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Messages - Vehek

Pages: 1 ... 4 5 6 7 8 [9]
201
Troubleshooting / Re: Xp Crash Big time
« on: 2006-05-28 19:20:18 »
This topic is probably in the wrong forum. Anyway, the XP patch is fake, and you shouldn't use it. As for your problem, try using the battle-swirl fix by dziugo.

202
General Discussion / Re: A question about FFVII
« on: 2006-05-27 16:28:08 »
Her ultimate weapon works on her limit gauge and her limit level, from what I've read.

203
General Discussion / Re: Can anyone....
« on: 2006-05-27 14:29:19 »
Yep. I've tried modifying the HRC loader and it changed the models. I'm too lazy to change the animation files too though, so I stick with models with the same amount of bones.

204
Each file in the save directory corresponds to a save file in FF7, and each save file has 15 save slots to save your game in.

205
Archive / Re: Shinra inc
« on: 2006-05-23 01:00:48 »
Well, the old thread was the FF7 mods thread. In it, he showed that Cloud would be replaced by Rufus, Tifa by Scarlet, Barret by Heidegger, and Aeris by one of the Honey Bee Inn girls. He also mentioned that Yuffie would be replaced by Elena and Red XIII by Hojo.
Edit-Oh, and Cid is replaced by Palmer, and Vincent by young Turk Vincent.
Edit2-Aeris is not replaced in this version.

206
Archive / Re: Shinra inc
« on: 2006-05-22 22:59:13 »
Your links don't work correctly, they just return me to this page. And if I use save link target as, I download a html page with a zip extension.

EDIT- Ok, I managed to get them to work by opening them into a new tab.

207
Archive / Re: FF7 MUSIC
« on: 2006-05-20 02:58:07 »
FF7music can play PSFS, and those do loop. However, I don't think mp3s have anything related to looping to specific point, or any looping at all (unless playing the mp3 again counts).

208
Releases / Re: NPC Reconstruction Project
« on: 2006-05-19 23:23:27 »
I think that the resized models look a little small and I like the look of SD-resized detailed models.

209
Releases / Re: NPC Reconstruction Project
« on: 2006-05-19 22:28:35 »
What should I do if I want tall, big models, or detail Super-Deformed models?

210
Archive / Re: Where is the mis-translated dialog
« on: 2006-05-16 14:29:33 »
Well, for example, using a table file I made, it shows this...
Quote
={DlgBegin}{Cloud} !, be careful!{DlgEnd}
Quote

211
Archive / Re: Where is the mis-translated dialog
« on: 2006-05-16 14:04:07 »
I knew that characters' names are stored as single bytes. However, the Guard Scorpion AI doesn't show them that way in the messages.

212
Archive / Re: Where is the mis-translated dialog
« on: 2006-05-16 01:26:12 »
I've modified scene82 and rebuilt scene.bin, and I was able to change the dialogue in the Guard Scorpion battle. I don't know how to change the length of lines. It'll probably involve changing the pointer to AI for the enemy after it and/or knowing more about how the AI works.
Oh yeah, the character's names in the dialogue there don't appear to be stored in FFtext format, but that probably doesn't matter, as it's appears to be the only place where they (Cloud and Barret) talk in battle.

213
Archive / Re: Where is the mis-translated dialog
« on: 2006-05-15 21:25:15 »
Extract the files from scene.bin. Scene82 has the data for the Guard Scorpian. The text you're looking for is in its AI.

214
Archive / Re: Where is the mis-translated dialog
« on: 2006-05-15 04:03:08 »
What you're looking for is in the battle scenes, in scene.bin. I'm not sure exactly how to modify it, other than it should be stored in FFtext format in whatever scene file contains Guard Scorpian. I don't know if you can change the length of it or not easily.

EDIT- Oh, and there are no editors for that part of the scene file, so you'll probably have to edit it in a hex editor.
Edit2- And the data I'm referring to is dialogue in battle such as the famous "Attack while its tail's up!".

215
Releases / Re: New Spell Patch
« on: 2006-05-14 20:04:15 »
If I remember correctly, Cosmo's internal editor modifies one of the kernel.bin files, kernel2.bin probably.

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