wanna elaborate where I am going around telling everyone that they're stupid.

You should go onto your profile some time. There's a wonderful button called "show posts".

Also, I'm not a robot, i'm prone to have bad and good days, and such show in my post.

Sounds like you've had a bad past couple of weeks. Not that you should be letting your personal feelings influence the way you interact to such an extent.

Also, you obviously haven't checked my posts, otherwise you wouldn't jump on the "durr hurr you tell everyone they're stupid and suck" bandwagon that Kudis started

Obviously they're jumping on a bandwagon. It couldn't just be that other people have also noticed the aggressive posts you've been making as of late but were too afraid to say anything because they knew you'd react with a flamewar.

You might want do check for yourself next time, to keep your dignity.

You're such a sweet talker! It's no wonder that everyone thinks you're such a respectful person who only makes constructive criticisms.
__________________

I can see that you're the flamewar kind of person, so if you want to continue this, make a thread in Completely Unrelated. Let's not shit up a project thread any more.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: sl1982 on 2010-11-04 23:36:25
I can see that you're the flamewar kind of person, so if you want to continue this, make a thread in Completely Unrelated. Let's not sh*t up a project thread any more.

Agreed, Kuugenthefox you have been a general asshat for a while now and I am not amused. If you have something constructive to say and you are able to say it with some civility you can post it here. If not then keep to unrelated.
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-05 05:19:59
Well it seems that I inadvertently overwrote some kernel pieces.  Time to do 3/4 of the weapons again.  I hope my memory is working well tonite because I do not feel like reconceptualizing all of those things again.  About half of the changes I need to make AGAIN I can just use my initial modded kernel as a reference.  Sorry Cloudef lol, I was gonna have this available tonite, but it may not be until tomorrow night now.  I think it will be worth the wait though (depending on how you play FFVII, but I think its almost perfectly in tune with my play style).
Title: Re: [WIP] FFVII Lost Wing (PSX)
Post by: Cloudef on 2010-11-05 13:12:48
Haha, frequent backups, is must for a dev  ;)

Anyways, no need to hurry. I'm not going to get my Pandora anytime soon to play it throughly.
So just take your time.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-05 22:35:39
Release!  Check the first page for a link.  I haven't included the info necessary to use Young Cloud and Sephiroth though.  Although I suppose I can do that here in a quick and dirty format.

Google PEC playstation emulation cheater.  Download it.  Follow instructions for using it with your psx emulator.

Once you got this up and running correctly you gotta create some codes in your user database.  Here are the codes you will need to use Young Cloud and Sephiroth:

First, Controlling Sephiroth:  (http://i1108.photobucket.com/albums/h413/lostwingx/ControlSephcodes.jpg)

Next, Seph and Young Cloud have Limit Breaks:  (http://i1108.photobucket.com/albums/h413/lostwingx/Sephlimitbreak.jpg)

For using Young Cloud after meeting Cait Sith:  (http://i1108.photobucket.com/albums/h413/lostwingx/Enableyoungcloud.jpg)

And just in case you don't have it, this unlocks USO menu or whatever its called.  You'll need it to get Seph and Young Cloud in your party (Seph = 10, Young Cloud = 9) (http://i1108.photobucket.com/albums/h413/lostwingx/CompleteMenu.jpg)

Remember people, I've never done anything like this before and probably won't do anything like this again.  I just wanted to have a FFVII that complimented my playing style and decided it would be nice of me to make it available to others since there is a severe lack of PSX mods.  As far as installing this thing goes, I spent all day trying to figure out this stuff and eventually got it to work for me.  I tested the process that I wrote in the InstallationInstructions and it worked. 
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: Cloudef on 2010-11-05 23:10:10
Downloading! Thank you, for your hard work.  :-)

I'll play it a bit on PC first, and then probably play it fully later on Pandora.
I seriously should focus atm on my OpenGL framework project ;<_<
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-05 23:19:54
Oh Crap!

Just realized I forgot some things in the Kernel.  I will fix it later tonite.  If you did download the first file I posted then:

-You start out with the Buster Sword, its way overpowered at this part of the game.  You are suppose to have Mythril Saber.  You will get one in Sector 6 or gameshark it in till I fix it.

-You start with the traditional materia.  You are suppose to have Water and Wind Materia.

-Starting materia and equipment for other characters are also unchanged.  They are suppose to be different.

*****************  ******************  ******************

Edit:  Alrite I fixed it.  Let me know if something is messed up.  I've burnt myself out with this crap today.  Hope you enjoy it Cloudef.  I also stuck a few materia on Sephiroth that can't be obtained through regular play.  They're pretty powerful though, so decide when its appropriate to start using them.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: Cloudef on 2010-11-06 08:05:17
Ok, downloading the new version right now =)

Still haven't got the time yet to test it, but I'm going to let you know when I can.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-06 08:35:22
Thanks for taking interest.  I noticed that it doesn't seem very difficult in the beginning, but there are a few points that can be challenging.  For me, the fun starts in the Train Graveyard, then a tough Reno battle, then the Shinra Building.  Which reminds me, in the original version of my mod when Reno cast Pyramid on someone, occasionally it wouldn't let you return them.  This is suppose to be the non-buggy version though, so hopefully this isn't the case.  But I'll let you experience it on your own  :-)
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: Cloud1000 on 2010-11-06 09:32:12
is it possible for you to make this mod PC compatible? That would be even more awesome cuz FF7 PC has way more features / more mods ect. So it will be alot more fun.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-06 21:21:14
is it possible for you to make this mod PC compatible? That would be even more awesome cuz FF7 PC has way more features / more mods ect. So it will be alot more fun.

Yes it is possible.  I can probably do that.  Might be a little while though.  With a bit of research, you might be able to do it yourself in the meantime.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: Cloud1000 on 2010-11-07 00:38:58
i extracted the kernel and scene.bin from the new bin file. But I dont know how to convert those files into PC FF7. I can read kernel.bin fine with wallmarket. scene.bin Dont remember what program is used to open it...  :D
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-07 01:18:47
Open the Kernel.bin with WallMarket.  Then I am fairly sure it is as simple as clicking the PC tab at the bottom, and saving it.  I could be wrong, but the WallMarket thread probably has this information.

I think that the scene.bin from PSX is compatible with PC and vice versa.  The program for viewing the scene.bin is Hojo or Proud Clod (PRC).  Refer to their respective threads or ask around.  Make sure that you Update the Kernel with Hojo before using it just in case the PSX -> PC conversion changed anything.

I am glad you are interested in my mod enough to take such initiative.  I hope you enjoy it.

EDIT:  If you are looking for a hardcore mod, this may or may not suit your needs.  While it can be difficult at various points in the game, I would hesitate to call it HardCore.  It really depends on your own level of skill.  If you routinely kick the ass of various FFVII challenges or other HardCore mods, then this will provide little challange.  However, if you are looking for some fresh spice for the game and the option to customize your battle strategies, my mod is great.  Thats not to say that your skills won't be challenged if you keep your level low and resist optimization in favor of distinction.

EDIT2:  I decided that I should mention that I have only tested up to the Ancient Temple.  Since I haven't tested any further (and this is where you encounter some of the best bosses and high HP enemies, some things may be out of balance.  I intend to play through the whole game and later fix anything that doesn't fit.  I already suspect that some random encounters later in the game might be too difficult or just have too much HP.  Or I may have accidentally left something unchanged.  I spent 95% of my time on the Kernel.

I realized something else.  In the Kalm Flashback, when you battle the Dragon, you will be using a low level Sephiroth and Young Cloud (unless you've leveled them up).  If you have control of Sephiroth then you can try this battle as a Mega-Challenge.  If you don't have control of Sephiroth then this battle may take awhile, so go have a snack or something.
Title: Playthrough to check for errors
Post by: xLostWingx on 2010-11-08 07:34:15
I began a new game with my latest files.  The ones that are currently available for download (11/8/2010).  I am going to check for mistakes and take notes on what needs corrected,  Depending on the impact of the out of balance components, I will be updating the download link periodically. Changes to be made:

- Guard Skorpion for some strange reason gives you a Wizard Bracelet.  Do Not use this, you are not suppose to have it.
- Some of the initially equipped materia (On Cid and Sephiroth) are mastered. (Fixed)
- Young Cloud's level 1 Limit Doesn't work. (Fixed, changed to Slots)
- Sephiroth doesn't gain MP when he levels up (tried fixing this...not sure what the problem is)
- Jenova Birth was way too hard (Fixed)
- Get top tier accessory at Fort Condor 2nd battle (Fixed, now you get Ice Ring)
- Dyne needs to be more difficult.
- White Wind Always Misses
Title: Re: Playthrough to check for errors
Post by: Covarr on 2010-11-08 18:30:52
I'm smart and I know how to get around the word filter.

You do realize that telling people not to use it probably won't help, right? It's like a slot machine giving out jackpot when it's not scheduled, and telling the gambler not to collect.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: obesebear on 2010-11-08 18:36:46
I began a new game with my latest files.  The ones that are currently available for download (11/8/2010).  I am going to check for mistakes and take notes on what needs corrected,  Depending on the impact of the out of balance components, I will be updating the download link periodically. Changes to be made:

- Guard Skorpion for some fuċking reason gives you a Wizard Bracelet.  Do Not use this, you are not suppose to have it.

We get it. You're so upset with...something.. that you actually need to take the time to get around the word filter.   Don't be gay.   In order to further incite your untamed rage with...whatever.. warning issued.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: Armorvil on 2010-11-08 19:00:12
The Guard Scorpion dropped a wizard armlet in my beta mod (and this was desired). Looks like you somehow forgot to change some drops.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-08 19:02:46
The Guard Scorpion dropped a wizard armlet in my beta mod (and this was desired). Looks like you somehow forgot to change some drops.

Yeah I forgot to change the Bosses' Drops/Steals.  I plan to fix it.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: Cloudef on 2010-11-12 01:46:21
Heh, noticed that too. Tossed the item away tho, since it wasn't planned.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-12 02:56:24
Heh, noticed that too. Tossed the item away tho, since it wasn't planned.

Yeah, my mistake.  Of course you could use it if you want, or sell it.  In order to get enough gil for everything, you may have to level up more than is desired.  Have you invested any more time into playing?  I am up to Sector 7 right before the plate crashes.  The Heli-Soldiers on the tower can be tough with just Cloud and Tifa and I think Reno will be tough.  But I think the difficulty is more-or-less (a little less than) where I want it to be.

I've noticed a dozen or so errors, but none of them ruin anything.  Cid was suppose to have a fresh Spirit Plus materia, but he has a mastered one.  You can buy them though so I guess it doesn't matter.  All the new materia and magic are accessible through normal play except for 2 special materia that are equipped on Sephiroth.  Anyway, hope you're enjoying it.  I know I am.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: Cloudef on 2010-11-12 10:55:13
I've tried to hold back playing it, since I really would like to enjoy and finish it on the Pandora. I'm currently going on Seventh Heaven.
If I can't resist playing it, I'll try to force myself stopping playing at least on Reno or the Girl Cloud part.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-12 22:23:33
Well let me know when you start playing for real.  I will update the download with the fixes for when you start playing.  I am up to Kalm and have been making notes of what needs fixed.  The list is on page 2.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-18 19:58:53
I've upload and provided a link for the new Patches.  Many details have been fixed, but this is by no means complete.  The link is on the first page, and here  **I also fixed Barret's menu portrait**

http://www.mediafire.com/?eag18xjfw976tcw
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: Cloud_man on 2010-11-29 10:31:55
Hey there !

Congrats for your mod, I really enjoy it :D
It's just for telling you that I have founded a minor bug.

So, I was escaping from the jail of the Shinra building and when I open the materia menu, here what I see :

http://www.noelshack.com/1/1/sanstitre-c521dcc224.jpg (http://www.noelshack.com/1/1/sanstitre-c521dcc224.jpg)

I really wonder what kind of materia is it ^^
I hope that this will help you to improve your mod ;)
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-30 08:12:05
Ah it seems you've attained the Gravity Elemental Materia.  You can pair that with elemental to make gravity based attacks or defense...in otherwords it is practically useless.  There are a few "leftovers" hidden throughout the game.  Most of them can be seen by adding all items and materia to your inventory.

I'm glad you are enjoying the game.  Unfortunately there are a few real bugs that you will likely encounter.  In the current download link I think Rapps is really weak, and so is Dyne.  White Wind doesn't work properly and neither does Red Flash.  These are fairly big issues, but I truely don't have the time to fix them right now.  I have been on hiatus for my FFVII dealings recently in an attempt to focus on more productive things, but don't worry...I will be back to continue tweaking my mod and correcting errors.  I just gotta get through two more weeks of school and I should have some time.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: Cloud_man on 2010-11-30 11:29:02
Oh sorry, I really though that this was a bug ^^"

Anyway, you don't have to be in a hurry, take your time ;)
Good luck for the future.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-11-30 19:08:34
Well it is half a bug lol.  I just ghetto-rigged one of the materia to functio as having no abilities except for being Gravity Elemental.  It certainly doesn't look right in the menu, it will always appear as having the abilities of the materia you just moved your pointer from.

While I won't be hurrying to do any work on this anytime soon, I will certainly be working on it once I have some time considering at least 3 people have started playing it.  Thats good enough for me.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2010-12-17 22:52:42
In case anyone is playing this, please let me know about any bugs/crashes/glitches so i can fix them for the next patch update.  I know what works for me and what isn't working for me, but apparently not everyone is having the same experience.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: Vgr on 2011-01-06 19:02:58
I am experiencing that. But otherwise, could you send us all the cheat codes you were using? (text format please, its a pain to copy that)
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2011-02-02 20:58:42
If you check out some of the youtube videos you can see the codes.  I really don't want to type them all out.  FYI im not really working on this, but its not out of the question for the future.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: Vgr on 2011-02-02 21:44:52
I did it, but we miss a lot of codes, and some of them still incomplete (cannot see everything)
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2011-02-02 22:50:18
All my codes are either from Anti-GSC.com or gshi.org  (i think they use 0xffff.org now).  Hope this helps.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: Vgr on 2011-02-02 23:17:05
I am on 0xffff.org (this is the link) and it rocks ;D

EDIT : Could you put a link to Anti-GSC.com? Was searching but obviously this doesn't exist anymore...
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: xLostWingx on 2011-02-03 00:45:47
http://viper.shadowflareindustries.com/antigsc/?codes&dev=gs&system=psx&game=ff7/ff7inbat See if this works.  It isn't the same exact site...but I think it contains the same information.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: Vgr on 2011-02-03 00:53:54
It does. Thanks.

EDIT : Managed to make this mod to the PC version! Ask me to a link/how to do it.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: obesebear on 2011-02-14 00:57:47
Warned.  Double posting to bump a topic so people see your edited post completely defeats the purpose.  Editing a post makes the "new" tag pop up.   If you have a link to provide, or anything extremely relevant...or even if your last post was weeks ago and you have new information, double posting is fine.

But the fact you've been warned before for this, I have to do it again.
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: Vgr on 2011-02-14 01:01:09
Editing a post makes the "new" tag pop up.

See, I didn't know that.

But the fact you've been warned before for this, I have to do it again.

I understand. I don't really know how the forums works...
Title: Re: [REL] FFVII Lost Wing (PSX)
Post by: obesebear on 2011-02-14 01:04:14
No worries dude.  It's just a little redundant editing a post to update information, and then making another post to point out your edit.
Title: FFVII Lost Wings PC Version (please report any bug by PMing me)
Post by: Vgr on 2011-02-19 12:43:33
FFVII Lost Wings PC Version : http://www.mediafire.com/?glp678pmk8k8ka7

EDIT : xLostWingx gave me permission to distribute the PC version.

*** EDIT ***
The above link doesn't work anymore, so I re-uploaded it. Here it is. (http://www.mediafire.com/?y39yx1ewaca0gss) It includes a batch file. Report here (http://forums.qhimm.com/index.php?topic=11452) to know how to use it. Here is a short résumé :

These files are called scene_lw.bin kernel_lw.bin and kernel2_lw.bin (there is also other files but they don't matter here). Have renamed your ff7.exe ff7_nm.exe, your battle.lgp battle_nm.lgp, your flevel.lgp flevel_nm.lgp, the scene.bin scene_nm.bin and both kernel's renamed the same way. You just have to rename, the original files will be overwritten anyways. Then put the above-mentioned files in their directories and the batch file into Final Fantasy VII directory. Now all you have to do is to run that batch file and the Lost Wings Mod will be applied. Maybe you should download the other batch files (http://www.mediafire.com/?dgc2vjrxrcrxodz) and take the "Backup" one to restore your backup when you want.

If you find any issues that aren't there in the PSX version, please PM me.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2011-10-29 01:03:45
Hey I was just wondering if any active members had played this and what their thoughts were.  I know at least a three people from qhimm have tried it and a few from youtube, but I've recieved relatively little feedback.  If I recall correctly, towards the end of the process of completing this, I got realyl lazy and there were also a few issues that I never corrected - Mostly because I didn't think there was much interest.  If there are people playing this, and there are important issues that need to be solved, I would be willing to make the appropriate fixes.  Anyway, just wondering...
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: pacito-ex on 2011-10-29 02:14:37
ooo I didn't know you had another game?! <obviously doesn't look into this forum long enough or pay attention to old posts> i'll play through :D i'm so psyched ^,^
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2011-10-29 02:46:19
Cool.  Keep in mind, the modified files will only get you so far.  If you want to use Young Cloud and Sephiroth, you're going to have to use codes.  However, all the required info is in this thread.  Let me know if you have any questions.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: 2ply on 2011-12-15 23:09:16
 This mod sounds pretty good, really interested in it, but i'm having a problem. Wondering if I did something wrong when applying it to the .bin's or something.

 I'm running it on a PSP if that matters too. It shouldn't though since it runs same as a PSX game would, just had to convert the .bin over to an EBOOT file.

 But for some reason whenever I goto open any menu tabs other than equipment it causes the system to lock up completely until it crashes (with a strange pop sound too, that worries me).  :?

 Edit: It does the same thing for both new games and previous save files too.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Vgr on 2011-12-15 23:12:58
Err...

The PSP has the bad habit of not emulating correctly PSX games... It did the exact same thing to me, but with Rebirth. I talked with Bosola, and he doesn't seem to know anything...
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: 2ply on 2011-12-16 00:00:21
Err...

The PSP has the bad habit of not emulating correctly PSX games... It did the exact same thing to me, but with Rebirth. I talked with Bosola, and he doesn't seem to know anything...

 Seems a bit strange everything works up until opening something in the menu while playing though, maybe the PSP just reads the coding or whatever differently, idk. Probably not anything that can be done without modding the PSP itself lol.

 Thanks for the reply :-) Guess i'll just stick to the vanilla game.

 EDIT: out of curiousity, have you gotten any FF7 PSX mods to work with the PSP?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Vgr on 2011-12-16 00:02:56
Well, I had gotten Lost Wings and AV Mod Beta to work a bit, but since my PSP got stolen short after, there's nothing I can really say...
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2011-12-16 00:29:53
I haven't tried any VII PSX mods on PSP.

My mods are only tested on ePSXe playstation emulator.  I have no evidence that they will work with any other emulator, the Playstation machine, PSP, or anything else.

Keep in mind, this mod involves hundreds if not thousands of changes to the original game.  I'm surprised that ePSXe runs it half the time, and even it doesn't like many changes that I tried to make.

Perhaps a less modified mod would work?  I would try making half a dozen small changes to the kernel.bin in Wallmarket to the Clean Unmodified kernel.bin and plug it back into an iso, and convert that to an EBOOT and see if it works then.  If the PSP can handle a few changes, there is the potential for a PSP compatible FFVII PSX mod.  I would imagine a kernel.bin that only had some alterations to weapon stats, magic strength, and character stats would work fine.  It is probably unlikely that mods involving new/reconfigured spell animations, restructred materia, and anything heavier would work on a PSP.

If you know how to test this, go ahead and do so then let us know.  If not, I'll bet vgr could do this in like 5 minutes if he was willing.

=========================================

EDIT:  Didn't know your PSP was stolen >_<
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Vgr on 2011-12-16 00:34:33
Yeah, although the PSP does support some mods, sometimes it doesn't like them...

Yeah, it's been a while since it got stolen, and I've lost hope on getting it back. I have a PS3, but I can't play Crisis Core/Dissidia Duodecim on it... Those were great games... I have FF7/FF8/FF9 though, but I can't play modded (well, if anyone knows how on an OFW, tell me).
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: 2ply on 2011-12-16 00:35:44
I haven't tried any VII PSX mods on PSP.

My mods are only tested on ePSXe playstation emulator.  I have no evidence that they will work with any other emulator, the Playstation machine, PSP, or anything else.

Keep in mind, this mod involves hundreds if not thousands of changes to the original game.  I'm surprised that ePSXe runs it half the time, and even it doesn't like many changes that I tried to make.

Perhaps a less modified mod would work?  I would try making half a dozen small changes to the kernel.bin in Wallmarket to the Clean Unmodified kernel.bin and plug it back into an iso, and convert that to an EBOOT and see if it works then.  If the PSP can handle a few changes, there is the potential for a PSP compatible FFVII PSX mod.  I would imagine a kernel.bin that only had some alterations to weapon stats, magic strength, and character stats would work fine.  It is probably unlikely that mods involving new/reconfigured spell animations, restructred materia, and anything heavier would work on a PSP.

If you know how to test this, go ahead and do so then let us know.  If not, I'll bet vgr could do this in like 5 minutes if he was willing.

=========================================

EDIT:  Didn't know your PSP was stolen >_<

 Hmm, I may look into going about trying some of that. I'm the embodiment of a newb with this sort of stuff atm though lol, but lots of time on my hands right now so I might be able to get a grasp of it.

 Would you be ok with me using this mod as sort of a base file or something to mess around with?

 Edit: and yes that sucks about your PSP Vgr.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Lionsmane on 2011-12-16 01:04:18
Cool.  Keep in mind, the modified files will only get you so far.  If you want to use Young Cloud and Sephiroth, you're going to have to use codes.  However, all the required info is in this thread.  Let me know if you have any questions.

If we're playing it on the PC version, do you know of a way to play as sephiroth or young cloud?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Vgr on 2011-12-16 01:05:12
Kranmer's trainer.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Lionsmane on 2011-12-16 02:50:52
Kranmer's trainer.

Thanks man, ill check it out
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: 2ply on 2011-12-16 15:50:04
Hmm, I may look into going about trying some of that. I'm the embodiment of a newb with this sort of stuff atm though lol, but lots of time on my hands right now so I might be able to get a grasp of it.
Well, just incase anyone else comes around wondering about the same thing as me..

 After messing around with things lastnight and having a lot of issues (with both PC and PSP lol), i've come the conclusion that the best and easiest thing to do would probably be just figuring out how to use CWcheats on the PSP to create custom cheats from scratch.

 There are already some user made cheats that enable a lot of what you'd probably want to do anyways (break 9999, sephiroth, young cloud, new materia, etc) plus it seems like there is not much of a limit to what you can do with FF7 on the PSP if done this way.

 You may not be able to alter gameplay elements like in this mod, but it doesn't seem like you can either way (with the PSP) without it crashing.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2011-12-16 18:16:14
WHat did you try?  Using cheats sounds like a good alternative.  I started out applying massive numbers of gs codes to the psx version, until I discovered that I could mod it.  If the mods aren't working then I guess using cheats is the natural alternative.  I suspect that there is a way to make some rudimentary mods for psx version run on PSP, it's just that no one has tried to design a mod with this in mind.  I'm interested in the idea.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: 2ply on 2011-12-17 03:52:56
WHat did you try?  Using cheats sounds like a good alternative.  I started out applying massive numbers of gs codes to the psx version, until I discovered that I could mod it.  If the mods aren't working then I guess using cheats is the natural alternative.  I suspect that there is a way to make some rudimentary mods for psx version run on PSP, it's just that no one has tried to design a mod with this in mind.  I'm interested in the idea.

 I didn't get to try much of anything of my own actually lol, suspect Win7 is the problem though.

 Spent awhile finding and fooling around with the stuff but then hit a road block with the programs after the fact.. wasn't able to create a new kernel.bin with wallmarket (access denied even though it isn't, set as admin, UAC off 100%, etc) or even so much as open armips (generic error message).

 Probably for the best though lol, would not be happy after putting tons of work into something and only to have it to crash on the PSP (it's intended use). Just way too much trial and error involved for someone new like myself.


 I'm finding some pretty interesting things being done with gameshark codes in other games however, and it seems as if the same level of attention hasn't been given to FF7.

 Specifically some custom jobs/characters using a mix of enemy sprites/other info and playable character info, like this for FF:Tactics for example:
http://www.gamefaqs.com/ps/197339-final-fantasy-tactics/faqs/13666

 Since you're a lot more experienced with both GScodes and moding in general, i'm curious what your take is on attempting something similar with FF7. Would it even be possible?

 (PS. sorry for sort of highjacking your thread, wasn't intended. You just seem to be the only active person I can find that is involved in this sort of thing atm)
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2011-12-17 05:20:21
Well I don't know right now, because the limits of what the PSP will allow are unclear.  Maybe tomorrow I will make a small kernel patch that you can test to see if the PSP will play it.  If it does, then there is the possibility of creating mods for PSP users.

As far as using codes goes...there is probably some algorithm or formula you can apply to Gameshark PSX codes to change them into (whatever cheat system the PSP uses).  If this is the case, then you would have thousands of codes at your disposal, which essentially equates to a modded game. 
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: 2ply on 2011-12-17 16:18:17
Well I don't know right now, because the limits of what the PSP will allow are unclear.  Maybe tomorrow I will make a small kernel patch that you can test to see if the PSP will play it.  If it does, then there is the possibility of creating mods for PSP users.

As far as using codes goes...there is probably some algorithm or formula you can apply to Gameshark PSX codes to change them into (whatever cheat system the PSP uses).  If this is the case, then you would have thousands of codes at your disposal, which essentially equates to a modded game.

 If you want to try a smaller PSP mod i'll test it for you if you need someone to.

 I still have a bit of researching to do to understand making my own gameshark codes, I have read some sort of mathmatics to it all (not that I was looking for it at that momment lol), but the codes all work exactly the same on the PSP as they do on the PSX apparently :-D


 As to what the PSP uses for cheats (if it helps), there's a plugin called 'CWCheat' that comes with a lot of preloaded one's, but to add new codes you just open a program called 'CWCheat Database Editor', add them manually, and it saves it to a text file that the plugin reads.

 My best guess atm is that in order to fully mod the game to run crash free on PSP, a lot of it will probably need to be cheat codes with minor changes to the actual CD.
 
 It just seems to like reading codes better than trying to read the eboot made from an altered cd image.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2011-12-17 16:34:08
Well good luck with that.  In case you are in need of some codes, here are the two sites I use for codes.

http://viper.shadowflareindustries.com/antigsc/?codes&dev=gs&system=psx&game=ff7/ff7inbat

http://gamehacking.org/?s=v2&sys=1&gid=1

The codes found here will enable you to basically modify 95% of anything you would want to change.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: 2ply on 2011-12-19 17:29:22
 Thanks for the links LostWings  ;D They should help tremendously.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: renegadeofunk on 2011-12-21 03:30:33
Hi LostWing, I just found these boards and did the whole BootLeg install.  After researching the various difficulty mods, I decided I like yours the best.  I know I won't enjoy the super hardcore one and the others don't seem to change much besides flat difficulty percentages (items or enemies).  I played just up to the end of the first reactor raid and I'm loving how new the game feels! 

Some things seemed weird to me at first, like how every time I opened the menu it seemed Cloud had 100-200 more hit points, lol.  Won't I hit the 9999 barrier pretty fast since I have like 1200 now at level 9?  Or is there a 9999 breaker patch included in Bootleg?  I also noticed that the trooper enemies were totally resistant to my physical attacks, but I'm assuming that's an intended change to make things interesting.  And one other tiny thing, potions say they heal 300, and they do but only in battle (not on the menu).

But beside that, I'm excited to play more of it.  One of your posts seemed to indicate that the mod might not be "done" all the way (i.e. untested for bugs and such towards the end of the game).  Should I just keep on trucking and not worry about that?

Thanks again for a great mod!

Edit:  Another thing I just realized - enemies still hit me for like 25-40 a pop, which means I'm basically invincible to them with my 1200+ HP.  Is that just easiness for the beginning of the game and they'll scale up?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Lionsmane on 2011-12-21 09:56:19
Hi LostWing, I just found these boards and did the whole BootLeg install.  After researching the various difficulty mods, I decided I like yours the best.  I know I won't enjoy the super hardcore one and the others don't seem to change much besides flat difficulty percentages (items or enemies).  I played just up to the end of the first reactor raid and I'm loving how new the game feels! 

Some things seemed weird to me at first, like how every time I opened the menu it seemed Cloud had 100-200 more hit points, lol.  Won't I hit the 9999 barrier pretty fast since I have like 1200 now at level 9?  Or is there a 9999 breaker patch included in Bootleg?  I also noticed that the trooper enemies were totally resistant to my physical attacks, but I'm assuming that's an intended change to make things interesting.  And one other tiny thing, potions say they heal 300, and they do but only in battle (not on the menu).

But beside that, I'm excited to play more of it.  One of your posts seemed to indicate that the mod might not be "done" all the way (i.e. untested for bugs and such towards the end of the game).  Should I just keep on trucking and not worry about that?

Thanks again for a great mod!

Edit:  Another thing I just realized - enemies still hit me for like 25-40 a pop, which means I'm basically invincible to them with my 1200+ HP.  Is that just easiness for the beginning of the game and they'll scale up?

Im up to about the 65th floor in shinra, and let me tell you, the difficulty definitely scales up a bit. lol. As for cloud having more hitpoints, I think you might be noticing the effect of the accessory "cats bell" maybe? Im freaking loving this version as well dude. 
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Vgr on 2011-12-21 12:42:00
Ok, we're talking about Bootleg here? Let me clear up your questions.

1. Don't use the 9999LimitBreak patch with Lost Wings, or else it'll get very unbalanced.
2. If you are wondering why some things are like this, play the PSX version, because that's the original. I ported it to PC, but I did a job as good as Eidos when they ported the game for PC. In other words, it has some bugs the PSX version doesn't have.
3. About the potions working only in fights, that's because, to change it in the menu, you need to modify the exe, which Lost Wings did not do.
4. About the enemies hitting less than you can handle by a lot, I never noticed that, or it never happened to me. Try on the PSX version.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: renegadeofunk on 2011-12-21 18:13:34
Thanks for the info, guys!  I think I'll keep playing on the PC version just because I want to check out all the other cool mods you guys have made.  I think the small damage thing probably only happens in the beginning.  I noticed a similar thing where Barrett had like 300ish health when he first joins me, but then seems to go up to 700+ really fast, so maybe its just something to do with initial scaling?  If you guys are still interested in working on the mod, I'll report back with anything else I find.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2011-12-22 06:28:10
Hey thanks for your interest in the mod, and I am glad you are enjoying it.

Basically I made it so that instead of waiting until ~Cosmo Canyon to make enemies a threat, I started things off fairly easy and getting your party into a stable place, and then boosted the enemies starting near the Train Graveyard.  As you make your way through Mid gar, the difficulty/balance will level off a bit.  After you leave Midgar, you and your enemies will develop at a gradual pace - allowing you to deal massive damage when you're strategy is optimal, and allowing enemies to pose a real threat if it is not.  Some of the bosses can be a threat, and some rare random encounters too; but if you maintain your equipment and materia allocation regularly and remember not to neglect different characters' strengths, you will always have the advantage.  For some extra challenge, keep your level low, and diversify your party.  I've allowed for the exploitation of particular stats.  If you want to make Cloud super strong and cast lucky strike on him, go ahead, if you want to make Aeris have super high mag, and use the most powerful spells, that is fine.  If you want things to be interesting, then you will play around with the characters, new spells, and new equipment until you find a combination that makes you feel good when you play.  That is why FFVII Lost Wing was made; to allow the player to utilize his/her characters the way he/she wants to.  If you grind and strive for optimization, this won't be very difficult, but if you go with the flow, and play for your own tastes, this will be a fun and moderately challenging mod.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: taterz on 2011-12-27 05:49:07
does this mod break the game from the end of the first disc onward? because that was when i noticed bosses had extremely insane HP levels and double attacks. from that jenova fight, she had a double turn every round (which was faster than my dudes hasted), and the only way to kill her was to spam drain about 20 times (which deals 9999 damage). drain has been the only way to fight anything, because the bosses kill me in a single hit and always attack multiple times.

i'm currently stuck on the turks trio in midgar. out of curiosity, i turned on the break damage limit. according to the site, it lets you hit for the 65,535 damage on each attack. drain was hitting as "miss" and gaining me "recovery" HP. i had to use it at least 10 times just to kill the bastards. is there something i'm missing or is it just incomplete? i was liking the new spell variety until these three showed up and just instantly took out all 3 of me in a single, triple hit combo of 9999 unavoidable damage.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Vgr on 2011-12-27 11:50:39
This mod should not be used with the Break Damage Limit Patch.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: taterz on 2011-12-27 18:54:11
i don't use that patch, as i said i used the gameshark code as i play it on the psx version. i only tested that for this particular battle, since i really don't see any other way of winning hence why i'm asking if it's intended or some really bad side effect.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2011-12-30 16:42:44
Thats interesting.  This mod has been out for quite awhile and no one else has reported such an issue.  Perhaps youre the first one to make it that far?  I doubt it though.  Have you continued playing or found a way of fixing this issue?  Drain is causing 9999 damage to every enemy??  Upload your save file and post a link and I will take a look.  If it really is an isse with the mod, then I will have to make the time to fix this so that it is actually playable...although I don't recall giving enemies the power to triple 9999 wipe out your party, nor did I design Drain to cause so much damage, and enemies should not have outrageous amounts of HP until the return to Midgar (but at that point you can have Quadra Magic and W-Summon etc.).  Sorry it took so long to respond.  If you upload your save file I can take a look and see if I have made a fatal error, or if you are just missing something.

EDIT:  How much damage were enemies dealing while you had the Break Damage Limit enabled?  How did your fight with the Red Dragon and the Demon's Gate go?  Red Dragon should cause like ~2000 with his physical attack if you do not have barrier on.  Does that sound familiar or was he doing 9999?  How far into Disk 2 have you made it, and is every single enemy ultra-powerful?  I think I might have deliberately made the enemies from Ancient City - Icicle Inn overpowered (although I can't recall why), but if you've made it to Great Glacier and are still encountering these issues, then I will have to fix the mod.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: taterz on 2011-12-31 03:41:24
http://www.megaupload.com/?d=ZWMQ2XLN

regular enemies are just as bad as the bosses. i loaded it up and each normal enemy was hitting for 5000 damage, 9999 on crits to people in the back row. it was Rude that was hitting my entire group one at a time for 9999 damage, and wiping out all 3 by hitting each of them in a single turn. i am near the end of disc 2, on the fight right before Reno, Rude and Elena. i tried to steal from Elena, and did not have a chance in hell of ever landing it, or so it feels that way. i switched to vanilla, and stole from each in a single try without fail. it's only the bosses that seem ridiculously overpowered, and their HP has been extremely high ever since JENOVA at the end of disc 1.

when i turned on the damage break code, i didn't actually see a number pop up. i know it was hitting them because Elena did her "Ugh..." thing and moved to the back row. i was gaining back "Recovery" levels of HP. also, i don't know if this was also intentional but the fight at Fort Condor, the commander dude, had an enormous sum of HP as well, and was destroying a single character in one hit (i think he was hitting around 3k? so i'm sure that's probably intended). poison was hitting him for 9999 damage per tic, and it took 30 phoenix downs to finally put him down. it's the same issue with the dino outside bone village, poison hits him for 9999 per tic and he hits one of my dudes for 9999 damage.

for the dragon and gate, i abused quite a few drains to kill them. i think they were hitting for regular boss level values. if it helps, i was using the download from the first post. JENOVA on the first disc took something like 8 or so drains to finally kill it, which seems a bit unreasonable. did i patch it wrong? everything was working fine and perfectly until that point, that was the first case of the bosses getting insane levels of HP.

EDIT:

i've held off playing the mod, and instead started playin gjo's mod.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-01-01 20:04:00
Thanks for uploading your saves.  I will take a look; the mod may in fact be broken, it just seems strange that in a year, no one else has said anything.  I know for sure that Drain is not suppose to be doing what you describe (and it didn't do that during testing, so that is somewhat confusing).  Hopefully I'll find some time to work on this soon.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Lionsmane on 2012-01-09 02:19:09
Im on the first disk and barrier isnt working correctly? when i cast it a sleep animation (i believe) appears but no barrier effects. I remember in the sephiroth flashback he has m-barrier and barrier and the icons are present next to his health (the little pictures of a shield or whatever that crumble as it wears off) but none of that shows up when i cast it.

is this normal?

im using the pc version with bootleg
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-01-09 22:46:47
Sounds like a problem with the PC version.  I'm not experiencing this in the PSX version.

This was basically a practice mod for me.  I made it while learning how to use the tools and learning how to mod in general.  Fixing the problems with this mod ranks low on my list of priorities, but if anyone wants to fix it up, please go right ahead.  If the enemies beyond the 1st disc are too over-powered, or certain spells are working improperly, it is fairly easy to just open up WallMarket and ProudClod/Hojo and make the necessary changes.  Sorry guys, but right now I don't even have the time to work on my current mods.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Lionsmane on 2012-01-10 00:08:44
hey guys, Im using the lostwing mod with bootleg on the pc, and the barrier spells arent putting up any kind of barrier for my characters. Just an animation with no effect. Is wallmarker the tool I need to use to fix this?

I havent used any tools myself, so the help is greatly appreciated. Thanks!


*****fiddling with wallmarket, I dont exactly understand how to make my changes "permanent" or save them to the kernel/edit the kernel to include my changes. Is there a quick answer for me?


THANKS! :]
Title: Re: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: xLostWingx on 2012-01-10 06:38:50
Post this in the Lost Wing thread or PM someone next time.

Wallmarket is the tool you will want to use, but I have no idea how the PC version differs from the PSX version.  You will need to open Wallmarket, go to the Attacks tab, locate the spell that is not working properly, and look to see if the status for Barrier is checked, and set to inflict.  If it is, then the problem might be in the conversion to PC from PSX in which case you are probably screwed.

^assuming you have used CDmage to extract the modded kernel.bin, and opened it in Wallmarket.  Not sure if you did this or not.
Title: Re: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2012-01-10 12:51:50
hey guys, Im using the lostwing mod with bootleg on the pc, and the barrier spells arent putting up any kind of barrier for my characters. Just an animation with no effect. Is wallmarker the tool I need to use to fix this?


WallMarket will handle the effects of the spell, yes.


You might have other issues if you just tried to apply a patch for the PC kernel to the PSX kernel, though. I don't know much about the differences except that the PSX version contains the KERNEL2 data... somewhere. If that's not at the end of the file, you'll see a lot of differences. And even if it is at the end, that's no guarantee the data will compress the same way (though I don't know how data is packed on either version).


I dont exactly understand how to make my changes "permanent" or save them to the kernel/edit the kernel to include my changes. Is there a quick answer for me?



Save the KERNEL then, if on PC, reinsert the KERNEL.BIN into its original directory. On PSX, reimport the KERNEL.BIN using an application like CDMage.
Title: Re: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Lionsmane on 2012-01-10 13:57:05
Thanks for the help guys, I'm using pc so no cdmage necessary. I just don't see a save kernel option. Only create and open. Barrier wasn't checked, and i checked it but idk if inflict was, when I get on my pc later ill check it out

Well, when I first used wallmarket and selected the kernel, I went to barrier under attacks and nothing was checked. I checked barrier and toggle status. Then clicked create kernel. Now when I open wallmarket and select the kernel, toggle and barrier are checked, but it still doesn't seem to be working in game (no icons, damages seem to be the same) am I missing  a step?
Title: Re: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2012-01-10 18:44:52
I really don't understand your question.


Tell me which spell you need to fix, what it currently does (in *full*) and give me a screenshot of its settings in the KERNEL. Then it'll be straightforward to help you.
Title: Re: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Lionsmane on 2012-01-10 19:15:39
Sorry to be a pain, I've never messed with wallmarket before, but here it goes:


Im using the lostwing mod on my PC (with bootleg)
When trying to use the spell barrier, an animation comes up (the purple star type thing for the spell sleep) but I never see any indication that barrier worked. That is to say, when the character is attacked, they suffer a regular amount of damage and there is no indication of barrier by the characters name. If I cast it again on the same person, the spell misses.

Here are screenshots of my settings in wallmarket as of right now:

(http://i41.tinypic.com/2u88n7l.jpg)

(http://i42.tinypic.com/yyviq.jpg)

And these are the settings when I open wallmarket and choose the Kernel that it found in my ff7 folder, just for clarification.



Again, sorry to pose so many questions! I try to be self-sufficient when I can. Just new to the modding scene

thanks man!
Title: Re: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2012-01-10 19:56:49
"Toggle status" isn't what you want there. That will remove barrier if a person has it. Just leave both Toggle and Remove clear.

What's up with those elements too? Why is Recovery and "Hidden" selected? Did you do that or was it like that before?

That Animation ID is also Sleepel's animation. Barrier's is 0F. In an unmodified KERNEL.BIN, the Animation ID is the same as the Attack ID.

Note that the Attack% is 100, not 255. 100 isn't guaranteed to hit all the time. That's probably a change made by LostWing's mod. All further questions need to be asked in the appropriate topic, which is not this one.
Title: Re: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Lionsmane on 2012-01-10 20:39:27
Thanks, that helped a lot. I think it also helped that I ran wm as an administrator. Also, I was choosing "create kernel.bin" not "create kernel and kernel 2"

Cheers!
Title: Re: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: xLostWingx on 2012-01-10 22:22:02
After looking at your images...

You are using some "New Spell Names" patch or something because there is no "Barrier" in the LostWing mod.  What you are seeing as 'Barrier' is actually 'Lucky Strike' - A spell that makes your character have 100% chance of Critical Hits.

At first I thought that there was some massive problem with the conversion to PC version.  LostWing alters virtually all the games spells (Attacks Tab in WM).  You DO NOT want to use the spell name patch with LostWing.

If you want to replace Lucky Strike with Barrier then go ahead.  If you want to turn it back into Lucky Strike use this image.

(http://i1108.photobucket.com/albums/h413/lostwingx/WMscreenshot.jpg)



EDIT:  Or perhaps the text changes to the Lostwing kernel did not transfer to the PC version.  I think I recall vgr saying something about that.  So you probably aren't seeing the proper equipment descriptions either.  Hmm...someone could manually make the changes.  I bet you were confused if you tried to use Poisona and it used an attack on the enemy lol.
Title: Re: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Lionsmane on 2012-01-10 22:32:09
yeah when i first opened wallmarket and clicked barrier it had those same settings checked that you just displayed. So i guess it is a case of the new spell names patch or whatever. Thanks for the insight man
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Bosola on 2012-01-11 04:39:52
I've moved the mod-specific discussion out of the WM thread and merged it into this one.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Vgr on 2012-01-11 12:46:22
No, the text DID transfert properly. It was probably something, as LW mentionned, related to some name patch. What I said is that animations aren't well converted. I am too busy (read = lazy) to do it again. My main point was to be able to play the changes on the PC version, no more. If I get the time (read = motivation) I'll probably do it again, better this time.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-01-12 20:08:15
Thank you Bosola.

Thanks for confirming that for me vgr.

So Lionsmane, you can restore the correct kernel.bin text by reapplying the Lostwing mod to your files.  I recommend doing so because what you are reading in the menu while playing your game is inaccurate, and you will definetely run into more confusing issues like your Barrier dilemma.  Not to mention, all the weapons and armor have a heavy effect on your stats/elements/statuses; you are currently not seeing these.  Therefore, you could be equpping inferior weapons, armor, and accessories without even knowing it; as a matter of fact, most accessories are probably doing something ENTIRELY DIFFERENT from what your current descriptions are telling you.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Lionsmane on 2012-01-12 20:42:50
hmm, I downloaded vgrs file for the pc mod and replaced the two kernels and the scene.bin, (renamed them as well)

[edit]
and things seemed to have changed. I used white choco to get tifa a pair of gloves last night (cant remember the name) then went to buy them after having done the steps mentioned above and they were "bleeding fists" with certain new properties that i verified on wallmarket.

my attacks and everything seem to have changed:

(http://i39.tinypic.com/1237fhw.jpg)

so, looks good! yeah?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-01-12 21:11:24
Looks great!  Now you have the proper item/equipment/materia/magic names and descriptions.  You will probably want to take a good look at everything your party has and re-equip your equipment and materia.  Good luck.

You are using a newer version of Wallmarket than I have though, but everything should work the right way now.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Lionsmane on 2012-01-12 21:19:09
hmmm, when I open whitechoco to get some of the materia I dont have (like holy) it doesn't pull up any of the lostwing mod materia. I can see it in wallmarket, because it loads the kernel, but don't have a way to get the materia through wallmarket.

ideas?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Bas on 2012-01-18 01:32:21
Stupid q by a stupid usr (again :P).

I am using some other mods as well (PC version).

It seems it works fine, oki, some item descs are English instead of German but I don't care about that one.

Is it as it should be when the cure materia only includes cure1, cure2 & regen?

But from what I have read it seems to be a very welcome mod! Keep going!

Addendum:
If I recall correctly this one should work with existing savegames?

Cause I have one at the beginning, before gt blow the 2nd reactor. I applied the mod, loaded the savegame and played a bit till the next savepoint.
Additional to that stuff above:
I got the equipment "five slots" from bonus enemies at the train tunnel. Those shinra soldiers you dont need to fight at the other end. I got that equipment about four times now, lol.
Cloud's first or second weapon (guess it is the 2nd) has become the buster sword, featuring about 6-8 Slots, atk of about 110 in total. He is doing insane damage with that.
Although the description says a potion heals 300 HP now, it infact only does heal 100 or 150 HP.
I got at least two different stats enhancing items now in the tunnel and nearby there; one for luck and one for magic.

It might be also because I have the German version, dunno what is the reason behind this.

Addendum²:
I installed Lost Wing after I installed the Avalanche GUI mod.
However, I still have the Avalanche new avatars instead of the lost wing's ones, so I think something got wrong here.

Addendum 25th Jan:
Does Lost Wing also increase the difficulty a bit?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-01-27 23:22:34
Yes Restore Materia is only suppose to have those spells you listed.

You are not suppose to have the Buster Sword, I don't know how you got it.

This mod should work with existing saves, but due to the many alterations made to the games files, you may have items you're not meant to have.

Yeah the tunnel battles are suppose to give you "Five Slots" and I made it so you can get as many as you like because they are the first low-level universally equippable armor.

The character portraits (avatars) must be manually changed.  The readme that comes with lostwing explains how to put these into the game.

Yes, Lostwing should increase the difficulty slightly during the beginning of the game, and considerably more after you start building up your characters and equipment.

Hope you enjoy the mod, thanks for trying it out.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Bas on 2012-01-28 01:18:43
Yeah, it looks very awesome till yet, also nice job with adding bonus materia or giving the usually midgame rubbish materia like fire, ice & bolt a 4th, good spell.

I guess - about the Buster Sword - you changed it from the beginning weapon (or the 2nd one aviable in the game usually) and made it not obtainable in the game at that stage, so actually the engine sees there is this item in the inventory, maybe noted by an ID number (dont know anything about FF7 modding, sry) and to this ID belongs the Buster Sword - or sth like that, but I guess it isnt important anyways :)

I am looking forward for your next project.

Sins of a Solar Empire: "Keep up the good work and we stay at friendly terms."
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Vgr on 2012-01-29 13:01:59
Maybe you have the spell patch, which will change the names, and so it may be the cause. That's if you use the PC version, of course. If it's so just overwrite the kernel2 with the one provided.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Bas on 2012-02-02 19:24:10
Some bugs, I hope they did not noted here in the topic already.

"Laser3" magic is placed in front of "Laser(1)" in menu.
Not sure about it, but I think that Laser3 did deal less damage (always or at least once, not sure about it) than Laser1/2 (against the sand worm, if that's important)

Phoenix Pinion can't be used in field, and in battle it cure the hit points but doesn't revoke the KO status.

I get a "glitch" message when casting Quake 2 (not sure about Q1/3) about the texture, but this is mostlikely not caused by the LW mod.

Chocobo racing - betting:
This might be also related to that I have the German version of the game, but I don't get the price for the winner which is listed. I get another items instead.

Sugg:
Dialog box pops up each time a new junon battle is aviable. New battles pop up at times you never imagine, I would have missed about the half at least if I won't read a faq about it.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Bas on 2012-02-03 21:38:07
Sry for DP, but I want to make sure the dev reads what I write.

Other bugs:
- Warning message popping up when encountering bugenhagen (at least when you are first at cosmo canyon), it seems to be related to him because I got a warning in his observatorium and one when he was walking in front of me after choosing the party members for the cave of the gi. It was something about that a zero value was expected, it might be connected to the huge materias.

- Holy only work as level 1 magic with the all materia. (I have Holy2 meanwhile but only Holy1 seems to work with "all")
- Water doesn't seem to work at all with the all materia. (correction: I have water1 & water2, but it seems only water2 works with "all")
- White cape provides shell and protect, but this isn't noted in the description (mgiht be too long, I must admit). However, it did NOT protect against that break/stone/instant-petrifity attack from those gorgons around Gongaga.

I was either wrong about laser3 or it did not reproduce.

Laser2 can be used even if you are "frogged".

I got freeze WAY earlier than flare, I mean.....it is a difference of at least 20k AP!  I got freeze about 3-5k AP after I got Ice3. This should be fixed, I don't think it is balanced if you get ice3 for about 15-20k AP and the next one basically as a present for doing nothing.


Sugg:
- I do miss some old materias like mystify and seal.

///Water3 ALWAYS seem to hit the user.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-02-04 03:07:21
Thanks for posting bugs.  The bugs you mention fit into several categories.

Some of these are in fact not bugs, but designed into the game.  Some spells like Holy2, and Water are designed to be only be single target attacks.  I think Laser3's damage is based on the user's Str instead of Mag, but I could be wrong.  Altered items like Pheonix Pinion can only be used in battle for the appropriate effect.  This is a problem in all FFVII mods.  Many things, like these random error messages and zero value expected do not occur when I am running the mod.  I don't know what to say about these types of issues.  And some issues like Freeze AP, and White Cape sound like oversights on my part, or legitimate bugs.  I will eventually take a look at these.  I think some of the issues you are experiencing are not because of the Lostwing mod, but thanks for letting me know.  I will be on the lookout for any reports of others experiencing major errors and strange messages, but I have not encountered these.

Phoenix Pinion is not reversing KO status?  Strange. Try using several of them in the same battle when two characters are dead and see what happens.  I remember it working for me.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Bas on 2012-02-04 16:39:04
Well, why should Holy1 be able to hit multiple targets but holy doesnt?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Lionsmane on 2012-02-04 16:45:58
Im nowhere near as far along as bas is but Ill try to verify some of these things when I get there
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Vgr on 2012-02-04 16:58:23
Bas,
most of the bugs you encountered are due to the fact you're playing the PC version of this mod. These issues have nothing to do with the Lost Wings mod. It is due to either lazyness on my side or legitimate PC bugs.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-02-05 20:28:59
Well, why should Holy1 be able to hit multiple targets but holy doesnt?

Because Holy2 is more powerful than most other level 2 spells.  Allowing it to hit multiple targets would be like having a level 3 spell very early in the game.  Just like Water1.  Water is more powerful than the other level 1 spells, so you are only permitted to use it on single targets.  I had to add some diversity to the new spells so there were actually differences between using Ice2, Fire2, Bolt2, Water2, and Holy2.  If you are fighting a boss, then you will want to use a lot more Holy2 spells than Ice2 spells because it will cause more damage to a single enemy.  If you are fighting 4 Headhunters, then you might wipe them out with 2 Ice2s, but it would take 4 Holy2s.  Get it?

The real answer is that the Holy2 Animation crashes EpsxE when used on multiple targets.  The same is true for many different animations.  The best remedy to this was to make different spells more powerful than others.  Don't worry, Holy3, Holy Flash, and Holy Judgement all cause Holy Damage to multiple enemies; as would Holy=Elemental in your weapon, or a Holy Elemental Weapon and Slash-All.

Thanks for the info about the Ice materia and AP tho.  Also, I believe that "Laser2" took the place of the "Frog" spell.  AFAIK, this is written into the main programming of the game and cannot be fixed.  That is a nice exploit to know about my mod though.  Equip a Laser materia when going into the Battle Arena and you will have a unique advantage.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Bas on 2012-02-05 21:19:13
My opinion about the status items and missing materia:

WEll, on the one side it provides more tactical possibilities as you can access a lot of status changes early on. On the other side, you usually have only a restricted amount of items with you, so you can be short of those if you need them, actually revoking the tactical possibilities then.

Also, I want to note two things. Humans - or livinings in general - dislike if they get a privilege and loosing it later on, so the same for the materia - second, if the removal of the old materia doesn't has a technical background, would it really harm that much having them in the game? I mean...you have a restricted number of materia slots anyways, dont you?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Bosola on 2012-02-05 22:34:56
The real answer is that the Holy2 Animation crashes EpsxE when used on multiple targets. 


May I suggest using the Heartless Angel animation instead? It works well on both single and multiple targets. Take a look at the Rebirth Demo KERNEL for details.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Bas on 2012-02-05 22:49:33
Cure & Bio materia has one level more than abilties...I mean, Bio has the three abilities bio, bio2 & toxic, but has 5 levels in total. Restore has 5 levels with cure, cure2 & regen.

What does the "red stone" materia do? Auto-status? couldnt see that one or do I need to level it up first to level 2?

//retried phoenix pinions, same issue as before.

http://www.abload.de/img/unbenannt3ru66.jpg

//Addendum:
When Odin #1 is used, a big lance attacks a single enemy, but the battle ends even if there are other enemies still standing around. Haven't tried vs bosses.

Vincent limit#1: He transformed into a behemoth, the battle ended.

Caith Sith: Limit #2, he stand at a different location than usual. Once he takes on an action, this is fixed (non critical).
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-02-06 04:52:48
Im thinking that many of these issues are just the PC conversion.  Some of the bugs you are experiencing are parts of the game that I didn't even touch.  Lostwing was basically my first experiment with FFVII modding.  It seems to have become moderately popular, so I'm sorry for any bugs that are in the game, but I really dont plan on doing much else to these files.  I rarely get any time to work on any of my projects, and the amount of time they will take to complete means that I wont be done with my current projects for like 2 years at this rate.  However, I think that if you play the NTSC PSX version with no other mods, then you will cease to encounter nearly all of the issues you describe.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-02-06 04:54:25

May I suggest using the Heartless Angel animation instead? It works well on both single and multiple targets. Take a look at the Rebirth Demo KERNEL for details.

I will do this.  If not for Lostwing, but for JobKernel and Revisited.  Thanks.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Bosola on 2012-02-06 08:02:06
The only caveat is that the angel model won't appear off Discs Two and Three. I think this is an acceptable limitation, though.


I suppose you could also use Diamond Fire for a 'holy ray' effect, too, but it may be overkill.
Title: hey, lost wings
Post by: danstrom on 2012-03-14 02:54:47
hi, I wondered if anybody had done a lost-wings mod faq or walkthrough?  I notice a lot of changes etc

I've merged this into the main Lost Wing mod thread. It's best to post questions about mod in their release topics, else things start getting cluttered. - Bosola
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-03-14 18:23:24
Thank you Bosola.

@danstrom - AFAIK no one has worked on any kind of faq or walkthrough for my mod.  You should be aware that the functional integrity of Lost Wing is in question; This was my first project and I used it to test many things and to learn the basics of modding, so there are many bugs, and some players have said that the game post-Icicle Inn is flawed because enemies have too much HP and there are few effective ways of dispatching them.  I've not thoroughly tested the game beyond the Ancient City.

However, if you're playing this on an emulator that allows for the utilization of gameshark codes, you can probably resolve any issue that you encounter (provided you have the right codes).  This mod does allow the player to use Young Cloud and Sephiroth as playable characters provided you know what you are doing.  If you want to make a FAQ then please do.  Otherwise, if you have any questions or are having trouble at some point in the game, just post the question in this thread and I will do my best to answer it.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: danstrom on 2012-03-14 19:51:14
i have used this mod on the pc version along with graphical mods.  I've noticed the enemies are generally harder however I haven't come across any bugs yet.  If i complete the game i may do a rough faq at best as i've never really done anything like that
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: danstrom on 2012-03-14 20:23:52
just out of interest is there an easy way to remove the mod and keep others intact?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: PitBrat on 2012-03-14 21:12:20
You can remove this mod by replacing KERNEL.BIN, KERNEL2.BIN and SCENE.BIN with the originals from the CD-ROMS.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: danstrom on 2012-03-14 23:58:12
just also wondered if there are any "completed" mods that change the gameplay/weapons/enemy stats and placements.  I enjoy testing them all but I wanted to do a playthrough of a complete one on my youtube channel
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Mewsin (aka Zendar) on 2012-03-15 05:40:15
just also wondered if there are any "completed" mods that change the gameplay/weapons/enemy stats and placements.  I enjoy testing them all but I wanted to do a playthrough of a complete one on my youtube channel
Complete is a large word to define what is done here
I've personally taken on the quest of making one such modification
i use the word quest as this is a time consuming and near impossible task
(there are just that many files you can alter)

But you posted this in the thread of the mod that in my eyes is the most fun to explore
as it changes lots of strategy on how to fight monsters and provides a new experience
instead of just a repeat at higher difficulty

as for the graphical stuff i advise using bootleg to install as you can select several options
and customize a bit at install
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: danstrom on 2012-03-15 20:55:38
well good luck with your mod.  Ill just try a play through of this mod and see how it goes
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-03-17 03:20:57
Good luck danstrom.

Thanks for the compliment zendar
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Genesis Rhapsodos on 2012-03-22 19:05:50
I used to have a disc copy of this for my playstation, it was my favorite psx game I ever played. Now I have the downloaded version I got from the playstation network store so I can play it on my psp and ps3, but seems I'll need to download an iso of the psx version for this. I'll let you know if I get it working on my psp and how I like it if I do get it working, but I'm happy to see people aren't just making mods for the PC version. I prefer to play games like this on consoles rather than PC.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-03-22 21:42:25
Thanks for the interest.  AFAIK this mod WILL NOT work on PSP or PSN version.  There has been some discussion as to whether some minor modifications of the kernel (weapons, stats, items, spells) and scene (enemy data) would work on these versions, but so far none have been tested.  Good Luck
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: guitar89 on 2012-05-07 13:00:35
LostWing,
I had just DLed and tried, quite nice until now. The instruction is almost perfect, just missing something. Does the patch only apply to first disk or rest of the disk as well ? (didn't specified in the instructions, but I guess is applicable to all disk)

About step 7-9 (forget which 1), it only write about choosing the patch file, but didn't say apply. (I was stunned where for a while, directly open the next program without clicking apply, then soon realise).

The picture of charactor mod is nice, where is it from ?  Will try out more until the end, FF7 is the best.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-05-08 06:42:08
I imagine you would have to apply.  The character pictures are from some random artworks I had on an old harddrive from many years ago.  Hope you enjoy the mod.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: guitar89 on 2012-05-09 16:19:54
Haha... you are right, I'm having fun with it ^^ But I noticed something that is unmatched......

In Nelbehiem's flashback, Sephiroth & Cloud met a dragon, and SHOULD finish it fast, nicely & cool (just as cloud's explanation) But in your mod, maybe the dragon have improve, lead to the Sephroth cutting it for like 60dmg per cut, with magic only hit 400+, it take alot of time. And it doesn't use LIFE2 (not important)
Could you improve the sephiroth as well ?

But its nice skill you have there ! I just wondering is there any guidance on skill's attribute (fire/water/ice,etc) What is laser's attribute (non-elemental ?) I just found an empty blue materia, which have no content, I found it only FF7 Rebirth too. Are you onto any other projects ?

Edited: You further play, found that not only the dragon.... everything have upgraded except sephiroth ? Take very long time no go through the flashback.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: guitar89 on 2012-05-10 07:55:07
Are water meant to have 'slow' effect ? It has slow description using water materia.

Found another thing. Holy, Water & Wind Materia have no effect when they paired with Elemental materia. (which they should have)

Add Effect also had some uncertainty that which I need to ask you whether is it intented.
Wind : Confusion & Berserk
Laser : Frog & Small (doesn't make sense ?)
Water : Sleep, Silence & Slow (wow..... powerful !)
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-05-10 22:23:48
About the Flashback.  The enemies come from the Mt. Nibel scene data, which means they are quite a bit more powerful than they used to be and also much more powerful than you.  If you are using codes to control Sephiroth and Young Cloud, then they could potentially have gained levels and equipment.  I also used codes like auto-limit break and ATB always full during this part of the game.  If you are not using any codes, then your Sephiroth and Young Cloud will be very weak compared to the enemies in the area, but Sephiroth is invinsible, so you will not lose any battles.  Sorry if this has caused it to take a long time to make it through the flashback - in my playthrough I had used Sephiroth and Young Cloud prior to the Flashback so they were able to put up a fight.

I can't remember if those status effects are what I intended.  I think that I gave many of the enemies multiple status immunities, so those status effects probably only work on most weaker enemies.  Holy, Water, and Wind Materia should have an elemental effect...I remember that that worked when I played it.

Laser has the 'Shoot' elemental property.  Like Barret's and Vincent's guns.  Some other people have reported finding that blank support materia.  I think it is useless, but you could try pairing it up with Added Effect or Elemental and see what happens in the status menu.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: guitar89 on 2012-05-11 07:01:39
I didn't use any other modding, and no code as well (original !) But maybe the sephiroth need to be strengthen to make the game proceed faster.

About the accessories, The white cape get from jenova fighting in the ship, not only gave status imunity, it also provide Both barrier in the starting of battle. (which i think is not intended ?)

Extra : The level of materia some are a bit off (not same as normal), which they have more/less level to master. Normal materia have one more level after all spell obtained. (Water1 > Water 2 >: Water 3 >Mastered) But 'Restore" have one extra level (because removed cure3 ?) and "Support" have one less, which get speel and master at same time (Haste>Lcky Strike> Wall>Madness>Might+Mastered) Does this have any problem or it is intended ?

About element problem, I have tested with elemental support materia, which not shown in the "status" menu.
Had some picture attached here shown above occurence.

(http://s7.postimage.org/6xx6g69fv/image.jpg)
(http://s13.postimage.org/xesu6njhz/image.jpg)
(http://s15.postimage.org/jpl9unfcb/image.jpg)
(http://s12.postimage.org/domzfuxi5/image.jpg)
(http://s16.postimage.org/9q8aec191/image.jpg)
(http://s7.postimage.org/cfudhpu17/image.jpg)
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: guitar89 on 2012-05-15 09:12:46
I just finished the first disk. But when I'm going to patch the 2nd disk, it got some sort of error (binblock/patchvalidation failed).
Same error goes to 3rd disk, did you ever tried making it to 3rd disk ?

EDITED: sorry, I just mis-look the instruction. Just to let you know, the 1st method is not applicable to disk 2 & 3.
And its quite a long job to import all those files, is there way to make another patch that 'conveniently' apply to the file that will help others to instantly convert the game ?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: JeMaCheHi on 2012-05-15 11:56:23
Hi there LostWing! As I told you, I'm here (I commented you on youtube remember?) I've been taking a look on mods, and I see you have 2 FF7 mods: Lost Wing and FF7 Revisited. Are those 2 mods the same, or just different ones?

Also, I want to know which PSX version is working with your mod. My purpose is to adapt it to PSP by converting the PSX modded version throug POPSconverter or similar. Thanks :)
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-05-19 21:43:56
If you try using the Elemental paired with those materia and check the 'Status' menu (not the Equipment menu) the Elemental Property Should be Applied.  If not, then I guess it does not work.

If the method in the instructions does not work for patching the other disks, that is unfortunate, but once you know how to patch a disk, you should know how to patch the others.  Glad you figured it out. 

Just to be clear, I am not working on this mod anymore.  I've mentioned it several times in this thread, but this was essentially practice for me.  I initially made it for myself, but people expressed an interest in playing it so I made it available, flaws, bugs, and all.  Please continue to post about the mod though, hopefully it will help future players.

@JeMaCheHi - LostWing and Revisited are different.  My youtube videos illustrate some of the differences, and if you read the threads for each mod you will be able to get a better idea about how they are different. Also, only a short demo is available for Revisited right now, but I was considering releasing the updated version that I have.  Unfortunately, I don't think that the PSP conversion will work properly.  Others have tried unsuccessfully to convert my mod for use on PSP, and it is very flattering, but don't get your hopes up.  Good luck.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: JeMaCheHi on 2012-05-21 18:56:25
@JeMaCheHi - LostWing and Revisited are different.  My youtube videos illustrate some of the differences, and if you read the threads for each mod you will be able to get a better idea about how they are different. Also, only a short demo is available for Revisited right now, but I was considering releasing the updated version that I have.  Unfortunately, I don't think that the PSP conversion will work properly.  Others have tried unsuccessfully to convert my mod for use on PSP, and it is very flattering, but don't get your hopes up.  Good luck.

I've tried it... unsuccesfully u.u It freezes when you're fighting, or when you open certain menu sections, i.e. Items or Equip. Tried with several versions of POPS so I think that's not the problem, or at least, all the problem. Have you got any suggestions about it?

Don't you think that playing those mode everywhere would be amazing..? :)
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-05-22 03:23:39
Nice try buddy.

I don't know why specifically, but I imagine it is because Ive modded a massive amount of data.  There has been some disucssion about what mods might be possible for the PSP.  But there are no tangible products.  If you are willing to test, you might be able to see what PSP mods could handle.  It would involve a bit of work.  Up to it?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: JeMaCheHi on 2012-05-30 21:48:14
Sure, and sorry for the late reply. I've been busy with the final physics exams. However, I'm not pretty sure about what should I do with it...
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: jinrok on 2012-06-11 15:18:22
Hi everyone, i'm a french man so first excuse me if my english is bad  :'(

I've got a problem cause i don't really understand the instructions.
when you say "In the 'Patch' field open 'KernelPatch.ppf'"
Are you talking about KernelPatchv2.ppf   in the Lost wing folder?

If yes: i've got a bug (PAL version) I do everything in the instructions, but after the "Sony entertainment Presents" the screen stay black.

If no: can you explain it to me for found the good patch, or does somebody can send me his FF7 iso by private message?

[Game Works with a no-edited version of FFVII]
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: TrueLugia121 on 2012-07-16 08:58:55
hhhhmmmm sorry to post this on two different topics but is i tried the PSX version of this mod on my PSP through a few versions of POPS and at some places the game freezes my PSP off. is it supposed to work on the PSP or isd this ePSXe only?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2012-07-17 07:47:55
PSX only.
If instructions refer to "patch" and you find a "pratchv2" use it.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: TrueLugia121 on 2012-07-18 06:42:11
Really?cause i thought this could work on the PSP via 3.71 POPs though if i can find the right ID to use for this mod when converting it to EBOOT..
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: zodiac sword on 2012-11-02 20:48:58
Is anybody still here?
If so, I have a problem I need to ask?

I tried installing this mod, but the game freezes when a try to select a Menu option. (i.e. Item in the main menu or Magic in battle).
Does anyone know what I can do to fix this? Where did I mess up?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Vgr on 2012-11-09 02:03:09
Which version of the game are you installing this? PSX/PC/PSP, PAL/NTSC, 1998/2012, etc
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: zodiac sword on 2012-11-09 02:47:12
I think it's PSX NTSC 1998. The us version on the PS1.

I'm also on Linux running PPF-O-Matic3 and CDmage through wine.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2013-03-09 06:21:26
175,000 Youtube views for my Lostwing videos  :-D Anyone play this at all anymore?  I actually don't know if I ever beat it myself lol.  Haven't had anytime for VII in a long time.  Well, if anyone has played through the whole game and knows the biggest issues with the mod, post them here.  If I can fix a few major things, then maybe this thing could feel a bit more legit.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Archu on 2013-03-09 17:33:47
Im playing it every now 'n then on my phone.
Quite balanced so far, even though i'm having trouble in the Sector 5 slums.. but thats because the controls are a bit clunky. So it takes longer then usual till i'm even a BIT into the game.  :P
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: ravemaster3 on 2013-03-10 06:36:12
How come Cloud, Sephiroth, and Young Cloud do no damage to the shinra soliders at all? Is there a bug on that?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2013-03-11 03:53:59
How come Cloud, Sephiroth, and Young Cloud do no damage to the shinra soliders at all? Is there a bug on that?

If you mean the MPs in the First Reactor...They just don't get hurt by swords.  Some enemies do not take damage from specific types of attacks.  If you mean other soldiers and SOLDIERs not getting hurt by anything that any of those characters do, then something else is wrong. 
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: ravemaster3 on 2013-03-26 00:00:32
Oh okay. Thanks. They take damage but just not by those 3. In the beginning and when they break into the Shinar CO. I havent played pass that yet.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Fierak on 2013-03-31 01:35:17
Im playing it every now 'n then on my phone.
Quite balanced so far, even though i'm having trouble in the Sector 5 slums.. but thats because the controls are a bit clunky. So it takes longer then usual till i'm even a BIT into the game.  :P

Hey man, I love your mod! It adds the older Final Fantasy feel, with all the new materia and the status bonuses on equipment and such.
I'm playing through now, and I know a load of my friends are - I'd love you to keep working on this!
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Nikkolas on 2013-03-31 08:08:44
Um...hello. First post.

I joined because I really liked this. It gave me the energy to finally replay FFVII for the first time in years. I always liked the game for its story but this made the actual gameplay interesting.

However, I've run into a problem. I got up to the end of Disk 1 with no problems but when I followed the instructions for how to modify Disk 2, it doesn't work. I put kernel.bin, scene.bin and namemenu.mnu in their respective folders and saved it as Disk2Lost Wing.bin and .cue but every time I load it on ePSXe it crashes. It lets me get to the Squaresoft logo and stuff but if I try to push a button to go to the title screen and start the game there's an error sound and nothing happens.

I don't know what I could have done wrong.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2013-03-31 17:58:25
Oh boy.  This has happened to a few others.  But some others have not experienced this issue.  I don't know what is going on here.  My best advice would b to read the whole thread and see how others have fixed the problem.  You're playing on EpsxE right?  The method in my instructions should work.  Get an unmodded Disc 2 ISO/Bin and try the process over again.  Perhaps copy my old instructions into a post and that could help me or someone else help you.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Nikkolas on 2013-03-31 19:37:38
Here were your instructions:
Quote
****For applying changes to FFVII Disc 2 and Disc 3****

I'm not sure if the above process works for all 3 discs, but there is an alternative method.

1.  Open CDmage

2.  Open FFVIILostWing.cue

3.  Extract kernel.bin from the 'INIT' folder

4.  Extract scene.bin from the 'BATTLE' folder

5.  Extract namemenu.mnu from the 'MENU' folder

6.  Once you have these files, open FFVII Disc 2 (or 3) with CDmage

7.  Import the kernel.bin scene.bin and namemenu.mnu files to the same location you got them from only on disc 2/3

8.  Follow Steps 11 and 12 from the Disc 1 instructuons to import character menu pictures

Didn't care about character portraits but I did the other stuff. I've read through the thread a couple times and I'll check once more but I don't think anyone addressed how to fix this issue. Most people on here used the PC version.

S'okay if you don't know how to fix this. I can give the PC version a try.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2013-03-31 21:15:59
Just tested the method outlined in the instructions.  It worked for me  :| Sorry....I don't know what to do if this method doesn't work.

To simplify.  As long as the modded kernel.bin and scene.bin are in the proper places, game should work fine.

The instructions describe a way to extract the kernel and scene from the modded FFVII Disc One.  If you have extracted the modded kernel and scene from the modded Disc One, then you have the pieces you need to mod Disc Two.  Just plug them into the proper places on Discs Two and Three and everything should function properly. - - - I know you probably did this and know this, but just in case you didn't maybe this helps you to figure out what may have gone wrong.

Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Nikkolas on 2013-03-31 21:49:00
...huh. I just retried it (extracting teh modified files and importing them onto Disk 2) and it worked fine. I dunno what might have happened the first time.

I really appreciate your prompt response. :) Your mod is awesome and I plan to play it through to the end.

If you ever finish Revisited, I'll definitely play that too. (no rush or anything. just saying it looks even cooler than this)
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2013-04-01 03:24:48
Thanks man.  I appreciate your comments.  As far as Revisited goes...its one of those things that I will get to someday.  Unfortunately its been like 2 years or something since I've worked on it and it may be another year or two before I work on it again.  I'm playing through Lost Wing right now to see if its playable through to the end.  I am going to play through what I have done of Revisited afterwards (probably months from now), and then I will at least know what remains to be done.  I really wanted to make my job class kernel too >_<  Someday.  Glad you are enjoying LostWing!!!

EDIT:  I am only at Gold Saucer on my Lostwing playthrough.  Some have reported ridiculously high HP enemies that are only damaged by certain attacks at the beginning of Disc 2.  If you could confirm or refute this, I would appreciate it.

Note:  I intended for the player to take some time post-Ancient City to train and gather materials and do sidequests.  A lot of people always go to Mideel and grind their team into overpowered beasts - - collecting better equipment, materia, and gaining some levels may be necessary in LostWing.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Nikkolas on 2013-04-01 03:55:08
Hm... I'm at the Whirlwind Maze right now and I haven't encountered any absurdly high HP enemies as of yet.

At this point, the only glitches or whatever I can spot are:

There was one funny thing that happened in the Great Glacier. Some flying enemy (can't remember the type sorry) used Thunder on itself. It looked like it had a healing animation so I'm guessing the monster was trying to heal but it ended up killing itself instead.

The game glitches really bad with Vincent's Limits. I had to stop using him because if he transformed, battles had a weird chance of just ending for no reason. Enemies would still be alive but the victory music would start and that was that. I just don't think the game likes him being controllable or something.


I'll keep an eye out for any ridiculously over-HP'ed enemies though and report what they are and where.

EDIT:

So I'm at Mideal with Tifa. Random enemies seem to have around 10.000 or more HP but that isn't in itself a problem. My regular attacks do almost a thousand damage anyway.

The problem is that  most of them seem to be able to do 4K-6K damage with just physical attacks. My party gets wiped out in no time. I'll keep exploring and maybe it won't be so bad after I get better equipment but I dunno.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2013-04-02 00:43:44
Hey thanks for the report Nikkolas.  Enemies are dealing 5k damage?  What is your HP?  like 6k?  I'm thinking I may have made it so you have to go through the normal process of OPing your party in order to handle random encounters near the end of the game.  I hope it doesn't get to the point of being unplayable.  I do know that I deliberately made some random encounters too powerful at the time you initially make it to the area.  I think I designed it so that you would still have challenging battles to choose from on the world map on the 3rd disc.  Avoid these enemies for now or OP your party to take them.

EDIT:  The enemy using Thunder is probably using it because Thunder Occupies the Cure 3 Spot on the magic list I think...I will have to identify that enemy and give it Lightning Elemental Absorb.

Vincent's Limits may be Broken.  Since I modded the Kernel for the use of Sephiroth as a playable character, Vincent may have suffered the consequences. 

You should have access to Wall-type support spells, plenty of items with these spells, and accessories with auto-wall.  These are almost essential at during some parts of the game.  And you should be able to have your entire party in the back row depending on who you use and how many Long Range materia you have.   Back row, wall, sadness, those enemies definitely won't hit for 5k then.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2013-04-02 01:31:16
Hey man, I love your mod! It adds the older Final Fantasy feel, with all the new materia and the status bonuses on equipment and such.
I'm playing through now, and I know a load of my friends are - I'd love you to keep working on this!

Thanks dude.  Very glad to hear that.  Luck may be on your side as I am playing through Lost Wing myself and paying a little more attention to the fanbase since it is apparently not nonexistent lol.  Document your playthrough and let me know about bugs, broken anythings, and imbalances.  Thanks!
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Nikkolas on 2013-04-02 03:00:14
I glanced at an enemies list for the Great Glacier and the name of the enemy who used Thunder on itself was Shred. (http://finalfantasy.wikia.com/wiki/Shred_%28Final_Fantasy_VII%29)

Thanks for the tips on how to survive.  I'm hardly even a pro at vanilla FFVII which is why I avoided the Nightmare mods and stuff. I just wanted the gameplay to be innovated ya know?

I was pretty much starting to keep everyone in the back row for boss fights but I guess I might as well do the same for regular battles now as well. Sadness reducing damage is something I never knew about so that'll help too.

I also got plenty of Light Curtains, a couple Support materias and a Protect Ring so I should be okay. I'm taking a break from the game for a day or two but I'll post back have if I have any issues.

Thanks again!

Edit - Progress:

 I'm on my way to thE City of the Ancients with Bugenhagen after collecting all teh Huge Materia. I haven't encountered any ridiculously overpowered monsters except for some sort of dinosaur thing that you can run into on a few islands in the Icicle Area. It hits anyone for 9999 damage, regardless of my protection.

Speaking of which, Rude was the most nightmarish boss thus far. You fight him right before going into outer space you might remember. He uses his Grand park move three times in a row and it did about 6K damage to Cloud. The real problem though was his regular physical attack which almost always seem to hit for critical and did another 6K+ damage. All of this when my characters had Physical Rings (1/2 Physical attacks) + Sadness + Back Row + Wall.
And he was fast as hell too.

I'm just thankful for two things:
1. I got a completed Enemy Skill materia after beating the Wutai sidequest. YOu'll remember Yuffie takes all your materia for a bit and when she returned it I noticed I had a couple bonuses. One was a ES materia with all abilities and the othr was a Vitaliy Plus materia. The ES materia and Big Guard were essential for beating Rude as he was so fast he could annihilate my party before they each individually put Barrier up.
2. Drain weapons. Blood Sword and Bloody Cross have been lifesvers against regular enemies and bosses alike. I save both a turn and a ton of MP by healing while also attacking. Yuffie + Added Effect/Bio + Mug/Added Cut + Bloody Cross is the best for demolishing bosses with lots of HP.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2013-04-27 19:21:54
Nice!

I saw that Full Enemy Skill as well...that wasn't suppose to happen, but there are a few things in Lost Wing that you have to make a concious choice not to use...guess that will be one of them.  But seeing as you can get Big Guard anyway, its alright.  Yeah I was working with the 9999 dmg limit in mind so the Blood Weapons should become staples by that part of the game.  I like your setup on yuffie.  I imagine you were encountering Vlakorados that did the 9999s.  But you managed to beat Rude right?  If you beat him then we're good lol.  Glad to hear your using the physical rings.  I hope there are still a variety of strategies you can choose to use at the end of the game instead of just Blood Weapons and Physical Rings.

I've been playing myself.  I just made it to the 2nd Disc.  Jenova Death was a decent boss I think.  She beat me the first time because I tried without Big Guard.  She can Berserk your party and Regen/Haste herself!  Red Dragon seemed relatively formidable.  Demon's gate was a little easier than I wanted.  Did you get the Superball for Yuffie?  Damages = Current HP.  Was Overpowered when I got it, but by the Huge Materia portion of the game, it should be about right.  At the end it should be a little underpowered.

White Wind doesnt work >_< dammit.  Thats the best recovery spell in the game if you ask me.  I will have to fix that.  I'm finding that I am not using a lot of my magic materia...I don't know if this will change once its all at max level and I have more Blue Materia to pair with it or what.  Also I'm thinking that Vitality Plus and Spirit Plus are crap.  MP Plus and Speed Plus are definitely more useful. 

What level are you?  My Party is like lvl 27 - 30 at end of Disc 1.  I'm feeling like I am not over or under powered - unless I abuse the physical attack abilities of a character - boost someones Strength/Attack as much as possible and put weapon on with *Dead Allies increase power!* and add lucky Strike and i think I'd be hitting 9999s right now. But I suppose it would be tough to keep that character alive in a boss fight.  Or prevent them from getting confused statused some other way.

Thanks for updating.  Let me know your input as far as any bugs or suggestions.  I intend to update Lost Wing after I complete my current playthrough.


EDIT:  Wow...Blue Dragon!!  He is Brutal...like...I can't beat him.  At least I haven't yet with my general setup.  Guess I'll see what it takes to beat him.

EDIT  Let me rephrase.  I couldnt beat him with my general setup with Aeris and Tifa.  I beat him with my general setup with Yuffie and Red.  Yuffie's just better than Tifa and Red has enough HP to survive a smack from that dragon's tale (Aeris just dies).  And I was lucky he didnt toss dragon breath or w/e it is at me...it wiped me out in an earlier battle.  But I won....got a Dragon Armlet...i want Dragon Armlet to be good so bad...but its only really good for like 50 minutes of gameplay lol.

Water 3 Doesnt work?!!?!?!?!  You can't select the enemy.  Cast Water 3 on mysel during Blue Dragon battle lol.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2013-04-28 04:28:54
So I think I'll play through Lost Wing.  Make Fixes once I'm done.  Play through Revisited.  Make Fixes and Finish the Project.  Then I'll hopefully start work on the Job Class kernel.  Hell.  I'll make a package with 3 Kernels and 2 Scenes and you can make up to 6 different combinations!  I'm thinking job Class Kernel Revisited Scene is gonna be awesome

EDIT:  I am at junon huge materia.  Although I've encountered a few overpowered enemies and a few underpowered enemies, overall the balance seems decent.  Even leveling up seems good...ive deliberately kept my team at level 30 (29-31) and I feel just a bit underpowered...ordinarilyi think i would be at level 37-39 at this point in which case I think the balance would still be good.  or team might be a little OP.  I have found out that you cant level all your materia.  you definietely have to commit to certain materia b/c without cheats you wont't level them all up, unless you want to be level 60 or 70 by midway through disc 2.

Wow.  I feel so underpowered (I stopped exp gain for about 90,000 exp and now I'm wishing I hadn't!)  But I am gaining levels and making it through.  Rude did just wipe me out hard.  Going to have to find a way to beat this guy.  Not opposed to going out and gaining a few levels.  Everyone is at lvl 32 right now.

Carry Armor was pretty underpowered.  I've since cheated a bit and given my party all items so I don't remember how many Hero Drinks I had (i think about 6 or 7).  I used 2 in Carry Armor Fight.  So i can use up to 5 in the Rude fight.  Just need to find a way to survive his initial onslaught.  Forcing Cid into my party doesn't help either.  Gonna have to use Red or Barret, lotsa HP plus materia, physical rings, with back row sadness and barrier.  Tank the whole team!  That oughta do it.


Wow that Rude fight was epic!  Did he seriously just start casting Bolt 2 and Cure 2 after he had less than 1/4 HP?  lol  what an idiot.  Well...to beat him I got everyones HP over 5000 max.  Physical Rings on 2 and Imperial Guards (idk....I think they helped).  Meteorains, TS Bombs, Graviras, Big Guards, Mights, Quadra Bahamuts, Elixers, Mega Potions, Megalixers, Regens, Marlboro Tentacle.  Thats how I beat him!!! It was ridiculous.  Definitely a Hardcore battle.  Oh....and lots of Pausing to think about the next move hahaha !!!

And Now I Fight Diamond WEAPON.  I think i need to gain about 10 levels haha.  He is brutal.  Definitely gotta gain some HP, LVL and Stats

EDIT: Ok...at level 40 I beat Diamond WEAPON with a party of Aeris, Yuffie, and Cloud.  Yuffie didn't do much.  Cloud servered a generic role, and Aeris carried the party.  Aeris' planet protector big guard hero drinks comet 2 megalixers lunar curtains light curtains holy ribbons.  yeah apparently Diamond smacks you with Death attacks!  and silence and berserk attacks.  i beat him, but idk how it wouldhave gone without aeris.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: ChaosSaber9999 on 2013-07-14 01:04:31
How or can you heal someone wearing the fleshlust accessory?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Vgr on 2013-07-14 01:45:51
You don't. That's the trick ;)
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: ChaosSaber9999 on 2013-07-14 03:17:23
Okay that explains it I thought it was like undead status and you could heal with poison or something like that like in other final fantasy games oh well thanks
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: ChaosSaber9999 on 2013-07-14 17:34:50
well i used odin and he attacks with gunge lance it only hits one enemy and only recognizes one other enemy as alive after use so in short after odin you cant kill all the enemies but it says that you win its weird
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2013-07-14 18:33:22
well i used odin and he attacks with gunge lance it only hits one enemy and only recognizes one other enemy as alive after use so in short after odin you cant kill all the enemies but it says that you win its weird

Yeah some things in this mod are broken.  I apologize.  A lot of them would have been fixed, but apparently I wasn't experiencing many of the issues that people who were playing the PC version or who were installing other mods alongside mine were experiencing so I wasn't really able to fix them unless someone told me while I was still working on it.  Really, a lot of people say they enjoy playing this, but there are some broken things in this mod so everyone is aware.  Odin acts funny sometimes, White Wind works on my computer on ePSXe, but apparently not on anyone else's computer in PSX or PC format.  Ummm...there are others.  Probably scattered throughout the thread.  But you can complete the game.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: ChaosSaber9999 on 2013-07-14 21:28:32
just curious can you tell me what enemies you can steal armor and weapons from i.e hard edge can be stolen from soldier 3rd class in shinra headquarters i just dont wanna risk staying in battle with enemies that could kill me in a couple hits for an item i dont really need not that the guessing game isnt fun and all but for someone that doesnt like to save between every fight it could be devastating to lose trying to steal from an enemy that i could only get an ether from or something
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2013-07-15 01:55:37
This is the best I can do right now.  http://thebrink.us/ffvii/stealableitems.htm (http://thebrink.us/ffvii/stealableitems.htm)

There are lots of sites you can find by searching for them that will have all the information for a walkthrough or item lists, etc. that you will ever need.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Jade Knightblazer on 2013-07-16 09:41:05
Just starting to get into FFVII again after its Steam Release, and thus looking for new Challenges that only modders like yourself can provide :D

I am looking for a good challenge and hopefully a new wonderful game experience :D
I like the the quick read on the OP and the adjustments you are making (However I also read your other Thread "FFVII revisted" Which sounds even better but stills very old @_@

I have a few questions are your Lost Wing mod.

Firstly, does your mod any any new boss encounters? (Material Boss fights, easter eggs or the like?)

-Have you added any new Scenes to enhance the story telling?

-How far does your mod cover a game play? All 3 discs?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Vgr on 2013-07-16 14:09:29
No field changing, which means no new bosses and no new scenes. The mod is complete up to the end of the game.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2013-07-16 18:53:17

I like the the quick read on the OP and the adjustments you are making (However I also read your other Thread "FFVII revisted" Which sounds even better but stills very old @_@

Firstly, does your mod any any new boss encounters? (Material Boss fights, easter eggs or the like?)

-Have you added any new Scenes to enhance the story telling?

-How far does your mod cover a game play? All 3 discs?

Hey man, thanks for taking interest.  You're not mistaken when you say that Revisited sounds much better.  It is...it's just far less complete.  As vgr says, this Lost Wing mod doesn't change the story or any new or hidden scenes in the game.  What it does do, can be found throughout the thread.  But basically the heaviest area of modification in this mod is in the Equipment (all weapons, armors, and accessories have been modded), Spells/Materia (all modded), Tons of Item Modifications and additions, Limit Breaks have been tweaked, Character growth (Stats/Hp/Mp) has been altered significantly.  While in Revisited, I've done extensive work swapping enemies around the game and adding optional/additional bosses and things like that, Lost Wing's enemies remain in the same sequence and appear just as they would in the vanilla game - the difference being that they are at increased difficulty. 

One of the quirks of FFVII:  Lost Wing is that you can complete up to about the WhirlWind maze without much difficulty if you're an experienced VII player.  Once you make it to the Huge Materia quests you'll notice a sharp increase in difficulty.  While this was deliberate (I just always wanted end of the game bosses to pose a real threat and significant challenge) I was quite inexperienced when I made this mod years ago, and the difficulty level of end-game enemies is really at the extreme level.  For this reason, using BlackChocobo or some other trainer or method to give yourself a little extra help (be it certain items, equipment, materia, extra AP, make yourself higher level, whatever you require) is encouraged around the time you fight Diamond WEAPON.  Diamond WEAPON serves as the dark black line between when this game changes from feasible to complete, to deliberately challenging your VII skills.  Adding some items, materia, AP, levels, or some combination of these things won't make it easy to defeat the post-Diamond enemies and bosses by any means, but at least you'll have a chance.

Another note is that if you are playing on the PSX (which you aren't, but other that read this might) remember!  You can use Young Cloud and Sephiroth with the gameshark codes that are listed in this thread.  Just a reminder!

Anyone with questions about Revisited - this is a project that I do want to complete...but don't look for it anytime soon.  I can, and may soon provide an updated Demo which would be playable through the end of the 1st disc, but don't hold your breath for too long.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Jade Knightblazer on 2013-07-17 12:08:24
Thanks for the reply :D I'll keep this thread and your other followed!
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: bliznik on 2013-09-16 20:49:13
Hey, new user of Lost Wing!  Just one question, did you mean to have Cloud start the game with the Mythril Saber instead of the Buster Sword?  I feel a bit upset that Could doesn't start the game with his trademark sword...

*EDIT*  OK, this teaches me I should read previous posts before I post a question.  I just read this on page 2:

-You start out with the Buster Sword, its way overpowered at this part of the game.  You are suppose to have Mythril Saber.  You will get one in Sector 6 or gameshark it in till I fix it.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2013-09-18 04:42:04
The Buster Sword is one of the Ultimate Weapons you can choose from for Cloud.
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: YippleDipple on 2014-01-26 04:38:46
So.... with the PC version I can not utilize the limits for YC or Seph?
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Vgr on 2014-01-26 12:11:24
Yes. Use Otyugh (http://forums.qhimm.com/index.php?topic=14194.0).
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Hitachis on 2014-03-08 18:08:14
Hey lost wing

when i tried to cast regain on my party using this mod on my ff7 game using the epsxe emulator

it did not work

so what could be wrong then

thanks

and take care
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: maeckes on 2014-04-06 13:11:18
Hi guys,

I have a bad Yuffie capturing problem with this mod.

I just came out of the mine after midgard and on my way to junon I wanted to catch Yuffie in the forests.
After countless retries the problem remains:

Game "freezes" after I dead enough damage to Yuffie to put her to her knees (about 400?).
And by "freezing" I mean the game doesn't actually freeze but neither fills up the time-bars nor executes command given before the "death blow".
Pause and the escape animation (not actually escaping) still work tho.

Anyone any idea what could be the problem / solution here?
Could find this problem described anywhere before.

Any help greatly appreciated! Cheers
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: Sega Chief on 2014-04-18 16:11:05
I've an idea what that is. When an enemy tries to use an attack or similar but they haven't had an animation set for that attack they'll just kind of soft-lock the fight when they try to use it. I think it can also happen if an attack ID that doesn't exist is referenced by the AI (although I think that causes a hard crash instead).
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: xLostWingx on 2014-04-18 17:16:27
Thanks for trying to help these guys Sega Chief.

Umm...yeah I don't really know why those things would be happening.  Lost Wing is more of a novelty than anything else.  While I do think it is a lot of fun and a welcome flavor change from the normal VII, this mod has countless bugs, glitches, and errors and I will most likely never be able to correct them - especially since I haven't done any FF modding in years now.  But if it won't let you get Yuffie the normal way, I'd suggest using Black Chocobo to alter your save file.  Alternatively you could Gameshark her into your party, but I don't think that certain storyline flags will trigger (meaning you may be unable to do the Wutai quests), so just go with the save file editor.    Other than that, I apologize for any frustrating issues with the mod, hope you enjoy it though.

@Hitachi  There is no such spell called "regain" in my mod.  Do you mean "Regen"?  I am unaware of any problems with this spell, and no one else has reported that issue.  Likely its not due to the Lost Wing mod.  I do know some people have experienced trouble with "White Wind" though. 
Title: Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
Post by: ManuBBXX on 2014-04-18 18:21:53
Is your mod harder than Gjoerukv's hardcore mod ?
Title: Re: [FF7PC/PSX] FFVII Lost Wing (1.1)
Post by: YippleDipple on 2014-10-04 21:23:00
I believe this is comparable to Gjoerukv's hardcore mod. I am a very avid VII player; like a living walkthrough. To compare getting to Cosmo Canyon for 1st time with three mods: Hardcore=level 25; Lost Wing=level 22; Nightmare 7= "Are you kidding me with this difficulty?" & "I'm a masochist". Lost Wing & Hardcore are like candy sprinkles compared to Nightmare 7.

btw VGR, thanks for your reply back in January :)
Title: Re: [FF7PC/PSX] FFVII Lost Wing (1.1)
Post by: Vgr on 2014-10-04 22:57:53
Yes indeed, Nightmare 7 is, so to speak, a real nightmare.

And you're welcome.
Title: Re: [FF7PC/PSX] FFVII Lost Wing (1.1)
Post by: DarkFenrir00 on 2015-05-28 20:20:07
I am trying to download your patch but mediafire won't let me it keeps opening a new tab of the download and taking me to different websites and its starting to become frustrating I will just need help with mediafire and the patch download.
Title: Re: [FF7PC/PSX] FFVII Lost Wing (1.1)
Post by: iloveyou771 on 2015-10-22 14:45:08
hi there lost wing or anyone here its been long time no one posting message here so i wonder is this thread dead or still live going? Well i just have a few questions  to ask using this mod lost wing v1.1
1) how do you exactly get young cloud & sephiroth into ur party?if you are using code could you give those code because i can't find in this
   thread. i just start playing your lost wing v1.1 today.
2)When you say Young cloud and Sephiroth are 95% functional character, what do you mean by that? Is it not 100% playable?
   you know i use the slot 3 character modifier code to permanent hack sephiroth into my party but at earlier point in the game, the 1st bomber mission cloud with barret inside the 1st mako reactor(i think)before fight guard scorpion there's an event here, and my game just
freeze so i can't progress further so i wanna ask how to permanent play as sephiroth throughout the game?

that's all i wanna ask here hope you could help me.
Title: Re: [FF7PC/PSX] FFVII Lost Wing (1.1)
Post by: xLostWingx on 2016-03-22 02:11:38
Hello Friendly Person.  Thanks for your interest in FFVII Lost Wing.  Here is the information you need in order to play using Young Cloud and Sephiroth.  http://forums.qhimm.com/index.php?topic=10958.msg153213#msg153213 (http://forums.qhimm.com/index.php?topic=10958.msg153213#msg153213)

I hope you enjoy the mod.  Please remember this was a personal project that I chose to involve the general public in via qhimm forums.  I've been inactive as a modder for several years now and inactive on this forum for several years.  Thanks for the interest!
Title: Re: [FF7PC/PSX] FFVII Lost Wing (1.1)
Post by: jpzchaos14 on 2016-05-08 06:40:34
Question, is there like a walkthrough for this mod?
Been using the latest "Lost Wing" mod via Tifa's Final Heaven.
I know there's alotta changes in the game using this mod, but new gaming with this mod is kind of skeptical.
Is there an accurate list of changes and add-ons on this mod?
Will really help.
Title: Re: [FF7PC/PSX] FFVII Lost Wing (1.1)
Post by: Topken on 2017-02-05 16:24:52
I've ran into some issues with Water as an element the Water ring prevents my people from healing and even being revived with phoenix downs while in battle  also same thing when I have the elemental material linked to water on defense and when its linked on attack it causes my character to heal the person they hit. The heal when they hit might be useful for healing in long battles but the defense one is annoying. Thought I would bring it up as I don't know if its been mentioned here before or not. Meaning the water ring is pretty useless as an accessory

I am pretty much using Lost Wing through 7th Heaven just to get some different gameplay then the vanilla game since I have beaten it so many time and am pretty much done with vanilla after all these years
Title: Re: [FF7PC/PSX] FFVII Lost Wing (1.1)
Post by: Darkslayerpowerfull on 2019-07-08 14:12:10
Hi, I'm a fan of the mod lost wing, I really liked the mod and wanted to know if you ever think of continuing it or if you have some other mod of this type because I really like ps1.
Note: Is there any way I can edit the game myself? Do I change the locations of the materias and monsters?
Edit: I found a program here in the same forum, the white chocobo, to edit as stores. My question is: have you changed any stores? I changed the stores to sell materials of the game, however as I do not know if you changed it becomes difficult. Does bug editing do this? Hope not.
Another question: Has the mod changed the location of the monsters? I wanted to have bosses on the world map or more random monsters instead of them. In addition to putting enemy skills like Trine in monsters that can use or Shadow Flare in the Diamond Weapon and Pandora's box in some monster
Title: Re: [FF7PC/PSX] FFVII Lost Wing (1.1)
Post by: Kefka on 2019-07-12 08:54:01
There's a large amount of tools for modding FF7 available on this forum, and thankfully most of them are created in a very userfriendly way that even non-programmers can easily make use of them. For what you want to do, you should definitely get Hojo, ProudClod, WallMarket and Makou Reactor, all of which can be found in the forum's "Tools" section.

Wallmarket is for editing all sorts of stuff related to your own party, like properties of magic spells, equipment, materia, and items, and initial equipment and stat growth curves of your party members.

Hojo is for editing enemy stats like HP, MP, strength, magic, elemental and status resistances & weaknesses, items that can be stolen/dropped/morphed etc.

ProudClod is for editing enemy attacks and AI scripts, and opens up a sheer unlimited potential for designing your favorite battles, although editing AI definitely requires some learning until you'll get the hang of it (took me a couple years to understand most of it, lol). You can give enemies new attacks, have them attack multiple times in a row, have them perform counter-attacks etc.

Makou Reactor is the tool for editing the field files, and with it you can do A LOT. This is where you can decide the contents of treasure chests and Materia, or place entirely new ones in places you like, but it goes much farther than that. You can also edit NPC dialogue, create new NPCs, change the rewards of minigames (Fort Condor, Battle Arena etc.), which monster formations appear as random encounters in a field and at what probability, change the music that plays in a given field or in certain battles, or even do some event editing like creating entirely new cutscenes altogether! However, the downside is that Makou Reactor is perhaps the most difficult tool to master, and that will definitely take some time, so be patient.

Unfortunately there's currently nothing out there that allows you to edit stuff on the world map, as far as I know. As well-documented as FF7 may be, the world map still remains a "black box" for the most part, sadly.

Anyway, the aforementioned tools should get you started on what you want to do. Oh, and welcome to the forum, btw.
Title: Re: [FF7PC/PSX] FFVII Lost Wing (1.1)
Post by: Darkslayerpowerfull on 2019-07-15 17:36:10
Hi Kefka, thank you for answering me. I edited patch lost wing quite a bit and I do not know if it posts it here for download.
I edited materias that he took for example a gravity and a place back.
Now what I lack is to put some NPC to revive the aeris and a npc to fight against the bosses of the game, but I do not know how to do it, I found a post here in the forum of a mod called ff7 psx plus but I do not know if it has to merge with the lost wing So I would like a tutorial for this, plus a tutorial to edit the abilities of the monsters.

Fix:
1 * water3 or water2 magic (I do not remember) did not hit the monster, but only me, I fixed.
2 * The gravity magic returned.
3 * I reinstated the original summons.
4 * Thunder magic did not work like a real lightning bolt but with curing effect, I arranged it by putting a lightning effect on it (on the menu it still heals the characters, I'm trying to fix it).
5 * Materia deathblow+mime did not work,i took them because it does not make sense.
6 * Materias like #@$% yeah, i took them because it does not make sense.
7 * Red flash healed the enemies, now does what it should do, attack enemies.
8 * Materias Red Stone and more independent are with description strange and does not make sense, i changed.

There are other fixes I can not remember at all because there have been many haha.

I try to fix the issues Topken says...I think I managed to arrange...
is there any list with the ids of the monsters' attacks? I want to change the animations of holy 2, wind 1 and wind 3, laser 2.
Title: Re: [FF7PC/PSX] FFVII Lost Wing (1.1)
Post by: LostWingx on 2024-03-12 13:42:26
Reminder:  LostWing mod was designed for PSX and was an experimental learning experience.  It is unquestionably broken by just about any standard.  I would suggest avoiding it entirely.  I'm quite mystified seeing references to this mod on the google and youtube all these years later.  Try it at your own risk.  Please just know that I am not active on qhimm, I am not active on youtube, and I offer no support whatsoever for this mod.  If you still want to give LostWing a try, by all means, play it to your heart's content.  You've been warned.

Thanks to all the moderators, administrators, and mod creators here at qhimm for maintaining this treasure of a community.

-LostWing