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Miscellaneous Forums => Archive => Topic started by: Tsetra on 2009-01-14 19:41:51

Title: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Tsetra on 2009-01-14 19:41:51
The goal of this project will be to attempt to restore Final Fantasy VII's dummied content and recreate intended scenes from scratch. This will be presented using a modular system so you can pick and choose only what you want in your game. I may also include some content that was never in the game at any stage but is widely considered a good inclusion. Again these will be optional so you purists don't have to touch them.

Update 2/1/09:
While I had planned on working with both this and helping FF7Voice, apparently they've got no need for script revisions from me now. As a result, most of the revision work I had planned to do will be instead crossing over into this and I'll be able to work full steam for you guys. Best of luck to them.

This means this FF7Voice will largely be incompatible with this project as several lines have been revised for accuracy, many lines have been added, and the result would be half the lines spoken, half the lines unspoken, and several spoken dialogs mismatching the written text. Fair warning.

Here is a small collection of screenshots with descriptions showing some of the changes. I didn't want to give away TOO much before the demo, but just letting you know I'm not blowing smoke at all of you. The screenshots are also taken with YAMP's transparent boxes, damage limit breaking, high-res patch, and NPC-RP/PRP applied - they will not be included with my mod and must be downloaded separately! 

Just a simple dummied line restored, was added by myself originally for FF7Voice:
(http://i40.tinypic.com/oqd7xz.jpg)

I find it a better introduction to Materia than simply telling you that you found some. The message box informing you that you've found it, of course, is still present and shown after you actually pick it up.


Barret needs a vacation:
(http://i42.tinypic.com/9vjbf9.jpg)
(http://i44.tinypic.com/107koi9.jpg)

Unused dialog from the international FF7 by Face of the Moon, translated by Glitterberri, and "Barretized" by myself. Gives some meaning later to the Cosmo Canyon scene where Barret is supposed to allude to this scene.


Jessie 2.0 - now with 200% more personality!
(http://i43.tinypic.com/2j35un6.jpg)
(http://i44.tinypic.com/29qjvbn.jpg)
(http://i39.tinypic.com/2s1ndxe.jpg)

Face of the Moon/Glitterberri/Revisions where needed. As you can see, I goofed that choice box a bit, that'll be fixed before the demo.


Cloud getting his pimp on at the Honey Bee Inn... well, sort of...:
(http://i39.tinypic.com/2s64tvs.jpg)
(http://i44.tinypic.com/242eerr.jpg)
(http://i39.tinypic.com/2vxm0lu.jpg)

The dialog comes from the Face of the Moon blog, found in the international version of FF7, translated by GlitterBerri, and shortened or revised in some cases where necessary by myself. 


Cloud's "first time":
(http://i41.tinypic.com/302njvc.jpg)
(http://i44.tinypic.com/2z5uejt.jpg)
(http://i42.tinypic.com/2ywh08w.jpg)

Same source and story as the last pictures.


Cloud giving the Honey Bee Inn girls even more of a hard time:
(http://i42.tinypic.com/dzh4q9.jpg)
(http://i40.tinypic.com/2usu0dc.jpg)

Originally there was a third choice as shown in the first picture, which then could lead into the choice shown in the second. These were already in the game, they just needed to be inserted back into the code.


A couple uncensored dialogs:
(http://i41.tinypic.com/5x4aao.jpg)

(http://i39.tinypic.com/kewyoh.jpg)
(What's really funny is after I took the screenshot, I noticed that apparently Johnny just couldn't hold it anymore and decided to go beside the Inn to take care of business...)
Because @(&%! just doesn't cut it. Nothing over the top in the game, I promise.


Weapons with lore?!
(http://i42.tinypic.com/2pt9y8i.jpg)

Depending on the sneaky tricks I can accomplish to not make the game crash, I'm going to try to add lore descriptions to as many items as possible. These descriptions largely come from official sources such as the Ultimania, the game itself, the manual, etc. In this case, the Buster Sword's description comes from Cloud's bio.


Properly translated/renamed items/spells/techs/etc. for accuracy and continuity.
(http://i40.tinypic.com/30b0nsm.jpg)

Before anyone gives me crap about Ogre Nix, let's face it - the sword looks like an axe, and in previous FF games there was always an Ogre axe (not to mention the fact Ogre Nix was in VI). Organics was supposed to be a "prettier" revision, but it made no sense at all. If you don't like it, it takes all of 10 seconds to revert in Teioh. It stays Ogre Nix.
This whole portion will be an alternative to the currently available Kernel2.bin replacers. Nothing will be speculated, so don't worry about made up items or descriptions. The picture before this one also showcases the Kernel2.bin changes. I know there's currently a limit, but, don't worry about that.

END OF 2/1/09 UPDATE



Below is a selection of changes and inclusions I intend to make. So, *spoiler* alert I guess:

- Improved reactor mission. More than double the present content will be here, consisting of restored lines, options, recreated scenes, new encounters, and a new introduction sequence. AVALANCHE will become memorable.

- Improved scene at Seventh Heaven. Your options will now actually MEAN something here, as I'll be restoring some content.

- Improved train escape sequence, when the alarm sounds. Again, nearly twice the content. New cutscene, new dialog.

- Improved Honey Bee Inn. Hilarity awaits with the original intended scenes restored.

I could go on, but you get the point. Thing is, I haven't even gotten further than, say, the Golden Saucer in the game files, and I've already got a platter full of new content. It's amazing how much was left out of this game. Not EVERYTHING will be restored, some dummied content was left out for very good reason.
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Kudistos Megistos on 2009-01-14 19:51:01
This is exactly what I've thought about doing quite a few times. Have you been reading this (http://berriblue.blogspot.com/), by any chance? I too would like to see more of AVALANCHE; I think that my favourite parts of the game are near the start. I was particularly interested by some of Jessie's character development that got left out of the final game, which you can see here (http://berriblue.blogspot.com/2008/04/final-fantasy-unused-text-part-5-riding.html). I also agree that not everything should be put back in; the foreshadowing of Sephiroth here (http://uk.youtube.com/watch?v=0y1k5Y6C_Pg) is probably better left out.
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Tsetra on 2009-01-14 20:04:23
Actually I came up with the idea after talking to the writer of that blog (she's also on the FF7Voice project), after looking at all the dummied dialog in FF7's script in Loveless while dumping said script for FF7Voice.
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Kudistos Megistos on 2009-01-14 20:07:41
And will you be leaving out the repeated dialogue? I've noticed when using loveless that every field in a certain area has all of the dialogue used in that area (i.e. every file for the Shinra building has all of the dialogue used in the Shinra building). Can this be deleted, or is there a reason why it has to be left in?
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Tsetra on 2009-01-14 20:15:29
There's really no reason to delete any of it, and it leaves the dialog IDs intact to leave them in for use in other projects. Some of the lines are actually variations, even. If you look at md1stin for example, it appears to have duplicated dialog from the other reactor field files but in fact it's different in some areas. But it's not used obviously. At best, deleting these lines would simply pretty up the LZS files when viewed in an editor.
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Bluegrass79 on 2009-01-15 16:27:03
I cant wait for you to complete this project! I hope it's as good as you make it sound.
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Cazador on 2009-01-17 20:59:08
wow, very excited to see the completed version of this. A new reason to play through the story once again! haha  :-D
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Tsetra on 2009-01-19 19:26:39
Thanks, I apologize for the lack of updates on this - I've been trying to wrap up a project I've been working on for Morrowind.

I HAVE been messing around with the Final Fantasy VII sampler disk looking at some of the scenes in that, though. I'm hoping I can find a way to open it's field files so I can study how certain scenes in it were created. For example, after you set the bomb in the first reactor mission, in the sampler not only is Jessie's leg stuck, but Biggs has been knocked out as well. You have to grab them both before you can escape. You can't miss him where he's laid out, and it doesn't add any difficulty in the escape really. At most the extra running gives you one extra random encounter. But I think it helps further paint the scene of what AVALANCHE really is - just a bunch of kids that maybe don't have the most talent, but they've got a lot of heart, a will to learn what they need, and they believe in their cause. This idea is almost completely ripped out of the final game and it's a shame, because it really draws you closer to them, and makes you understand their awe they have of Cloud.
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Kudistos Megistos on 2009-01-19 21:42:02
I must say that I really like this idea. So, is it a one man project, or can others join? Maybe being a humanities student could actually help me out here; I don't know much about programming, but I do like my stories ;-)
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: LimitBreak on 2009-01-19 22:46:05
I also agree that not everything should be put back in; the foreshadowing of Sephiroth here (http://uk.youtube.com/watch?v=0y1k5Y6C_Pg) is probably better left out.

Wow. That could have destroyed the entire pacing of the game.

Thanks, I apologize for the lack of updates on this - I've been trying to wrap up a project I've been working on for Morrowind.

I HAVE been messing around with the Final Fantasy VII sampler disk looking at some of the scenes in that, though. I'm hoping I can find a way to open it's field files so I can study how certain scenes in it were created. For example, after you set the bomb in the first reactor mission, in the sampler not only is Jessie's leg stuck, but Biggs has been knocked out as well. You have to grab them both before you can escape. You can't miss him where he's laid out, and it doesn't add any difficulty in the escape really. At most the extra running gives you one extra random encounter. But I think it helps further paint the scene of what AVALANCHE really is - just a bunch of kids that maybe don't have the most talent, but they've got a lot of heart, a will to learn what they need, and they believe in their cause. This idea is almost completely ripped out of the final game and it's a shame, because it really draws you closer to them, and makes you understand their awe they have of Cloud.

Adding a little extra complexity reminds me... What about the Temple of the Ancient's? I read somewhere that in the Japanese version the scene with the clock hands was this really cool and challenging puzzle with many steps, but then it was turned into this pointless exercise because "Americans are teh stupid" apparently. Hmm... I wonder if you could put Biggs in some out of the way place that you had to search for him (you are given a ridiculous amount of time after all).

Anything with more of Avalanche is great. It'll give more emotional "oomph" when you get to Cosmo Canyon and Barret says how he promised he'd take the gang there one day, and of course when they're killed (Barret really should have some expanded dialog when the plate crashes... these people were his dearest friends!).

Good luck. I tried messing with the game text many years ago using one of Ficedula's programs and it didn't go so well. :oops:



Suggestions? Well, watch out for suggestions. Restoring cut out content is great and all BUT... as you probably know, things can go overboard. HOWEVER if you make it modular, then there's no risk, I guess! I'd say try to expand the scene at Fort Condor. That place offer such a huge mini game but the whole thing seems almost tacked on. Check out the Letters (key items that were never used) and maybe, just maybe, SPOILER: ... actually have Marlene and Aeris' mom in Kalm (I read a rumor somewhere that said the letters were related to them - one to Aeris' mom from her dead husband that has been lost, and the other one to Marlene from Dyne... but it was just a rumor, another one said the letters were regarding some guy in Gongaga).
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Kudistos Megistos on 2009-01-19 22:58:20
Quote from: LimitBreak
I read somewhere that in the Japanese version the scene with the clock hands was this really cool and challenging puzzle with many steps, but then it was turned into this pointless exercise because "Americans are teh stupid" apparently.

Then why didn't they put it back in for the PAL version? :-P
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: LimitBreak on 2009-01-19 23:17:10
Quote from: LimitBreak
I read somewhere that in the Japanese version the scene with the clock hands was this really cool and challenging puzzle with many steps, but then it was turned into this pointless exercise because "Americans are teh stupid" apparently.

Then why didn't they put it back in for the PAL version? :-P


I suppose since they already made all the edits they wanted to in the NTSC version they just left things as they were. I don't even know if the rumor is true because I've never played the Japanese version.
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Tsetra on 2009-01-20 00:46:23
I must say that I really like this idea. So, is it a one man project, or can others join? Maybe being a humanities student could actually help me out here; I don't know much about programming, but I do like my stories ;-)

At the moment I'm not adding much in the way of completely new dialog that was never intended to be included. Most of the new dialog is derived from dummied game files, the translated dummied lines from that blog/Face of the Moon, as well as early magazine scans and demo disks. This is to keep all the content "lore friendly" in that it came straight from Square. I've read the Ultimania and countless guides, as well as played through the game repeatedly. Coupled with my script dumping for FF7Voice I did for awhile (Marcis heads that now) I have a very good grasp of the game and know where I want to go with it.

But, depending on what I can accomplish in Meteor I might think about adding completely new things into the game after my current goals are wrapped up. Learning the field script for me is quite challenging. Adding new dialog and dialog choices is pretty easy, along with animating the characters while they talk. However, adding completely new NPCs in a field and moving them around I'm finding rather hard.
If you look at the translated dialog at Berri's blog, you'll see the translated lines from the Honey Bee Inn. I'm recreating the scene entirely to use THAT dialog, and so this involves completely reworking the scene in which Cloud passes out. Originally, he's supposed to get into the hot tub/bath with the girl that accompanies him, so I'm trying to make that happen at the moment. When I post screens, you'll see some of the parts from there I've already completed without a hitch, though. :)

I'd also like to make some use out of the cave in the Ancient Forest or whatever it's called that was clearly intended for SOMETHING but never used. If anyone can find me some information on that I'd be grateful.


LimitBreak,
I'm thinking about just getting a copy of the Japanese game to note all the differences. I've read the same thing about the clock and I'd like to include that change as well. There's a lot of rumors I want to verify, like hidden bosses and such.
Well so much for Morrowind. :( After writing about this so much and doing more research, I'm wanting to jump back over to this project.
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Kudistos Megistos on 2009-01-20 01:13:02
Well, I was referring to choosing which dummied lines should be out back in and which should be left out rather than making new lines, although maybe the latter would be necessary for clarifying some of the things that aren't made clear in the game.

As for the cave in the ancient forest, I have to agree (after having a look at the field script) that it's strange how little there is in there. I wonder whether Ho-Chu was meant to be there? That reminds me, will you be putting Tonberry back into the whirlwind maze? It seems odd that he was left out.

I think it's likely that nearly all of the rumours about hidden bosses in the Japanese game are false. Back when they started it was hard to communicate with Japanese gamers and verify anything. It isn't any more and I find it hard to believe that there are things as important as different bosses in the Japanese game whose existence hasn't been proven to western gamers yet; presumably there would be a few youtube videos as well as lots of mentions about these bosses on Japanese websites. Still, maybe there are some other differences that have been harder to notice...
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: LimitBreak on 2009-01-20 01:14:49
Ah, forget morrowind. That game has been modded to death anyways! :-D
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Vehek on 2009-01-20 01:59:59
http://www.ff7citadel.com/gameinfo/textfiles/ff7import1.txt
This old walkthrough by the deceased Kao Megura describes the clock puzzle.
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Marc on 2009-01-20 14:02:41
I slightly modified Kao Megura's walkthrough for my personal use a few years ago and he does mention the clock puzzle being different.

As for him being dead, I didn't know that.  Accident ?

There are a lot of great internet contributors who have met their demise for some reason, much moreso than the death rate in the general population would seem to indicate (since major internet contributors are for the most part below their 30's).
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Tsetra on 2009-01-20 15:39:35
OK, so tonight I will seriously stop procrastinating on the screenshots and post them online. I've got a slow internet connection so I'm always like "Ah man I reeaaallllyyy don't want to upload these" lol. But I will.
I'm about to look just for curiosity's sake at the Sector 7 LZS file to see if that scene between Cloud and Tifa remains intact in the PC version as well. I was looking in Seventh Heaven some more, and it would appear that the dialog I had intended to re-add is already in the game and used, but something keeps you from ever being able to see it. I should be able to figure that out with no trouble. At this point though I'm wanting to restore access to that dialog and combine that with a slightly edited version of the scene between the two outside so the Sephiroth references are much more vague, if not removed entirely.
In the bar, there's also a different scene which Cloud is ready to walk out, Tifa asks if he'll stop, then Barret climbs up, gives him his money, and tells him to get the hell out. There's also a scene in the bar where Tifa is constantly asking Cloud if he'll keep his promise, and you can either say a promise is a promise, or you can keep saying "But I still hate Barret" and Tifa will say new things letting you know how pathetic you are. :p
So what I'm thinking is, in that video above the GameShark code cut out some stuff. I think what's supposed to happen is that you're able to say sorry to Tifa, and then Tifa will ask if you'll just wait, a TV announcement happens, Tifa talks some more, Barret climbs up and tosses you your money, and then you leave. The video above would then take place (again I intend to edit out the story foreshadowing) and you'd eventually realize you have to go back into the bar. Alternatively, after the talk between Tifa and Cloud, you can just go back into the bar.
And I'm pretty sure at this point you'll go back into dialog with Tifa and she'll ask if you're going to keep the promise, you can still say you hate Barret, but in the end Tifa says she'll talk to Barret and you go to sleep.
There's also dummied dialog between Biggs, Jessie, and Wedge about how they're scared about SOLDIER, so maybe when you go back into the bar, they're supposed to be there and you can talk to them before you talk to Tifa.

I'll have a lot of questions answered about what goes where when I figure out what's keeping the player from accessing the dialog, but if anyone has some input in the meantime, by all means.
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Akari on 2009-01-20 16:19:55
I'll have a lot of questions answered about what goes where when I figure out what's keeping the player from accessing the dialog, but if anyone has some input in the meantime, by all means.

Mostly all this things can't be happen because you can't get into some places at some point of story. There are scripts for them, just main progress variable too great for this event to happened.

Switch is like
Code: [Select]
if progress >= 90 then
    REQSW(A,C6)
elseif progress == 87 then
    REQSW(A,C5)

So if progress is too great some models not appear on field and their dialogs and so on can't be listened.

In sector 7: allow cloud to leave the bar without event with tifa and you see some new scene on MDS7.
In sector 7: allow cloud to enter the closed house (it closed when you arrive and opened next morning) and you see some new scene.
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Swampthing15 on 2009-01-20 16:32:10
so ive got a question? are you going to release this in stages, or are we all goina have to wait for the final product? I ask, because i dont really know much about this (tho ive thought about trying it in the past) and have no idea how long it might take.
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Tsetra on 2009-01-20 16:58:26
I was thinking of making a demo spanning the duration of your initial time in Midgar at some point, and then after that the final package. No estimate on how long it'll take. If things go my way the demo will be out by, at the very least, May. This summer I'm fighting fire and we go out for 2 weeks at a time, which won't leave much room for FF7.

EDIT - I just got back home and I'm freaking tired. MOAR DELAYS on the screenshots. However, I did manage to enable the scene between Tifa and Cloud outside in the slums in what time I had to work on this. I just have to find a clean way to integrate everything now and piece together a couple lines that have no clear place. Also, I noticed a lot of blank lines in the Seventh Heaven basement which generally indicates something was ripped out. Perhaps someone with a Japanese version of the game could take a look at the field file?  :wink: I'll give you free cookies? lol
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Swampthing15 on 2009-01-21 19:02:54
about the biggs being knocked out thing...

Its been forever since i played the psx, and quite a while since i started a game on the pc version, but if i recall correctly biggs was knocked out close to the door he opens on my old psx version. I dont recall if he was or not on the pc version. Was he supose to be somewhere else in the original?
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Kudistos Megistos on 2009-01-21 19:13:22
Which version did you play? I have the PAL PSX version and I don't remember that happening; my playthroughs in the reactor have all been like this (http://uk.youtube.com/watch?v=ipZcuwNTjCc) (except not as quick ;-)).
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Akari on 2009-01-21 19:30:28
about the biggs being knocked out thing...

Its been forever since i played the psx, and quite a while since i started a game on the pc version, but if i recall correctly biggs was knocked out close to the door he opens on my old psx version. I dont recall if he was or not on the pc version. Was he supose to be somewhere else in the original?

This was on early demo but was cut later. Maybe it was too hard for very beginning of the game. Some flags still in script, but biggs action was cut off.
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Swampthing15 on 2009-01-21 20:46:40
huh, thats really weird cause like i said, he was definitely on the floor on my old psx game, cause i always thought it was weird. Ill have to pull out my old ps1 disks....
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Cupcake on 2009-01-21 20:52:22
Well, I would just like it to be noted that I am perfectly willing to help with this if Tsetra is willing to accept my help, I'll need a little bit of help getting started with the field code, but I'll pick it up and help.

There was also something else I had to note, but I forget what it was
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Akari on 2009-01-22 03:50:19
huh, thats really weird cause like i said, he was definitely on the floor on my old psx game, cause i always thought it was weird. Ill have to pull out my old ps1 disks....

I have 2 demo, japanese, english, internetional and pc version. Biggs was on floor only in very first demo. There was a lot of additional changes too. For example timer was set for 3 minutes instead of 10. And it was active only on field (you can fight in battle as long as you want).
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Cupcake on 2009-01-22 04:28:03
http://www.youtube.com/watch?v=gOE341lN3WQ

I think we should re-implement some of the things in this video, like the text in the opening cinematic (as I recall, there was a demo that had the text over the cinematic, I don't have any demos, so I can't experiment as much as I would like), if I got my hands on a PSX demo, I could probably replace the opening cinematic, and some other things, but the issue there is that I just don't have the demo
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Timu Sumisu on 2009-01-22 05:11:40
as to the text, i beleive it was just exposition to give demo players an idea of whats going on. that sort of thing isnt necessary in the full game.
Title: Re: Final Fantasy VII - Clever Hack Name Here
Post by: Tsetra on 2009-01-28 06:23:02
Quick update, I've got the Seventh Heaven scene completely up and running now. Screenshots when I feel like dealing with 56k upload speeds.

I've seen that video, I had thought about adding it into my optional component for the new intro sequence, but all of that gets told anyhow later on. The "silent intro" where you have no idea what's going on at first I think is better and really draws the player in to wonder why you're there, so no words. Of course, nothing is stopping you from editing your own videos.
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Tsetra on 2009-02-02 01:49:46
Big update, check the first page.
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Timu Sumisu on 2009-02-02 05:04:44
Awesome, I'm really looking forward to this. Mods like this really warrant a playthrough. Will you be reconstructing dialogue in some of the cloudy exposition sequences (explanation of reunion etc) and fixing typos, and otherwise polish up whats already there in addition to the expansions you're adding in?
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Tsetra on 2009-02-02 06:00:58
Typos will be fixed, to be honest I'm not sure about how to tackle the script just yet as far as what needs explained better. As I continue to go through and add content I'll know what to do. I'd definitely like to place emphasis on a lot more things though so they are more memorable/easier to understand. The one thing you can be sure of is that when the game is over, the player will understand the game. I might not clean up all plot holes as I think they add to the mystique, but there are a lot of areas where the dialog is misleading and I will certainly clear those up.

Also guys, I'm very excited to announce that something I didn't think was possible, in fact, is possible and I cannot wait to show you guys the screenshots! You're going to f***ing LOVE this.
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: nfitc1 on 2009-02-02 13:49:21
Absolutely love the idea of this project!

The last time I went through the PC game looking for them I counted no fewer than 12 typos. I can't remember where most of them are, but I remember that one of them was when you talk to the guy in the highwind about how to fly the highwind. He tells you that one of the buttons does two things when it doesn't.

Oh, and I vote against "Ogre Nix". That's a Woolsey translation (maybe he was sad at the lack of ogres in FFVI?) and was renamed "Organyx" in the GBA port.
A good pic of the Organics (and everyone's weapon) is located here: http://www.eternal-legend.com/ffvii/equip/sword.shtml. Yes, it does look like a sword + Axe combo so if you want to leave it "Ogre Nix" that's fine, but I never liked that since it was a sword. Don't change it on my account, though. :)
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Tsetra on 2009-02-02 17:37:22
If someone who's got a better grasp of Japanese than myself and the sources I got that info from could properly translate the original and it comes up Organics, I'd be willing to reverse the decision on it. Also, a background of WHY it's Organics and if Woolsey's translation is relevant in the case of FFVII.

Also, turns out I'm having issues after all with that "impossible" feat. I'll find a way to make it work, but it's going to be tedious. Basically *sigh* I added completely new (nothing replaced) Materia into the game with completely new spells. That part is easy. The problem is, the spells don't work properly in the menus. Anything aside from certain values seems to default to Cure in the magic menu instead, causing issues. At first I thought maybe only spells originally put into the game could show in the Magic menu, but several of the summons can fit into it as well alongside the magic. I was HOPING to get the spells to use the attack values of 123, 124, and 125, and I'm hoping there's a way to somehow make the game recognize those as values. If not, with some work I might be able to shift a ton of attacks to add room for a few more spells. We'll see what happens.
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Timu Sumisu on 2009-02-02 23:43:49
unfortunately my japanese is very rusty, though i intend to brush up and learn it well in coming time.

ogre nix just sounds weird imo.

kool stuff with the magic! what spells did you intend to add?
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Prince Lex on 2009-02-03 00:10:13
I'm not really bothered about the Ogre Nix translation, I'll be using my own kernel.bin2 anyway.

And if anyone else doesn't like it, just use Teioh to change it back!
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Tsetra on 2009-02-03 00:15:25
Mostly just wanted:

Wind Materia: Aero, Aera, Aeraga
Water Materia: Water, Watera, Wateraga
Booster Materia: Increase AP gained by different percentages as materia level increases.

As you can see I'm using the later naming convention for spells. This will include enemy techniques so they too will be Blizzaga, Thundara, Aeraga, etc. for the ones who use actual spells. Depending on how frustrating this proves, the idea might take back burner until later. Booster will be a special materia you'll need to work hard to get. I gotta look at enemy info to make a decision on Water since I believe a lot of enemies have a weakness to it and this could prove to be cheap. Wind materia will probably be found in most places Earth materia is available. Assuming I get the spells in the materia to do what I want them to, of course. :) I'm not replacing any existing spells or materia.

In other news, I found a way to edit cargoin to include a dummied choice for Cloud. Meteor crashes when it attempts to open the file, but I found another way. More Jessie content.
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Kudistos Megistos on 2009-02-03 00:21:03
Only four enemies are weak against water: Malboro, Ho-Chu, Wolfmeister and Iron Man
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Tsetra on 2009-02-03 00:23:25
Only four enemies are weak against water: Malboro, Ho-Chu, Wolfmeister and Iron Man

Ah, well in that case, I guess you can expect it alongside the fire, lightning, and ice materia. Again, assuming I can actually get this to work.
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Prince Lex on 2009-02-03 02:11:25
How would adding new materia work exactly?

For example, if you added a water materia and wind (that would be AMAZING!) would you have to create animations for them in battle? I realise that part comes after making room for them in the lists and all that, but is it really possible to put an entirely new spell in the game with new animations? Or would you use old animations?

If thats a really stupid question I apologise, I'm just really curious about it. It'd be amazing to have some new spells in the game.
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Kudistos Megistos on 2009-02-03 09:09:48
I made water and wind materia by replacing old materia and spells and using existing animations; a lot of enemies use wind and water attacks, so there are quite a few good ones out there (not to mention that there is already an Aero3 attack used by Rapps ;) ).
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Furzball on 2009-02-03 14:40:39
Wait, I want to know about the "more jessie content" previously stated. Jessie should've had more story. Heck she was in that scene with Biggs, when Aerith's mom was remembering waiting after the Wutai war for her husband. I sorta wanted her as a dating option for Cloud.
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Tsetra on 2009-02-03 19:04:43
How would adding new materia work exactly?

For example, if you added a water materia and wind (that would be AMAZING!) would you have to create animations for them in battle? I realise that part comes after making room for them in the lists and all that, but is it really possible to put an entirely new spell in the game with new animations? Or would you use old animations?

If thats a really stupid question I apologise, I'm just really curious about it. It'd be amazing to have some new spells in the game.

No such thing as a stupid question.  :-)
There are plenty of dummy materia values so adding new materia itself is easy enough. What happens is, you can use WallMarket to change the dummy materia into something more useful, like a magic materia. Materia values are listed in hex. I, for example, am using 3F for my wind materia. Then I just assign it 3 attacks, one it starts with and two more it'll gain as it levels up. So then I go to those assigned attacks and get them to do what I want. In this case, three wind spells increasing in power. In a perfect world this would be the end of the work.
In game, you can equip the materia and it functions normally in the materia menu. When you attempt to use the magic menu though, instead of showing Aero as advertised, you get Cure, because if the spell is of a different value than the menu recognizes as a magic value, that's what it defaults to. I'm hoping, with help, I can fix that soon. The only other way would be to replace existing spells and there's no way I'm going to do that. I'm a terrible explainer, does this make sense?

furzball,
If you read through the topic you'll know I'm already restoring/have already restored much of Jessie's dialog. In this context, I meant that I was having issues opening the file "cargoin" in Meteor to add a choice you're supposed to have. Jessie will say "Thanks for helping me back there at the reactor" and jump away, but now after she says that Cloud will have the option of either saying "It's okay" or "Don't thank me". I won't explain the entire scene or a lot of Jessie's lines, but if it wasn't obvious Jessie had a crush on Cloud, it'll be a lot more obvious after playing through with all the new lines. 
Jessie might have been tossed around as a potential date for Cloud, in fact later she flat out hits on him and talks to Barret about bringing him along to Cosmo Canyon when they're all supposed to go. But the fact is that in the game she dies and I intent to keep it this way for "lore friendly" purposes. So she won't be an option.
As compensation... how do you feel about spicing up the date with Barret by making him wear his sailor outfit?  :lol:

Just kidding.
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Furzball on 2009-02-04 03:20:11
I'll stick with my version of switching barret out with Tifa and putting Cissnei in Tifa's spot ahthankyou (Austin Powers voice)

Barret in a sailor suit. Marshmellow man strikes again! Gwahahaha!

Though at some later time after Zack Project I'll try putting together a Jessie Character. Don't know how to implement her in game or by how much yet. Will look deeper into her lore. See if I can make a character that we can recruit and go on a date with.
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Prince Lex on 2009-02-04 06:13:00
No, that was an excellent explanation and it makes sense. Its a shame its not as easy as it should be. I hope you find a way to pull it off, it'd be one of the coolest mods available. Water and wind magic are two of the major things that are missing for this game. At least, for the main characters to equip, anyway ^_^
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Tsetra on 2009-02-07 02:15:56
Just an update, I'm back to playing hopscotch between FF7 and Morrowind. For this I've been rewriting some mistranslated/misleading script errors, and I'm working on a cutscene video.
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: nfitc1 on 2009-02-07 02:26:42
Oh, on the "Ogre Nix" issue:

In Japanese, it was spelled OGANIKUSU. Which, if Romanjinized to an actual English word, becomes "Organics". However, as a Proper Noun, it could be anything you want. Ogre Nix would not be an inappropriate stretch of this word, depending on which syllable the stress fell upon.
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: DarkVenomandCarnage on 2009-02-08 23:46:53
So far this looks Great :-o ! can you do this for the PSX too?
Oh, and I would prefer Organics or Ogre Axe, Ogre Nix is too strange. Just Me though! :wink:
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Klaid Liadon on 2009-02-09 20:08:30
Mostly just wanted:

Wind Materia: Aero, Aera, Aeraga
Water Materia: Water, Watera, Wateraga
Booster Materia: Increase AP gained by different percentages as materia level increases.

I suggest Aero, Aerora, Aeroga and Idro, Idrora, Idroga
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Tsetra on 2009-02-10 22:34:02
So far this looks Great :-o ! can you do this for the PSX too?

The playstation version has some differences in formatting that make some of the changes I plan on doing beyond my skills. However, as I understand it the Expert Version hack also listed here in Game Tweaking will have some dialog cleaned up and offers a good alternative to this project.

I haven't had as much time to work on this as I'd like. Things will speed up soon though.  :-) Currently I'm doing some work on Bizarro and Safer Sephiroth, making the battles just a tinge more epic. I've added a solution to the cheapness of spamming Knights of Round on Safer Sephiroth that doesn't involve nerfing the summon - a multi-hit counterattack of his own if you use it against him.  8-)
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Kudistos Megistos on 2009-02-10 22:39:14
Interesting. Enemies can be made to counter specific attacks? I might make use of that...

And will you be copying gjoerulv's idea of making KotR generally backfireable? He gave it a certain chance of putting the enemy into "peerless" status.
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Tsetra on 2009-02-10 22:49:42
I'm still hashing out how I want to balance the mechanics of the game. I want to keep things as true to the original as possible, so I'm looking at as many non-intrusive ways as possible to accomplish this. Eventually, I will want to get into balance and difficulty. Materia, for example, I find way too cheap. I know "you can find materia everywhere" in the FF7 universe, but I find it hard to believe you can purchase the ability to light guards on fire for like 400 gil...
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: DarkVenomandCarnage on 2009-02-10 22:58:17
So far this looks Great :-o ! can you do this for the PSX too?

The playstation version has some differences in formatting that make some of the changes I plan on doing beyond my skills. However, as I understand it the Expert Version hack also listed here in Game Tweaking will have some dialog cleaned up and offers a good alternative to this project.

I haven't had as much time to work on this as I'd like. Things will speed up soon though.  :-) Currently I'm doing some work on Bizarro and Safer Sephiroth, making the battles just a tinge more epic. I've added a solution to the cheapness of spamming Knights of Round on Safer Sephiroth that doesn't involve nerfing the summon - a multi-hit counterattack of his own if you use it against him.  8-)
Bummer... Oh well

Looking foward to seeing them [assuming you youtube them]

and, concerning what Klaid said, I think that Aqua,Aquara, and Aquaga wold be neat for the water!
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: birdparade on 2009-02-14 16:59:47
i think this project sounds completely awesome. i used to play those demo discs all the time and am glad someone else noticed a few differences in them as well. i really appreciate the idea of a modular pack as well. i don't really like adding things to the game that weren't intended to be there, so i would love to add the extra scenes that were removed but would stay away from a few other things. i am really anticipating this release.
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Tsetra on 2009-03-13 10:27:54
Quick update, after some time spent working on a few Morrowind translation projects I'm back to cracking on this again. At the moment I'm just inserting more and more dialog, so nothing special to show off in screenshots.
Title: Re: [WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1
Post by: Timu Sumisu on 2009-03-13 15:32:20
good to hear, was wondering when you were comin back!