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Troubleshooting / Re: Custom graphics driver for FF7/FF8
« on: 2010-05-18 21:56:02 »
its only the psx version the animated materia . i do remember this coming up before.
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This raises an interesting point. Is there anyway to cache all replaced textures that the game will ever need before you even run the game? This might make startup be more than a few seconds but at least gameplay will always be smooth as butter.im pretty sure that aali's driver already does cache used textures, but im not sure if they get removed after you close ff7 or they get put back in cache when you reload the game.
Oops there is in fact the one that I need. Damn I'm feeling sleepy today. Sorry. And also for me your editor is already complete but if you add more features it'll be more fun to play with. Thanks for the editor.
Wow your program is the most complete savegame editor for ff7 I've ever seen after Jenova. But can I suggest adding a little tweak?? Its just that Vincent's Death Penalty gets stronger with more enemies killed by him right?? Can you add a feature to also the edit the enemies defeated by each character?? If its not much trouble though.
Oh and I was curious, what is the level progress in the party tab??he level progress bar is their progress towards the next level (look after a battle it fills..).it is really on there to be complete since editing it doesn't do much of ne thing. the game appears to calculate it "on-the-fly". i really don't know why they bother to save it. or maybe i am going about editing it incorrectly.
It's worked perfectly for me.
Wait... aren't you running Linux? From my experience it works perfectly in Windows
I noticed on your todo list is to convert PC>PSX and vice versa. There's a program called PSXMemtool that does this quite well and will even do PAL to NTSC. The most current version is 1.19b.yea i have never gotting that program to work for me...
I'm not sure if there is a source released, but figured I should let you know in case you are good at reverse engineering.
NO the ps3 will not like it cause i m guessing it needs the header data there. im going to get my cuz's ps3 today, and hopefully i can find a memory card adaptor while im out. but if you edit the file as a psx save, then put it back on your memcard you shoud be able to copy it back to the ps3. this is basicly what i will be working on today. you might even be able to do this w/ a usb stick . but again let me get the ps3 and i will let you know.Covarr, thanks for that info
there are a few ways i know of to make a psx mem card work w/ a pc, there are adaptors (like dexdrives). also i remember a hack from a while ago that i used to read data off my psx memcard via my DB25(printer) port. if i can get the ps3 , i will go buy one of those things and test that.
looking at the hex of the psv file mav60 sent me i can just chop off the new header and then black chocobo will read it as if it were a raw psx save, so that might be the way to get that working.
if you get rid of the header and make it able to be read with black chocobo, will it then be able to be read by the ps3 still? would it still recognize it as a valid file?
Wow good work!! So the mp can also be edited to 32767?? Wouldn't that cause an error for the game??
Any way you could check if the patch was installed?
That's still kind of iffy. I don't like opening an executable that's been patched the way YAMP patches and look for specific code. It's sometimes in different places depending on what order you applied patches.i don't think i will ever make that panic button since i do expect people to make a new save and not save over one the game made. (but maybe one day. i will get that done.)
Yeah, like I said, it's probably overkill. It's the responsibility of the user to make backups and such. But if you want to be able to make a savegame from scratch that's probably just as good.
Any way you could check if the patch was installed?i'm sure it could be done, but thats not really something i had planed on doing.