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Miscellaneous Forums => Gameplay => Topic started by: Bosola on 2011-02-03 22:05:49

Title: [Abandoned] Final Fantasy 7: Plus (PSX)
Post by: Bosola on 2011-02-03 22:05:49
FF7+ is a simple collection of bugfixes for the PSX version of Final Fantasy 7. It also corrects ambiguous battle / interface text and clarifies equipment descriptions.

What does FF7+ deal with?

Specific bugs
* Silver Barrette cannot be sold
* Cloud's initial Exp is broken
* Pandora's box no longer missable
* Rude AI fix
* True MDef bug fix (not a spirit boost)
* 'Last Elixir' to 'Megalixir'
* Wall Market underwear bug fix (perhaps)
* Will look at Save Crystal glitch (can lose if you exit area with 'Obtained Save Crystal!' message still up)
* Will look at code that changes 'love' values with in-battle events (can't promise anything)

AI fixes for
- Rude
- Adamantaimai
- Dual Horn
- Unknown 3
- Maximum Kimaira
- Christopher
- Bizarro Sephiroth (possibly - there's a lot, and they're tricky!)
- MP
- Guard Hound
- Mono Drive
- Grunt
- Aps
- Rufus
- Desert Sahagin
- Jersey
- Acrophies
- Submarine Crew
- Diablo (perhaps)
- Unknown 3

[Some of these creatures have AI that mentions attacks, yet never uses them. I'll use my discretion to restore these scripts to their likely 'intended' functionality]

Battle Text fixes
- Consistency fix: full stops in battle messages (I will remove them, except for multi-line messages or dialog)
- Ambiguous "Couldn't steal anything" revised to "Couldn't steal the item..."
- 'Set buttons yourself' revised to 'Set your own controls'
- 'Set magic placement' revised to 'Arrange spells'
- 'Fail to union' revised to 'You need a complete party!'
- '{item} was X' to 'X {item}' (that is, I'll write these messages in the clearer, snappier active voice)
- 'Skill power is used up' revised to 'Not enough MP'
- 'Cold' to 'Ice'
- 'Holy power' to 'Holy'
- 'Learned Enemy Skill"{ATKNAME}"' to 'Learned Enemy Skill "{ATKNAME}"'
- '{TAR} was cought by surprise.' to 'First strike!'

Item, materia, weapon, armour and accessory descriptions to be revised. Inaccurate descriptions (like the Peace Ring, which coyly hides its ability to block Confusion) are a priority, as are the ultimate weapons. I'll look at magic and summon descriptions. Equipment names aren't the focus right now, except perhaps for 'Organics' (which should really be 'Ogre Nix')

What I won't do (yet) -
- I won't change spell or summon names
- I can't fix the W-Item bug
- I won't change any weapon *mechanics*
- I won't fix the Conformer
- I won't fix overflow
- I won't fix your car

Reactions? Would anyone be bothered to play this, or does it just have too little benefit?
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Vgr on 2011-02-03 23:29:29
Good idea. I could play it, of course. You forgot MDef Armor count. It does exist for PC, but dunno if so for PSX.
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Bosola on 2011-02-03 23:42:21
No, I mentioned it. Fifth item, in fact.

Anyway, yeah, there's an ASM MDef fix for the PSX version. Gemini was even kind enough to reveal the exact bit of assembler that's causing the trouble:

Code: [Select]
.org 0x800104C4
spirit_fix:
  sll     v0, a3, 2
  addu    v0, a0
  lw      v1, 0(v0)       ; character id
  nop
  sll     v0, v1, 5       ; *132
  addu    v0, v1          ; --
  sll     v0, 2           ; --
  la      at, 0x8009C621  ; armor pointer
  addu    at, v0
  lbu     v1, 0(at)       ; armor id
  nop
  sll     v0, v1, 3       ; *36
  addu    v0, v1          ; --
  sll     v0, 2           ; --
  la      at, 0x80071D2B  ; pointer to spirit value
  addu    at, v0
  lbu     a2, 0(at)       ; load spirit
  j       @@return
  move    v0, a2

That's for the NTSC US build.
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: DLPB_ on 2011-02-03 23:54:50
A few things:

Battle Text fixes


- Ambiguous "Couldn't steal anything" revised to "Couldn't steal the item..."

Sometimes you can steal armours and weapons..

- 'Fail to union' revised to 'You need a complete party!'

For what it is worth, the Japanese states "Failed to combine" as Cait combines the allies in one of his limit moves.

Edit:  Also some bug fixes I am not sure if you are aware:

The following was sent to me by El Nino

Quote
i was speaking about AI bug.

The Ruby's AI is quite complex. In fact, if you kill both tentacles (the first time), after that he can spawn BOTH of them even if one is still alive, so i think there is an overlap on the local var death status (of the still alive tentacle). So we can make the ruby only spawn when both tentacles are dead (which made the battle far more easy). or we can make each tentacle spawn independant (and that's what i want to do but it imply to redo roughly half of the ruby main AI... :grr:


for Overload weapon, you can't do anything because damage is hard coded. The only thing you can do is change de atk type of this 2 weapons... (so they dont use AP or Kill to boost up).


There is also the Berserk bug when a mob doesn't have a move to use when it is in berserk. (it display the same message as Dual Horn)
There is 2 possibility : put a move for this mob with the program hojo (the first dialogue box just under "can manipulete" (Attack 1). Or put this mob immune for Berserk.
These mobs are concerned : two sides, dubbull, Super Dragon Cannon , manhole, , guardian . (I'm using your scene.bin names).

Note : you MUST NOT put a move for Two sides. (since it can only be, logicaly, suicide bomber (who are enough crazy to put curega ?)). So you must make it immune.


And yes, there is a lot of bugs but many of them can't be easily correct (lot of them are hard coded so it must be reverse engineered then corrected but, i don't have enough ability to do this ^^"...

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

Well since i don't have your scene.bin, ppf or diff are pointless (because of the variable size).

here's my fix and and an explanation for each of them :

Correct by using Proud Clod :

Adamantoise bug : If you put wall on it, Local var 0000 has no value and because of a jump error. it try to cast "Cure" (atk ID 0) but since it doesn't have it... error crash :P

So here's the fix :

Check File 44/edit ai/ adamantoise main ai
Check line 0x01F : 70 0029 change the second number by : 0045 and it became : 70 0045
Bug fixed (personnally checked it)

-----

Rude in Gelnika bug AI :

If he do anything except shoulder attack then he do nothing after. The AI is a PART of his previous battle's AI. But develloper forget to put local var 0060 at 0.

So here's the fix (didn't test it but should work without a problem) :

first : Copy this (it's the ai code to put the var at 0) :
Code:
10   0060
60   00
90


then : select file 201/edit ai/rude main ai/

go to 0x167 (clik it) the arrow must be on this line, after clik on Paste, and inject at line 0x167.

the previous code should appear between the : 92 and the 73

Like i've said i didn't check but it should work like a charm since every jump end at line 167.


----

The dual horn problem...
Well this one is a little problematic : This mob should have 3 atk but one of them got forgotten (even in the original JP FF7)...
So when he start to use it (when his HP is under 50%) then we get a "skill point are used"
But the ANIMATION for the 3rd one exist : http://www.youtube.com/watch?v=D7NCIcpJGoU

like you see, this atk is a sort of dual hit

So you have 2 choices : make an atk or change the AI to not use this atk.

if you make the atk after doing so right clik on the name Sync atk with given id. (so you don't need to make the atk again for the file 57)

if you change the AI : line 0x028 change 271 by 26F OR 270 (atk id of its others atk). you must do this change in file 45 AND file 57


The fourth AI bug I know is the Ruby never ending battle but i couldn't find the error. (well, i think i found it but i need to change many things to check this).

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



Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Bosola on 2011-02-04 00:38:16
A few things:

Battle Text fixes


- Ambiguous "Couldn't steal anything" revised to "Couldn't steal the item..."

Sometimes you can steal armours and weapons..

- 'Fail to union' revised to 'You need a complete party!'

For what it is worth, the Japanese states "Failed to combine" as Cait combines the allies in one of his limit moves.

Good points.

Quote
Edit:  Also some bug fixes I am not sure if you are aware:

The following was sent to me by El Nino

Quote
i was speaking about AI bug.

The Ruby's AI is quite complex. In fact, if you kill both tentacles (the first time), after that he can spawn BOTH of them even if one is still alive, so i think there is an overlap on the local var death status (of the still alive tentacle). So we can make the ruby only spawn when both tentacles are dead (which made the battle far more easy). or we can make each tentacle spawn independant (and that's what i want to do but it imply to redo roughly half of the ruby main AI... :grr:

Ah, that does suggest a bug. That's a nice observation.

Quote
for Overload weapon, you can't do anything because damage is hard coded.

Well, you *could* find the damage calculation function, and add an extra check, or make the game disregard overflow. Actually, I reckon it might not be *that* hard - I'd guess the function just recovers the CurrentTarget:Status.Death address, and stores a 1 in it. Once you find the opcodes that do this, you could likely just change a 1 to a 0. Now, there's a potential bug where a no-retarget attack that hits just after the target is killed might revive it. Very much an edge case, though...

Quote
The only thing you can do is change de atk type of this 2 weapons... (so they dont use AP or Kill to boost up).


There is also the Berserk bug when a mob doesn't have a move to use when it is in berserk. (it display the same message as Dual Horn)
There is 2 possibility : put a move for this mob with the program hojo (the first dialogue box just under "can manipulete" (Attack 1). Or put this mob immune for Berserk.
These mobs are concerned : two sides, dubbull, Super Dragon Cannon , manhole, , guardian . (I'm using your scene.bin names).

Note : you MUST NOT put a move for Two sides. (since it can only be, logicaly, suicide bomber (who are enough crazy to put curega ?)). So you must make it immune.


And yes, there is a lot of bugs but many of them can't be easily correct (lot of them are hard coded so it must be reverse engineered then corrected but, i don't have enough ability to do this ^^"...


Nice observations - more to add.

Quote
The fourth AI bug I know is the Ruby never ending battle but i couldn't find the error. (well, i think i found it but i need to change many things to check this).

I've heard of this, but never been able to replicate it. I suspect that, after a particularly long battle, an overheat just prevents a console unbanking the battle module and loading the field module.
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Covarr on 2011-02-04 01:00:46
I hope you also fixed/plan to fix various typos, off course I understand it might be touph to find them all.
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: DLPB_ on 2011-02-04 01:21:27
Quote
I've heard of this, but never been able to replicate it.

This is related 100% to the tentacles?  The battle does not end with Ruby if you kill 1 tentacle, he removes both from battle, then you kill Ruby.  The game will not move on because one of his tentacles is now underground, and flagged as alive.

I understand it might be touph to find them all.

 ;D
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Bosola on 2011-02-04 01:26:44
 :-(Off, course!

==Edit==

Just a progress report - my most recent changelog (mind the wiki formatting):

= FF7 Plus Changelog




+ MDef fix from Gemini

+ Silver Barrette sellable in shops

- Dragon Zombie AI: Removed limiter on Pandora's Box
- Rude Gelnika AI: Added reset for LocalVar0060 to = 0 at end of script, as per El Nino's suggestion, to fix Shoulder Barge bug.
- Adamantaimai AI: Simple fix. Addy casts cure because AtkID 0 is accidentally passed to him in certain cases. Added an exception.
- Dual Horn Scenes 45 / 57 AI: Filled in data for Dual Horn's third attack. On the advice of El Nino, I have used the creature's unused 'double horn' animation to create 'Double Lift' (Horn Lift variant that hits twice)

== Command Descriptions

{{{
- Removed description of 'Left' command
* Removed caps for all descriptions
* SENSE description: Sense opponent's HP, MP and weakness
* COIN "What can I say? It's all about money" > "What can I say? It's all about the money!"
* THROW "Throw items damaging opponent" > "Throw items to damage opponent"
* MORPH "Transform opponent into an item" > "Transform weak opponent into an item"
* D.BLOW "Attacks that deal either critical damage or miss" > "High power, low accuracy attack"
* MANIP "You control an opponent's movements" > "Take control of an enemy"
* MIME "Mimics attack immediately before your command" > "Mimic party's last move"
* E.SKILL "Use enemy skills used on you" > "Use enemy attacks you've survived"
* MUG "Steals from opponent at a given rate while attacking" > "Steal whilst attacking"
* LIMIT "Use a limit skill" > "Unleash a LIMIT BREAK!"
* W-MAG "Casts two Magic spells at once" > "Cast two spells at once" (consistency with Magic description)
* W-SUM "Casts two Summon spells at once" > "Summon two monsters at once" (consistency with Summon description)
* 2x-CUT "Attacks consecutively" > "Attack twice"
* FLASH "Instantly kills opponent" > "Instantly kill opponents" (consistency - describe action rather than command)
* 4x-CUT "Four consecutive cuts" > "Attack four times"
}}}

== Summon attack names
{{{
* CHOCO/MOG "DeathBlow!!" > "Kapow!!!" (distinguished from D.Blow)
}}}

==Attack Names
{{{
* Typoon > Typhoon
* Knights of Round > Knights of the Round
}}}

==Attack Descriptions
{{{
* Resist "Makes you resistant to transformation" > "Prevents all status change, positive or negative" (the original implies it confers immunity to mini and frog)
* Mini "Induces or cures a [Small] state" > "Induces or cures [Mini]"
* Frog "Induces or cures a [Frog] state" > "Induces or cures [Frog]"
* DeSpell "Makes magic ineffective" > "Removes positive statuses"
* L4 Suicide "Causes [Critical/Small] with levels in multiples of 4" > "Inflicts [Critical Health/Mini] if Level is multiple of 4"
* Magic Hammer "Drains 100 MP out of every opponent" > "Drains 100MP"
* Dragon Force "Raises the Defense and Magic Def. level of one ally" > "Raises Defense and Magic Defence of one ally" (because 'MDef level' is too ambiguous)
* Death Force "Makes any one ally immune to death" > "Makes any one ally immune to instant death"
* Laser "Lessens one opponent's HP by 1/2" > "Halves one opponent's HP"
* Bad Breath "[Poison/Confu/Sleepel/Silence/Small/Frog] on all" > "[Poison/Confu/Sleepel/Silence/Mini/Frog] on all"
* ???? "Does damage equal to user's MaxHP/HP" > "Does damage equal to user's MaxHP - HP"
* L5 Death "Causes [Death] with levels in multiples of 5" > "Inflicts [Instant Death] if Level is multiple of 5"
* Bahamut Descriptions "Unblockable Non-Elemental attack" > "Non-Elemental attack. Ignores defense"
}}}

==Item Names
{{{
* M-Tentacles > Malboro Tentacles
* Light Curtain > Protect Crystal
* Right arm > Right Arm
* Loco weed > Loco Weed
* 1/35 soldier > 1/35 Soldier
}}}

==Item Descriptions
* Cornucopia "Cures [Small]" > "Cures [Mini]" (FF7 mixes the terms 'small' and 'mini' often. This could confuse players)
* Hyper "Cures [Sadness]" > "Cures [Sadness], inflicts [Fury]"
* Tranquilizer "Cures [Fury]" > "Cures [Fury], inflicts [Sadness]"
* Hero Drink "Raises ability once during battle" > "Increases magic, strength, defense and magic defense"
* Vaccine "Protects against transformations" > "Prevents all status change, positive or negative" (the original implies it confers immunity to mini and frog)

==Weapon names
* Grow Lance > Glow Lance

==Weapon descriptions
{{{
* Yoshiyuki "Sword is used when an ally is down" > "Powers up as allies are KOed"
+ Ultima Weapon "Powers up when HP is high"
* Powersoul "Power up when [Near death]" > "Powers up when in [Critical Health/Death Sentence]"
* Master Fist "Power up as condition changes" > "Powers up when in negative status"
+ Premium Heart "Powers up as limit bar grows"
+ Missing Score "Long range. Powers up with AP of equipped materia"
* Princess Guard "Raises Power when you need to protect others nearby" > "Powers up as allies are KOed"
+ Venus Gospel "Powers up when MP is high"
* Conformer "Long range weapon" > "Long range weapon. Powers up with enemy level"
+ HP Shout "Powers up when HP is high"
* Death Penalty "Long range weapon" > "Long range weapon. Powers up with kills"
}}}

==Armor Descriptions
{{{
* Aurora Armlet "Drains [Cold] attacks" > "Drains [Ice] attacks"
* Dragon Armlet "Drains 1/2 [Fire/Cold/Lightning] attack" > "Halves [Fire/Ice/Lightning] attacks"
* Minerva Band "Women's Armlet nullifies [Fire/Cold/Gravity/Holy]" > "Women's armlet. Nullifies [Fire/Ice/Gravity/Holy]"
* Escort Guard "Man's Armlet nullifies [Lightning/Earth/Water/Poison]" > "Man's armlet. Nullifies [Lightning/Earth/Water/Poison]"
* Zeidrich "Decreases all elemental attacks by 1/2" > "Halves all elemental attacks"
}}}

==Accessory names
{{{
* Touph Ring > Tough Ring
}}}

==Accessory descriptions
{{{
* Add spacing to a few descriptions
+ Peace Ring "Protects against [Berserk/Fury/Sadness]" > "Protects against [Berserk/Confu/Fury/Sadness]"
* Ice Ring "Nullifies [Cold] attacks" > "Nullifies [Ice] attacks"
* Tetra Elemental "Drains [Fire/Cold/Lightning/Earth] attacks" > "Drains [Fire/Ice/Lightning/Earth] attacks"
* Safety Bit "Protects against [Sudden Death/Petrify/Slow-numb]" > "Protects against [Sudden Death/Petrify/Slow-numb/Death Sentence]"
}}}

==Materia names
{{{
* Double Cut > Multi Cut
* Knights of Round > Knights of the Round}}}

==Materia Descriptions
{{{
* MP Plus "Increases MP capacity" > "Increases MP"
* HP Plus "Increases HP capacity" > "Increases HP"
* [stat plus] Materia - removed quotation marks around each stat
* Mega All "‘All’ effects on every action" > "Target all opponents with every command"
* Counter Attack "Counter attacks when damage is incurred" > "Counter attack when damaged" (makes clear it's _you_ who attack when _you_ are hit)
* Double Cut "Attacks consecutively" > "Attack several times"
* W-Magic "Casts two Magic spells at once" > "Cast two spells at once"
* W-Summon "Casts two Summon spells at once" > "Summon two monsters at once"
* All "‘All’ effects on paired Magic" > "Paired spells can hit all targets"
* Counter "Attacks with paired Command when damage is incurred" > "Use paired command when damaged"
* Magic Counter "Attacks with paired spell/summon when damage is incurred" > "Use paired spell or summon when damaged"
* MP Turbo "Uses extra MP and Increases power of paired Magic" > "Use extra MP to increases power of paired spells"
* MP Absorb "Attack with paired Materia, absorbs MP at same time" > "Paired spells absorb MP from targets"
* HP Absorb "Attacks with paired Materia, absorbs HP at same time" > "Paired spells absorb HP from targets"
* Final Attack "Automatically uses paired Materia when disabled" > "Automatically uses paired Materia when KOed" ('disabled' looks as though it could mean 'put to sleep' etc.)
* Added Cut "Attacks simultaneously when paired Materia is used" > "Attack after using paired materia"
* Steal as Well "Steal simultaneously when paired Materia is used" > "Steal whilst using paired materia"
* Master Summon "All Summoned monsters summoned" > "Summon any monster"
}}}

==Key Item Descriptions
{{{
* PHARMACY COUPONS "Can be exchanged for goods at the pharmacy" > "Exchange for goods at the pharmacy"
* A / B / C COUPON "Can be exchanged for items" > "Exchange for items"
* HUGE MATERIA "Materia you get at the Fort Condor Reactor" > "From the Fort Condor Reactor"
* HUGE MATERIA "Materia you get at the Corel Reactor" > "From the Corel Reactor"
* HUGE MATERIA "Materia you get at the Underwater Reactor" > "From the Underwater Reactor"
* HUGE MATERIA "Materia you get from the rocket" > "From the Rocket"
* KEYCARD 60 "Allows you to go as far as the 60th floor in the Shinra Bldg." > "Opens Floor 60, Shinra HQ"
* KEYCARD 62 "Allows you to go as far as the 60nd floor in the Shinra Bldg." > "Opens Floor 62, Shinra HQ"
* KEYCARD 65 "Allows you to go as far as the 65th floor in the Shinra Bldg." > "Opens Floor 65, Shinra HQ"
* KEYCARD 66 "Allows you to go as far as the 66th floor in the Shinra Bldg." > "Opens Floor 66, Shinra HQ"
* KEYCARD 68 "Allows you to go as far as the 68th floor in the Shinra Bldg." > "Opens Floor 68, Shinra HQ"
* PHS "Able to call your party members from long distance" > "Change party members on world map"
}}}


== Battle Text
{{{
* All messages in sentence rather than title case
- Removed full stops
* "{BOX:RED}{VAR:CharacterName} LIMIT BREAK" > "{BOX:RED}{VAR:CharacterName} LIMIT BREAK!"
* "Couldn't steal anything…" > "Couldn't grab it!" (disambiguation - clear that you failed, rather than there being no item)
* "Back Attack" > "Back attack!"
* "Set buttons yourself" > "Customize controls"
* "Save cursor when window is closed?" > "Remember last choice between turns?"
* "Select magic placement" > "Organize spells"
* "{BOX:RED}Fail to Union." > "{BOX:RED}You need a complete party!"
* "{VAR:ItemName} was stolen." > "{VAR:ItemName} stolen" (I know it's still the passive case, but the user expects a steal action - so the item stolen has semantic priority)
* "{VAR:Number} gil was stolen" > "{VAR:Number} gil stolen"
* "Changed into {VAR:ItemName}." > "Morphed into {VAR:ItemName}" (clear link between command and effect)
* "{VAR:TargetName}{VAR:TargetLetter}'s skill power is used up." > "{VAR:TargetName}{VAR:TargetLetter} hasn't enough MP!" (I spent a long time wondering if 'skill power' meant MP or not)
* "Cold" > "Ice"
* "Scene:{VAR:Number} /Code:{VAR:Number}" > "Scene:{VAR:Number} / Code:{VAR:Number}"
* "Push L1+R1+Select for Reset." > "Push L1+R1+Select to exit battle"
* "Learned Enemy-Skill“{VAR:AttackName}”." > Learned Enemy Skill “{VAR:AttackName}”"
* "{VAR:TargetName}{VAR:TargetLetter}  Level:{VAR:Number} " > "{VAR:TargetName}{VAR:TargetLetter} - Level:{VAR:Number}"
* "HP:{VAR:Number}/{VAR:Number} MP:{VAR:Number}/{VAR:Number}" > "HP:{VAR:Number}/{VAR:Number}, MP:{VAR:Number}/{VAR:Number}"
* "Summon power is used up." > "Summon monster exhausted"
* "{VAR:TargetName} was cought by surprise." > "{VAR:TargetName} made the first strike!" (besides being a typo, this never made sense to me. I mean, if I was caught by surprise, it'd be the monster that'd jump _me_, right?)
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Vgr on 2011-02-26 22:30:22
This is really a good work you started Bosola. Once you publish it, I will convert it to PC if you don't. Only the MDef fix won't be converted, but Aali's driver can do it, so...
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Armorvil on 2011-02-27 12:32:06
There is also the problem of the blank messages, after completing some Fort Condor battles. For example, after awakening the Sleeping Forest, you can participate in another Fort Condor strategy battle and if you win, you get 5 X-Potions. Problem is, the game doesn't tell you...

Great idea for a patch, anyways! This would become the base patch for all other PSX mods, I guess.
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Dark_Ansem on 2011-03-13 08:41:54
great stuff from Bosola again.
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Bosola on 2011-03-21 01:13:14
Just a reminder that I am still working on this. I'm looking at dealing with the overflow bug.

From what I've read, overflow just checks that HP after a damage-dealing attack < HP before a damage-dealing attack. If this is false, it sets the Death flag.

If I am correct, all I need do is add a Counter:Death script that verifies:

Code: [Select]
If last attack was the "Attack" command, do I have over 9999 HP?
If last attack was the "2x cut" command, do I have over 19998 HP?
If last attack was the "4x cut" command, do I have over 39996 HP?
If yes, set Self:Death to 0

I will experiment and see what happens.
If yes, set Self:HP to Self:HP - 9999
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: nfitc1 on 2011-03-21 04:45:12
Just now noticed this so let me add my 2 cents:

* Cloud's initial Exp is broken actually, his "required to next level" is wrong. Not high-priority as it changes as soon as he levels up.

Battle Text fixes
- '{item} was X' to 'X {item}' (that is, I'll write these messages in the clearer, snappier active voice) I'm not really sure what this means either way....

- '{TAR} was cought by surprise.' to 'First strike!' Since this is per-actor, the {TAR} should still be there somewhere. Like '{TAR} strikes first!'

Item, materia, weapon, armour and accessory descriptions to be revised. Inaccurate descriptions (like the Peace Ring, which coyly hides its ability to block Confusion) are a priority, as are the ultimate weapons. I'll look at magic and summon descriptions. Equipment names aren't the focus right now, except perhaps for 'Organics' (which should really be 'Ogre Nix') Would this count making Kujata actually doing Fire/Ice/Lightning/Earth damage and Typhoon actually doing Wind damage?

I could help with the AI if you need it. Don't count on swift replies or results though.
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: DLPB_ on 2011-03-21 13:06:49
Just my feelings :P

* Typoon > Typhoon

Typoon is Typhon.

http://en.wikipedia.org/wiki/Typhon

* Knights of Round > Knights of the Round

This will pose problems in the menu with space.  (the japanese does say Knights of Round, but probably for space issues as well).


* Mini "Induces or cures a [Small] state" > "Induces or cures [Mini]"

I would go with Minimum :)

* DeSpell "Makes magic ineffective" > "Removes positive statuses"

And Dispel.

* 1/35 soldier > 1/35 Soldier

1:35 as opposed to 1/35, as this is about scale.

* Grow Lance > Glow Lance

Correct, it is actually a fire poker/torch type weapon.

+ HP Shout "Powers up when HP is high"


God I hate that name.  :P It is marvellous cheer, but hey ho!

* Steal as Well "Steal simultaneously when paired Materia is used" > "Steal whilst using paired materia"

I went with Added Steal.  Goes well with the other "added"

Title: Re: Final Fantasy 7: Plus (PSX)
Post by: KingRevenant on 2011-03-21 19:30:18

* Typoon > Typhoon

Typoon is Typhon.

http://en.wikipedia.org/wiki/Typhon


Well, this is definitely right, even though I always found that to be disappointing. Typhon is supposed to be the ultimate monster and all...
Besides, the summon from FFVII is the character from FFVI, Ultro's friend, "Typhon" or "Chupon".

Other than that, I like the [Mini] name for a status, it's already part of the Final Fantasy universe if you ask me. (Just like the "Dispel" name, and "Protect" and "Shell" for that matter, but let's not go too far).

Anyway, this is looking great  :)
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: DLPB_ on 2011-03-21 22:47:51
Yeah well chupon is a bad translation.  It has always been typhon.

Typoon/Typhoon > テュポーン > Tupōn > Typhon
http://ja.wikipedia.org/wiki/%E3%83%86%E3%83%A5%E3%83%BC%E3%83%9D%E3%83%BC%E3%83%B3

Typhoon would very likely be タイフウン or  タイフーン taifuun (although it is not usually written in kana)

edit : http://ja.wikipedia.org/wiki/%E3%83%A6%E3%83%BC%E3%83%AD%E3%83%95%E3%82%A1%E3%82%A4%E3%82%BF%E3%83%BC_%E3%82%BF%E3%82%A4%E3%83%95%E3%83%BC%E3%83%B3  like there.

Notice the Tupon is a direct match for typhon in kana and not to Typhoon and Typoon. 


Title: Re: Final Fantasy 7: Plus (PSX)
Post by: learner on 2011-04-18 12:23:54
hope that the mdef bug fixed covers everything from ntsc u/c and j (international version) and pal...

i miss only one patch for my final fantasy vii: international version...

thanks bosola for making time to make patches like these... ;)
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Left Ventricle on 2011-04-23 20:13:40
- 'Skill power is used up' revised to 'Not enough MP'
This sounds like it would make the message even more oddball. "SOLDIER:3rd A's Skill power is used up" versus "SOLDIER:3rd A's Not enough MP". Unless you removed the reference to which enemy is trying to use an MP-intensive move.
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Armorvil on 2011-04-24 08:25:30
In my mod it says "Soldier 3rd has not enough MP"
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: DLPB_ on 2011-04-24 11:37:46
In my mod it says "Soldier 3rd has not enough MP"

"does not have enough MP" would be better english
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Armorvil on 2011-04-24 14:09:52
doh' ! Thanks, I'll fix that :)
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: DLPB_ on 2011-04-24 23:00:24
or has not got enough MP

Take pick :P
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Armorvil on 2011-04-25 09:27:20
I chose the contraction of the first one "x doesn't have enough MP"
But alternatively, maybe "x is low on MP" is more simple...
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Bosola on 2011-04-25 13:15:11
This sounds like it would make the message even more oddball. "SOLDIER:3rd A's Skill power is used up" versus "SOLDIER:3rd A's Not enough MP". Unless you removed the reference to which enemy is trying to use an MP-intensive move.

Good point! I hadn't thought of that.

DLPB's 'X does not have enough MP' probably makes the most sense.
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: xLostWingx on 2011-04-25 17:39:50
"X has insufficient MP"
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: DLPB_ on 2011-04-25 22:43:01
Just fyi
The actual Japanese is : モンスターはわざのパワーがつきた。> {VAR}'s skill power is used up. [lit. "the monster has"]

Possibly doesn't even use a var and just "The monster has used up its skill power".  Not sure if var is used.  I don't think it is, since モンスター is monster.


Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Bosola on 2011-04-25 23:08:59
Plus is more about clarity of communication than fidelity of translation.

Unfortunately, there aren't any perfect solutions to this problem. 'X hasn't enough MP' is vague, 'X hasn't enough MP to perform its attack' is more specific, but prolix, and 'X has insufficient MP' just doesn't appeal to me, perhaps because the negation is compounded into a word, rather than made explicit.

Still, 'X hasn't enough MP to perform its attack' may have to do.
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: sl1982 on 2011-04-25 23:17:03
Except it may not always be an attack.. think enemies that can cure themselves.
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Bosola on 2011-04-25 23:31:54
Ah, Christ.

Okay. Back to basics. We want a phrase that communicates:

1. The enemy lacks MP, the same thing that players see drained by moves like Magic Hammer and Mindblow
2. The enemy cannot use *one* of its abilities
3. The enemy might still have *some* MP. It might even be able to use some other MP-based abilities.

We might use:

X lacks the MP to perform its chosen move

This uses a strong verb ('lack') rather than a verb plus negation ('not have'), and it is clear that X's MP is insufficient for only the currently selected action. It's unambiguous that other actions might not be affected, and that this is why X isn't performing an action (a player might otherwise ask, 'Okay, so he hasn't enough power to cast Fire2, so why isn't he biting me?).

Thoughts?
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Vgr on 2011-04-26 00:04:53
Good. Otherwise :

'{VAR:TargetName} ({VAR:TargetLetter}) doesn't have enough MP to perform its action'

May sound strange, but I prefer to have the letter in parenthesis because it isn't really part of enemy's name. Just problem, what if there is only one enemy? 'Jenova-LIFE () doesn't have enough MP to perform its action' XD

Or either '{VAR:TargetName} (.{VAR:TargetLetter}.) doesn't have enough MP to perform its action' would become in either :

'Kalm Fang (.A.) doesn't have enough MP to perform its action' or
'Jenova-LIFE (..) doesn't have enough MP to perform its action'

Still to investigate...
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: sl1982 on 2011-04-26 00:24:53
Is there any way to say 'X lacks the MP to perform its [name of action]?'
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: obesebear on 2011-04-26 00:33:08
What's wrong with "X doesn't have enough MP"?   The game is too easy for someone to be basing a strategy around what moves the enemy can and can't perform when their MP gets low.  Not to mention how rare it is for a battle to draw out long enough to even see that message.    Just my 2 cents
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: DLPB_ on 2011-04-26 00:42:47
agree, although I still prefer the skill power comment.  :P  They are after all enemy skills. 
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Vgr on 2011-04-26 00:44:25
Enemy Skills... are, to the stantard player, one of the 24 techniques that the player can learn and use, like Quistis in 8.
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Oceanic on 2012-04-16 20:03:02
is this project dead?

i would love to see this one day.
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: Bosola on 2012-04-16 21:04:33
No, but it's been on the back burner since I've been working on Rebirth. There's a lot of AI to fix.
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: lothaer on 2012-08-31 16:56:48
I was looking for a hardcore mod for my Original PS1 copy of FFVII which I play on my PS3 is this such a mod and if so when will it be available?
Title: Re: Final Fantasy 7: Plus (PSX)
Post by: pating on 2015-05-10 11:44:46
is this mod still exist?