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Messages - vega900

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1
Is it possible to do this same thing for the PSX version?

2
Gameplay / FFVII Disc 2 Extension Patch problem
« on: 2016-06-14 09:15:19 »
I have an issue with the Disc Extension Patch only for Disc 2.

I've noticed that when you get into random encounters near Midgar and Chocobo Farm, the battle fails to start after the swirl animation. In addition, the music also stops.

The only reason I noticed this is due to getting into a random encounter right before running into Diamond Weapon and I can't seem to get it to work.

It seems to stop working as soon as the patch is applied, which is a shame as I have made a decent level scaling mod that I wanted to play through.

3
Gameplay / Re: Level Scaling in FFVII
« on: 2015-08-17 19:01:52 »
Ok, thanks for the advice.

I'm definitely no expert in this mod ding scene, but after a bit of trial and error, I'm sure I'll eventually crack it.

4
Gameplay / Re: Level Scaling in FFVII
« on: 2015-08-16 11:28:52 »
Thanks for the info, Sega Chief.

I've so far successfully managed to have all random encounters and Guard Scorpion level scale and receive stat boosts when the characters level fits into a certain range. It's working rather well, however for some reason, I can't seem to get HP to increase...

5
Gameplay / Level Scaling in FFVII
« on: 2015-08-09 19:09:12 »
Is it possible to put anything into an enemy/boss AI to allow for level scaling? Perhaps in the pre-battle AI section in ProudClod?

Any ideas will be greatly appreciated. Thanks in advance.

6
Gameplay / Re: Attack ID for Highwind Limit Break
« on: 2012-08-03 22:23:46 »
Code: [Select]
12 2070
02 20A0
02 40D0
80
90
60 20
60 A2
92
60 00
60 7B
95
11 2010
01 2010
60 01
36
90
60 01
60 7B
95
01 2010
A0 01 SCFLAG 7B = %d

This is the death counter code from Ultimate Weapon. The A2 is the attack ID for Highwind. I used LiBrE to figure out the other details for this attack (such as animation ID, which according to that is 22). Still I get a Data Error.

I would appreciate getting pointed in the right direction with this. Where am I going wrong?

PS.NxK, that video was amazing. I would be keen to get Ultimate Weapon to use this one limit break without Data Errors, nevermind a whole set of them. But... excellent work!

Sorry for being a total beginner. I only just picked up my mod again after two years. I am slowly picking things up as I go.

7
Gameplay / Re: Attack ID for Highwind Limit Break
« on: 2012-08-03 18:56:03 »
I gave this a go, I tried to have Ultimate Weapon use the limit break. In my mod, I have named it Omega Weapon. The attack was going to be called Terra Break and used like Shadow Flare (as a death counter). All I get is a Data Error. Scene 287 Code 32. I know 287 is the 11F scene in hex, which is the final battle at Cosmo Canyon.

I got my idea from a SaintDragon666 video on YouTube. He managed to get it to attack the team with this.

http://www.youtube.com/watch?v=9yk5evN45_I


8
Gameplay / Re: Attack ID for Highwind Limit Break
« on: 2012-08-02 20:47:27 »
The reason I'm asking is because I want an enemy to use it, but I can't put it into their AI as I don't know the Attack ID.

9
Gameplay / Attack ID for Highwind Limit Break
« on: 2012-08-02 20:26:12 »
I know I've been on and off here annoying you all with endless questioning, but I am a total newcoming to this modding scene. I have one final question...

I need to know the Attack ID for the Highwind Limit Break. This will help with completing my modified game. According to WallMarket it's 162 (A2h). Is that right? Or am I missing something... as the data for this attack is greyed out in WallMarket.

If this is not the Attack ID, does anyone know what it is?

I would greatly appreciate any help with this.

Thank you all in advance.

10
Gameplay / FFVII Boss Death Flash
« on: 2012-07-29 11:42:09 »
This may already have been asked, so apologies for posting again if that is the case. (I can't go looking on here, as I am using my phone). 

Anyway, I have changed the formation slightly for the No.1 Reactor to have Eagle Gun as the first boss instead of Guard Scorpion. I want Eagle Gun to die like a boss instead of a normal enemy.

Can this be done?

Thank you in advance.

11
I'm doing a rework of the PlayStation version of the game.

The battle against Hojo is, for me, is one of the game's most significant boss fights, made ever more sweet by having Vincent come along to have his revenge.

Has anyone ever attempted writing some battle text into Hojo's AI for there to be some exchange between him and Vincent during battle. The text would depend on Vincent's presence.

I think this battle needs something like this, as Hojo doesn't seem to acknowledge Vincent at this stage of the game... in battle or otherwise.

I would greatly appreciate any help/advice on this.

Thank you

12
General Discussion / FFVII NTSC - Emerald Weapon (Disc 2)
« on: 2011-02-28 19:36:16 »
I have a copy of the NTSC version of the game on my PSP and in an attempt at fighting Emerald Weapon on disc 2, the game crashes at the battle swirl. The PSP then turns off after a few seconds.

Any ideas, anyone?

PSP is using 5.00 M33-6 custom firmware.

13
General Discussion / PAL FFVII - Problems on PSP
« on: 2011-01-27 16:34:23 »
Hello there.

Been playing through a hardcore mode I made on the PSP. Disc Image was made with CloneCD and the multi-disc eboot was made using PSPPSX 1.4.2. Also the PSP is running on 5.00 M33-6 CFW.

I've managed to get all the way to the end of Disc 2 where I kill Hojo and go through the scenes on the Highwind up to the moment when the screen brightens and you're presented with the End of Disc 2 message and the chance to save the game, it crashes before I get chance to save and the PSP switches itself off.

This now means I have to get past my hardcore version of Hojo again, which I spent over half an hour fighting.

I'd appreciate it if anyone could tell me what programs they used to make a working eboot of the PAL version where the game can be played from start to finish without crashing...

Thank you in advance.

14
I don't know if this type of thing's ever been considered, but I was wanting to know if it was possible to change battle music type for certain encounters.

For example, I would like to change the battle music for Ultimate, Emerald and Ruby Weapon to play Still More Fighting as opposed to Fighting.

Other battles such as Turks @ Gongaga, Turks Final Battle and Guard Scorpion all use other music during battle. I would also like to be able to change this to Still More Fighting.

Does anyone know whether the code that accesses music files can be changed?

15
In Proud Clod?  ;D

Ok, thank you for your help.

16
I have managed to be able to play the game without any errors, after having re-inserted heavily-modified kernel and scene files back into the ISOs, which were the converted to EBOOTs.

After having made it as far as the 67th floor of Shinra Headquarters have I started to notice a change in the battle placement and the look-up table must be in need of an update.

After having engaged battle with Sample:H0512, I was caught up in a scene with a Zenene and Vargid Police despite everything working inch perfect up to this point.

Will the SceneFix tool enable me to update this table for the PSX version? If so, is there any other means of downloading SceneFix, as the current links on the associated thread are not working?

Thank you in advance. :)

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