Author Topic: [FF7PC] Ultima Espio Aeris patch  (Read 329539 times)

Tenko Kuugen

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Re: [REL] Ultima Espio Final Fantasy VII Aeris patch
« Reply #450 on: 2011-02-14 19:49:46 »
Isn't that pretty impossible? Unless his scene.bin is messed up or he messed around with the field script in clsin2_1 ( at least i think it was this area )

ultima espio

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Re: [REL] Ultima Espio Final Fantasy VII Aeris patch
« Reply #451 on: 2011-02-14 19:50:55 »
Exactly, I'm sure it's something he's done. I never touched battle scenes at all, and I've just tested it myself...and nothing.

Bosola

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Re: [REL] Ultima Espio Final Fantasy VII Aeris patch
« Reply #452 on: 2011-02-14 20:08:16 »
Perhaps he's using a kernel.bin mod?

ultima espio

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Re: [REL] Ultima Espio Final Fantasy VII Aeris patch
« Reply #453 on: 2011-02-14 20:09:54 »
My patch mods both the Kernels, yet I never got that problem at all. He must be using my kernels, because he noticed that the Princess Guard replaced the Umbrella.

Unless he's using 1 Kernel without the other.

Bosola

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Re: [REL] Ultima Espio Final Fantasy VII Aeris patch
« Reply #454 on: 2011-02-14 20:13:54 »
Hmm... the KERNEL2.BIN only contains compressed text. IIRC, it doesn't contain the scene lookups.

Is the guy using any other mods?

Tenko Kuugen

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Re: [REL] Ultima Espio Final Fantasy VII Aeris patch
« Reply #455 on: 2011-02-14 20:50:57 »
sounds more like
- He uses your mod
- He went and uses a scene.bin different from what is intended by your kernel.bin
- He never fixed the kernel.bin lookup

this is a 100% case of wrong_scene_look_up caused by playing around with the scene.bin
I bet you my hat on this

ultima espio

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Re: [REL] Ultima Espio Final Fantasy VII Aeris patch
« Reply #456 on: 2011-02-14 20:55:57 »
He's uploaded a video:

http://www.youtube.com/watch?v=pNG46t6WEDY

I'll have to test that now...

Tested. Nothing is wrong.

Quote
This is just a preview of what happens to mine. I download, the Remix mods 1.0-2.5.1, I put in a KERNEL.bin from the Aeris patch, and I get mulitple bugs of battling in different areas. This is just an example of one area, but I see a lot more. I can't do the Battle Square until I get Cloud Back, I haven't gone past through with Cloud back in leader. But I fight Jenova-Life and Ruby Weapon, lol!! After I go up to the second level of the Pagoda, I hang.

Lucky, I backed up my original kernel, because I am fine then. ^^
« Last Edit: 2011-02-14 20:59:23 by ultima espio »

Bosola

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Re: [REL] Ultima Espio Final Fantasy VII Aeris patch
« Reply #457 on: 2011-02-14 21:37:43 »
Never apply kernel mods on top of one another.

I explain here how, because the KERNEL doesn't use a fixed storage system, kernel mods aren't always compatible with one another.

Tenko Kuugen

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Re: [REL] Ultima Espio Final Fantasy VII Aeris patch
« Reply #458 on: 2011-02-14 23:09:40 »
there is his problem
the remix patch changes the scene.bin but the original kernel.bin is matched to the changed scene.bin
however, your aeris kernel.bin is NOT matched to the scene.bin of the remix mod
he can fix that by opening the scene.bin with Hojo and adjusting the kernel.bin

obviously putting a changed kernel on top of another kernel was going to mess stuff up
there are most likely other problems
you can't just put two different mods together without knowing what you are doing to some degree.
was difficult enough to mix hardcore and aeris mods together for me.

the video shows what I explained. scene.bin lookup messes

since we now need a goddamn google account to post on youtube, I refuse to login there.
so yeah, someone tell him how to fix his stuff.

ultima espio

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Re: [REL] Ultima Espio Final Fantasy VII Aeris patch
« Reply #459 on: 2011-02-17 18:47:54 »
http://www.youtube.com/watch?v=HDhDpZa6dhA

Posted that in the replace Cait Sith with Zack thread, but thought it wasn't really relevant...

...It isn't here either, but I posted a picture of it in this thread months ago so...

obesebear

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Re: [REL] Ultima Espio Final Fantasy VII Aeris patch
« Reply #460 on: 2011-02-25 00:50:55 »
I remember a while back you were trying to promote this patch.  Here might be a good place.

http://www.gametrailers.com/video/episode-5-pop-fiction/702590

ultima espio

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Re: [REL] Ultima Espio Final Fantasy VII Aeris patch
« Reply #461 on: 2011-03-04 12:41:12 »
I remember a while back you were trying to promote this patch.  Here might be a good place.

http://www.gametrailers.com/video/episode-5-pop-fiction/702590

Thanks :)

Just a few things left to fix with this patch now, and then that'll be it. I won't be adding any new features or anything.

I have a few new ideas I wanna try out, but I'm not saying what they are unless I can get them to work.

One of the ideas is just a video - you won't be able to play it.

The other one, you may, if it works.

Don't hold your breath though.

ultima espio

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Re: [REL] Ultima Espio Final Fantasy VII Aeris patch
« Reply #462 on: 2011-03-06 16:51:42 »
UPDATE

New "N00b-Proof" Version uploaded. Contains complete LGPs, and the new raw models and animations needed for if you want to use them with a new char.lgp. I hope this cuts down on some of the problems people have encountered.

Change List:

Code: [Select]
ncorel2 - Not there
ncorel3 - Not there
zz2 - Not there
las_41 - Aeris acted a bit weird during the ending

obesebear

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Re: [REL] Ultima Espio Final Fantasy VII Aeris patch
« Reply #463 on: 2011-03-06 22:27:25 »
We can't be distributing whole lgps, noob-proof or not.  Not to mention a lot of people won't be using just this patch and will have to learn how to combine files anyways.

sl1982

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Re: [REL] Ultima Espio Final Fantasy VII Aeris patch
« Reply #464 on: 2011-03-06 23:57:09 »
Not to mention that is also a lot of extra data to download for no reason. Something us Canadians need to watch out for anyways...

ultima espio

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Re: Ultima Espio Final Fantasy VII Aeris patch
« Reply #465 on: 2011-03-07 12:44:29 »
I'm just gonna get rid of the whole thing for now. I've really had enough.

bbgenx

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Re: Ultima Espio Final Fantasy VII Aeris patch
« Reply #466 on: 2011-03-23 18:00:13 »
....

Is there a chance you can provide the kernel patch again? please kindly pm me.

Thank you very much

ultima espio

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Re: Ultima Espio Final Fantasy VII Aeris patch
« Reply #467 on: 2011-03-23 19:13:44 »
Hi

I was a little bit sick of people moaning about how they couldn't put it together and what not, so I just got rid of it for a while.

Should be easy to put together. Compile the flevel lgp with Aali's tools, Unpack Char.lgp and add in my new stuff and replace the Kernels -  Only replaces the Umbrella with new weapon, gained through new side quest. If your not interested, then you don't need to use them. You CANNOT, REPEAT, CANNOT mix and match Kernels and scene.bins. Things will go mental.

You NEED to add the new models and animations from me, otherwise the patch won't work in some parts. In fact, you won't be able to finish the game.

Hope this helps.
« Last Edit: 2015-06-22 15:37:49 by ultima espio »

Aeris

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Re: [REL]Ultima Espio Final Fantasy VII Aeris patch
« Reply #468 on: 2011-03-26 09:22:32 »
<3 Espio-kun ty for putting it back up :)


although i have a semi related offtopic question.


as i haven't dabbled with the PSX Files, i'm curious if this patch would also work with the PS1 Discs. just curious/interested in knowing, it'd be pretty cool if it was possible :)

ultima espio

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Re: [REL]Ultima Espio Final Fantasy VII Aeris patch
« Reply #469 on: 2011-03-26 12:59:25 »
I can port the code but it'll be useless, since you can't add a model and animation to the new entity.

Tenko Kuugen

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Re: [REL]Ultima Espio Final Fantasy VII Aeris patch
« Reply #470 on: 2011-03-27 01:32:39 »
isn't it possible with the new "extend disc" patch thats floating around?

ultima espio

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Re: [REL]Ultima Espio Final Fantasy VII Aeris patch
« Reply #471 on: 2011-03-27 12:55:56 »
No. You still can't add modes to new entities. Makou reactor doesn't allow it for psx.

Aeris

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Re: [REL]Ultima Espio Final Fantasy VII Aeris patch
« Reply #472 on: 2011-03-27 16:08:56 »
No. You still can't add modes to new entities. Makou reactor doesn't allow it for psx.

is it due to the limitations for the psx version? or simply because the function has yet to be implemented? If it was the latter i'm sure there'd be quite a few people interested in having the function, it'd open up a few possibilities for the PSX version.

ultima espio

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Re: [REL]Ultima Espio Final Fantasy VII Aeris patch
« Reply #473 on: 2011-03-27 16:10:52 »
Even then, I'm not sure that the new animations and model can be ported over. So you'd end up with a weird Aeris.

On top of that, there's a glitch that doesn't let you finish the game with Aeris in your party in the psx version.

Aeris

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Re: [REL]Ultima Espio Final Fantasy VII Aeris patch
« Reply #474 on: 2011-03-27 16:19:22 »
Even then, I'm not sure that the new animations and model can be ported over. So you'd end up with a weird Aeris.

On top of that, there's a glitch that doesn't let you finish the game with Aeris in your party in the psx version.

i've never heard of that glitch o.o does the battle hang with Safer or something? as i've hacked her in before so she wouldn't leave my roster from character slot two, and was able to kill Synthesis, Bizzaro, and Safer before and not had an issue. as for the animations and the model, it'd be kind of fun to tinker with, (at least to me haha). and even then, an Aeris is and Aeris. there's not another like her!! anyway, this is all just food for thought, i'm quite content with my pc version and your patch for it Espio-Kun. i rather enjoy using Great Gospel and destroying people lol. :P