Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Marc

Pages: 1 ... 9 10 11 12 13 [14] 15 16 17 18
326
FF7Voice / Re: Discussion of FF7Voice
« on: 2008-07-07 22:17:21 »
As far as I am aware.  Godo and Shera are the only remaining voices.

The best time to hop on ventrillo is between 6PM and midnight EST

327
Sorry for the long time to respond Cyberman.  This has been a rather busy week on my end.

The current pattern of the program is that it "hooks" into ff7.exe to listen for when the MSG opcode is used in the game and then proceed to extract info about that line of text.  That info is the actual text displayed, who spoke the text in-game and in what field file what it spoken from.

With that info, using a text file based config, we can allocate a wav (or mp3 down the road) to that specific line in that specific scene.  It really is a really easy system to setup that Ficedula came up with.  Also, as in Loveless and Cosmo, the character names actually appears as default in the catched text even if you customized them. That means that changing names in game won't affect the sound bites.  Obviously though the recorded dialog will use the default names.

I haven't heard Palmer's voice actor so far.  I'm pretty curious about it too!

As for Q-Gears integration, I personally don't see any issue with that since I also remember Q-Gears planned to require an original game to run as well.  Of course this is a team project so my opinion is only one of many but as for myself, I would be more than happy if you did so.

As for multiple dialogs being spoken, it does happen at a few select times such as on the highwind operations room after cloud wakes up.

And for multiple languages, the program is not, as far as I can tell, language specific.  However, we won't be recording lines in a language other than english.  If people did want to make other languages versions, they'd need to record their own lines and do their own scripts in their native language and do the game files setup.  It is certainly technically possible however.

PS : for people who have been following this thread, I spoke to Ficedula via e-mail and he's agreed to continue developing this project in the time he does have.  He also mentioned that if anybody wanted to take a shot a it, he's also open to that so interested people might want to get in touch with him.

328
Releases / gjoerulv's "Hardcore" mod
« on: 2008-07-01 13:24:29 »
That's the PC version.

He says so himself.

329
Releases / gjoerulv's "Hardcore" mod
« on: 2008-06-30 20:16:40 »
Modifying the psx version is for all intents and purposes impossible due to the fact that it doesn't read file like a pc might but as hardcoded into it each CD sector.  If you change a file on the PSX CD (thus changing its size) the sectors are going to be different and the game is going to crash.  That's what I've learned from the more technically minded people on these boards.

330
Releases / gjoerulv's "Hardcore" mod
« on: 2008-06-29 19:02:45 »
Does this hardcore mod have anything to do with this hardcore mod?  It seems unlikely, since the recording of the television and the audio indicate that it's the PSX version.  How would you get a hardcore mod into the PSX game?  Has anyone played this particular mod?  How do you get ahold of it?

WTF ?

I've watched a few of his videos and that guy can do amazing things with this game.

He added new battles, made Sephiroth controllable in flashback sequences and edited bosses to hell - and not only scene files but actually created new monsters. 

Is SaintDragon666 a member of this board ?

331
Archive / Re: Attack While you Have a Limit Break?
« on: 2008-06-29 18:29:04 »
use deathblow or an attack as well+command combo or mug.  or magic!

That's what I do.

And isn't ff8 only triggered in certain conditions and the keypress is kind of a bonus way to get it going ?

332
Archive / Re: FFVII Bugfixes
« on: 2008-06-29 18:26:48 »
Yeah I think you'd have to alter his animations to fix that.

Does anyone actually know why that happens?

I'm not sure but I think that the reason is that, in this particular occasion, the game calls for a standard ff7 animation instead of a specific Vincent animation.  If I remember correctly, Vincent uses some more bones than standard models.  If they used an animation that doesn't fit the number and settings of the bones, it would explain why it's screwed up.

That's one "bug" I wouldn't mind seeing fixed.

Just trowing ideas out there but since the PRP messes with the required files (you did edit a few .p files if I'm not mistaken right ?) would it be possible to consider including a fix for that particular scene in the next release ?

333
FF7Voice / Important note for game script staff
« on: 2008-06-29 15:53:14 »
This one is for whoever will be participating to the game script.

The software to play the sounds bites should use a detection scheme based on field name.  These are the 6 or 7 letters and numbers that identify each area in loveless (ex: acnt3).

That info would need to be included in the game script each time a new screen loads because if it is not there, somebody is going to have to go through all 754 field files AGAIN to re-identify what lines goes in what field.  Loveless already provides that info.

Thank you.

PS : An example of what I mean is this (field changes are in italic) :

Changed location: mtcrl_2
None – Shinra Guard
You guys are...
Cid
Guess we're safe for now...
Red XIII
Ohh!
Yuffie
Wa...wait!
Cait Sith
Wha...what is it, what is it?
Vincent
!!
Barret
Da---mn!
Cid
Looks like they're takin' off with the Huge Materia in that train!
Barret
NO! You damn boneheads!
Red XIII
Did the Shinra beat us!?
Yuffie
What are ya gonna do!?   Huge Materia!?
Cait Sith
Wha...you're not thinking about giving up...
Vincent
...shall we pursue?
Cid
Hey, do you know who I am?
Cid
I'm Cid - that's who the hell I am! Now just let me handle it!
Cid
Hey, hey, hey, hey---!
Changed location: zcoal_1
Barret
How can they even drive this?
Red XIII
It sure helped having Cid here.   I had no idea he could drive a train...
Yuffie
Pretty good for an old guy. I'm impressed you can move this thing!
Cait Sith
Way to go, Mister! You used to drivin' this thing too?
Vincent
I'm impressed. You can drive this too?
Cid
Don't ask me... I don't know!
Barret
What!?
Red XIII
Wa...What!?
Yuffie
What!?   You serious!?
Cait Sith
Huh?  What'd you just say!?
Vincent
Wha...what...!?
Cid
Don't worry! I can handle this!
Cid
Two levers: one on the right and one on the left...
Cid
I see, just alternate the two levers up and down, right!?
Cid
Judging from the enemy's speed, I'd say it'll take about 10 minutes.
Cid
We're gonna fly!! Hold on tight!!
Cid
All right! We're gonna jump!!
Cid
DAMN!
Cid
Sorry! I couldn't catch them!
Cid
Oh sh*t! We're gonna crash into North Corel!
Changed location: zcoal_3
None – Shinra Train driver/guard
What the? You...you guys!
Cid
All right--- Hand over the Huge Materia!
None – Train driver
Sh*t!
None – Train driver
Whooooa----!
Cid
You got guts comin' after me!
Cid
I'll never forget you!
Barret
No time for that now!
Red XIII
We got it going,   but how do we stop it?
Yuffie
Forget the Huge Materia, WE'RE the ones in deep trouble!
Cait Sith
What are we gonna do?   We killed the engineer!
Vincent
Hit the brakes, Chief.
Cid
I KNOW, already! Just shut up and sit tight! If we keep this up, we'll crash right into North Corel!
Cid
Let's see... If we use the levers alternately to accelerate...
Cid
It should stop if we move the levers up or down simultaneously!
Barret
Hey, it's not working!
Vincent
Isn't it...the other way?
Red XIII
We're gaining speed!
Cait Sith
Hey-------WAIT!   ...other way, other way, other way!
Yuffie
What are you doin', accelerating!?
Cid
F*ck! The other way!? Just watch, I'll...
Barret
Hey...HEY HEY!!
Vincent
...!!
WHOOOOOO----A!!
Yuffie
Get serious, you OLD MAN!!
Cait Sith
No...DON'T----!!
Cid
SHIIIIIIIT!
Changed location: ncorel3
None – Corel Citizen
You sure are brave. I'm impressed!
None – Corel Citizen
You guys are really something!
None – Corel Citizen
Aren't you the ones that stopped the Shinra Train?
None – Corel Citizen
The Shinra was just about to destroy our lives again...
None – Corel Citizen
It might be full of junk, but this is the only home we got, Barret!!
Barret
Of...of course! We're all born and raised in the coal mines!!
Barret
No matter how tough it gets, our hearts burn bright red like coal!
None – Corel Citizen
To hell with Meteor! We're Coal Miners, ain't we?
None – Corel Citizen
We'll dig a deep tunnel and hide from the Meteor!
None – Corel Citizen
That's it!
None – Corel Citizen
To you it may be a junk yard, but to us its home.
None – Corel Citizen
Must've been a horrific battle. You have scars all over your body.
None – Corel Citizen
I already talked to the Inn's owner. Today you can rest for free.
None – Corel Citizen
Hey, kid! How about givin' somethin' to these guys fighting' the Shinra?
None – Corel kid
I got it out of the well. Isn't it an amazing rock!!
None – Corel kid
Whoops... You can't hold any more.
None – Corel kid
Here, I'll keep some in my pocket and you can come by later and get it, OK?


edit : disregard this post for now.  It's going to be modified to reflect the new program once the input method is final.

334
FF7Voice / Re: Discussion of FF7Voice
« on: 2008-06-25 14:54:31 »
The program uses a text file and folder type of setup so modifying it is fairly easy.  However, you'd need to record a whole set of voices for your native language which is the challenging part of this project.  It's most lilely going to take upwards of a year to get this project to completion voices-wise since there are thousands of lines and they have to be good quality.

Hey guysss I know I haven't been around in a while and I know almost all of the spots for FF7Voice are filled now but I just wanted to say that I'm open and willing for anything that's left. I get rid of dialup this friday sooo just let me know if you still need a voice :]

Last I checked, Shera was still available as far as female roles go.

335
General Discussion / Re: PS-PC USB2.0 Convert V
« on: 2008-06-24 07:07:06 »
Are you serious ?

This thread is over 4 years  old.

336
Archive / Re: Zack Fair Changes With Weapons/Limits
« on: 2008-06-23 01:07:25 »
At the base you only need to rename the models names to change around swords.

As for importing the new buster sword, they should have instructions in the original thread.

337
Archive / Re: Model Enhancement/Reconstruction [FFVIII]
« on: 2008-06-22 21:08:37 »
I know Disney is pretty brutal with its IP.  I wouldn't post a mod based off KH/KH2 if I were you.

338
Archive / Re: Patch/Mod chooser exist?
« on: 2008-06-22 21:06:04 »
You have many different type of patches available for the game : ones that modify the exe and have to be installed in a specific order, registry hacks, lgp replacements, patching tools.

While not impossible to pull off, it would require a great amount of work to get everything working together.

339
Thanks for testing and reporting back.  For my info, what OS do you use ?

I've also been looking at how we could be playing sound during battle when text pops up.  The first step in this would be to find out how the game calls up in battle text so I've been searching the forum for info on that.

The text is found in the scene files in scene.bin.

After further digging, I can confirm that the opcode used to call text in battle is 93 LoadString opcode as it is the one used to pull the "Attack while its tail's up" text during guard scorpion battle (scene 82).  The argument following the opcode is the text to display (in Scene Edit anyway).

340
with what is known now about the game, couldn't a aeris revival sidequest be implemented into the game ?

One where you'd have to fight a super-hard boss guarding the underworld at the altar and summon her spirit there or somesuch ?

341
Marcis suggested that they be done in .WAV, rather than .MP3

No, actually I may not have been clear abpout this as this isn't what I meant.

I suggested that we record and edit the project files as wavs.  However, from there they can be encoded in the best codec for release, most likely MP3 as there really is no advantage to do a final release as wav's.  Even though wav's might be "slightly" higher quality, they do take up a very significant amount of space compared to MP3's.

Wav's really are the base of all audio formats.  Once past the recording and editing stage, there's no need to keep them as wav's except as a source for safekeeping.

Sorry if I didn't explain what I meant better.

342
I sent you info about that.

As I've mentioned a few times as well, everyone interested in this project would do us a great service to try the proof of concept Ficedula posted.  This would show it works across a wide array of system configuration and help improve the program if need be.  The link to it is in ff7heart's thread (do a search for ff7hearth's posts if you can't find it, he doesn't have many).

I also have a question for Ficedula, and anyone one else interested in developing this program.  Is this a program you guys actually have interest to move forward and fine tune ?  I know I wouldn't want to impose so I feel this is a question that we should ask.  None of us currently have the programming knowledge to make this work and even though I most likely could learn if needed, I currently have no base for it and my knowledge of ff7's inner workings is limited.  I feel a program written by skilled programmers would be far more elegant and far less buggy than what I could eventually come up with!

If you guys are on board then assuming we take ficedula's program as a base here are the major extra features that have been requested by the team so far :
- Ability to work alongside ff7music
- Ability to use MP3's for output
- Ability to play multiple MP3's at one time (multiple party members speak at the same time)
- Ability to play sound after a certain amount of time has gone by when a specific movie starts playing (ex: speech starts after x number of seconds after the nibelheim movie where spehiroth rips jenova's head starts since speech is hardcoded into it).
- Ability to play MP3's in specific battles (when text is displayed or specific events happen - ex: war cry by cloud at beginning of battle after aerith is killed or music played when reno runs away along with displayed text).  The speech when text is displayed is the more important of the two.

Thanks!

 edit : some further testing info.

I finished testing until the end of disc 2.  Everything in those areas seems perfect except for the very last scene of disc 2.  When I switched back to windows, I noticed there were multiple access violation errors (no sound file configurations done for those areas yet so not due to file access).  I don't know if this is relevant debug info but the Access violation address was always 0045C768 and the read address varied.  I got 5 or 6 different read address but the 3 most common were 00000000, 00000038 and 6E695693.  I also know the program continued to pickup the text even though it was having these issues but it stopped picking it up at the very last part, the one where you get to the main cockpit area and you find out everyone has come back while you were sleeping with Tifa.  Don't know if they are related issues or not though.

343
So far, that hasn't been established.

You could upload it to my ftp server and I could do the setup if you'd like.

However, currently, the program only supports wavs.

344
We do have a director who's very rigourous so no worries there.  More info might be found in the pre-release thread on the artistic side of things though.

This one is for the program itself, script editing, etc.

345
Since we're moving on to another thread, here's the latest relevant info I posted in the other one :

As I've mentioned in the other thread, I've been testing voices during a play through with relative success.  I have yet to hear about anybody else doing so at this point though.

From my testing here is what I've so far found :
- The script catcher defaults to the default character name no matter how you named them (good thing)
- It sometimes freezes when you alt-tab out of the game (haven't noticed a pattern yet as it doesn't happen on a regular basis)
- The included wav files by ficedula creates a memory error if played at the same time as ff7music but regular wavs work fine.  I guess its the way they've been encoded
- I have to test this further as I have no nearby saves by it didn't pick up the text in Lucrecia's waterfall (zz4).  That is the only area I had an issue with text not picking up. (UPDATE further down)
- The ztuck area (cloud's flashback about zack in the mansion) was picked up correctly but immediately renamed it to a odd string of characters before dialog started, nullifying any configured script lines.  It is always the same random string of characters though so it could be worked around.

That's all I can think of for now.

For people wanting to try out the program (found in the original voice-over thread by ff7heart) here's a quick tutorial :

- download the voices pack and unzip it in your ff7 folder
- download ficedula's save and unzip it in your saves folder
- start ff7
- alt-tab out of it
- double click voices.exe in ff7 folder
- click start (NO MESSAGE WILL COME UP - THIS IS NORMAL)
- go back to ff7
- go into save slot 4
- choose the "highwind" save (it's in the first 5 ones I believe)
- talk to people in the cockpit and post back your results!

I would also recommend you try running the program as a normal script catcher as well to see if there are any areas where there might be issues with the text not being picked up.

Using ficedula's save file, I found out the one at 53h28 was just by the waterfall cave with Vincent's event not yet triggered so I played it through.  The program detects the change of location (zz4) but does not detect anything afterwards, no field file changes, no dialog.

I also found out that the problem is not related to the text of the waterfall cave not being picked up because even if I leave the waterfall after the event, it stops picking up field field changes and dialogue in the airship and this is text I've picked up before so I know it does work.  So initiating the waterfall event totally stops the voices program (although voices itself does not crash - it just stands there doing nothing).

So there must be something when either the zz4 area is loaded or as the first line of dialog initializes that "breaks" the hooks of the voices program into ff7.

This is the only area I've tested where this happens so far (I've played the huge materia quest to just before getting back in midgar) so I'm thinking it might be a unique coding patern specific to that area interfering with the program.

Ficedula : Quick update on the Vincent waterfall issue.  Enough time had went by so I could go by the waterfall and pick up chaos and death penalty in my game.  Voices picked up that event properly so I would think the bug is related to the initialization of the first line of dialog for the Lucrecia event.  Looking at zz4 in cosmo, I don't see anything out of the ordinary in the first lines of dialog though ...

346
Aeris.

That's also currently how Fcicedula's voices currently catches her name (no matter what you named her, voices defaults to the original name) so it would be easier to coordinate between script and voices.

347
Unfortunately, your e-mail is hidden in your profile (as in mine)!

As for loveless, I've never used it.  I use ficedula's proof of concept which catches all text that gets displayed.  Works pretty well too and this way I'm somewhat beta testing the software.  My testing so far tells me the software works well and could even be used in its current state if needed.

As for catching text, I don't use windowed mode though.  Up until this point, I've also ignored most branches and just focused on the main text.  I've done a *small* portion of branching text using Cosmo but at this point I'm focusing on catching the main story and figuring out which area is which (by playing) and I plan to revisit the side-text using Cosmo.

One thing to look out for though which I've only just realized, is that Ficedula's software uses the names of the characters to sort lines.  That means that some lines spoken by a character (ex: Cloud) where his name might not be used to identify the text would be listed as "none" instead of as "cloud" (name of the speaking character not written 100% of the time).  The most prevalent place of this is in Cloud's mind on disc 2.  If you notice it happen, we need to have the real character name beside it for voicing purposes but for technical set-up reasons, we should make a special note when that happens so we know to set it up as "none" in the program set-up.

348
As I've mentioned, I've actually started my own while testing this one.

It starts when at the first Huge Materia quest and will go until the end of disc 3 (I'm currently at the end of the huge materia quest).  I've also done the Gelnika, Cloud/Zack's flashback and Lucrecia's waterfall dialogue.

I'd be glad to send you what I've got so far if you pm me your e-mail address.

How are you guys doing this ?  Are you using Cosmo or playing it ?  If you're playing it I'd suggest you try Ficedula's voices as its going to both beta test it and catch all text you see on screen!

349
I've been doing further testing with fice's proof of concept.  Mostly with catching dialog since I have no mic that can make me audible for now.

It works mostly well.  It actually catches dialog great although in area zz4, when vincent meets Lucrecia for the first time, it somehow didn't pick up the text but picked up the area loading.  I unfortunately didn't notice it quick enough and saved over my game file afterwards so I couldn't go back to test it a second time to see if it was a fluke or a bug with the area.

Also, I've set up a test scene during the zack flashback with a test wav and I get a weird issue.

I've created a ztruck folder (name of the field file) and copied the dialogue.txt which I then modified.

However voices picks up the field file as ztruck but then changes straight away to ACKç (always the same thing) :

Changed location: ztruck
Changed location: :ACKç

The dialogue from ztruck then goes on as if nothing happened.

I'm thinking that's a game issue though as it's been perfect for every other area so far (its allowed me to identify which area is which and to start putting together a US PC game script for recording purposes).

I've also set up a test in convil_1 and that one worked great.

Great job!

PS : You can also disregard my last post regarding the "files stopped playing".  I'm using my hdtv as my monitor and sometimes text can appear small.  I had made a copy of the dialogue.txt file to modify it and didn't restore the name properly because I saw a "y" as an "e" from my couch!  I can however say that the incompatibility between ff7music and this software is due to your wav files since my wavs works fine - I'm thinking your wavs are mp3 encoded as wavs as you mentioned earlier and since my ff7music mostly plays mp3's, I'm guessing its having an issue with playing 2 mp3 at the same time ?

350
So, here, have another proof of concept;

http://www.sylphds.net/f2k3/voices.rar

How to use;

Download, decompress into your FF7 folder. Run FF7. Alt-tab out (it seems to work OK with the windowed mode patch too) and run Voices. Click the 'start' button. If you don't see any errors messages then (hopefully) that means everything is working.

The window will display any dialogue it intercepts; there's some sample dialogue for the Highwind bridge I recorded in there as well (WARNING: rubbish recordings!). Easiest way to hear that would be to download this savegame:

http://www.sylphds.net/f2k3/save03.ff7

...and load the Highwind save, go to the bridge, then talk to Barret/Cid/one of the engineers.

Feedback welcomed. Preferably of the sort 'it works 100%!' but other feedback would be OK too, I guess... ;)

It does work a 100%.  And I do see what you mean by "English Accent". ;)

Quick question though.  There is perhaps a 1 second delay before the voice starts which I don't recall from dziugo's app, although that might be from a small delay in your wav files recording.  I'll switch the file to one I know has no startup delay and post back.
edit : ignore this part, it was indeed the delay in the sound file.

Also, when used in conjunction with ff7music, the file doesn't play and I get an access violation at address 0000000 when it should play a file (busy soundsystem because of ff7music ?)

edit : the access violation didn't happen with the test wav I put in there (changed all dialog to it to test).  I reverted back to your original files afterwards and they don't play now if ff7music is playing but they don't give errors either anymore ...

Pages: 1 ... 9 10 11 12 13 [14] 15 16 17 18