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Topics - DLPB_

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51
http://www.bbc.co.uk/news/magazine-35560458

Quote
Atari soon realised that ET was not going home.

 :-D

52
============
This bug can be worked around by using

Code: [Select]
Music volume transition (param1=1, param2=127, param3=0, param4=0, param5=0)
Play music #0

In the "init" script.

The PC port is at fault for the underlying issue.
============

spy_dragon recently made me aware of a bug with the music. If you encounter Yuffie (and win), the gil menu appears and then when that is closed, you are jumped to the Yougan2 map. The bug is that the music played will not be correct - it will always be the last field music you heard. This does not occur with the PSX game, and the field code is the same.  There is nothing wrong with the field code - so it has to be related to how this field loads in the PC game.  A possible porting error. 

Normally, a field is loaded either from another field (so a jump from the field code), or from the world map by entering villages.  But in this instance, the field map is jumped to after the battle menu is closed.  Even if we assume that some var is being set that causes the world map to load momentarily and then jump you to Yougan2 (I checked for such a var but couldn't replicate the action), this is still an onorthodox jump.  And something is going wrong in the process.

Spy_dragon fixes this by moving the "play music #0" field code elsewhere - outside of "main > init", which does work around this issue.  But that's a sloppy fix and is not fixing the underlining issue. 

Does anyone know what causes this?  Or what vars need to be set in memory to cause the jump to yougan2?  Or even what the mechanics are for how we end up at Yougan2?


53


One of the greatest songwriters, performers, and pioneers in history. Will leave a huge gaping hole in the music landscape. Gone, but never forgotten. Bowie is my Num 1 favourite soloist and one of my role models.

One of my favourites:

https://www.youtube.com/watch?v=U-AMec7yr7c

And let us not forget that the enemy Ziggy in FF7 is also a tribute to him ;) 



54
Completely Unrelated / My Freeware Programs
« on: 2015-11-29 16:12:19 »
Just some freeware programs I cooked up for my own personal use.  You may find them useful, but who knows?
I will add any I make to this post (not including DLPB Tools, which is found in the Tools section of this forum).

Donate HERE

M3UtoFile
Download HERE

Copy files from an M3U list to a folder of your choice.
Filter files.
Check a list for any errors (missing files or duplicates).

I created this program to aid in copying MP3s to my music player.

Code: [Select]
Latest Change:
Sep-17-2016 v2.2

1. Filter box code updated.
2. General code improvement.

55
Troubleshooting / Anyone got a gamma shader?
« on: 2015-10-22 14:35:17 »
Just need a basic shader for FF7 that increases gamma / brightness.  FF7 PC seems to have wrong lightning vs PSX and I need something to compensate.

56
This may be interesting to see, since we can't all play every game and I'm sure I've missed some real gems.  Here's mine:


Breath of Fire III, IV
Columns
Chrono Trigger
Double Dragon II
Ecco the Dolphin
Final Fantasy IV to X (possibly XII)
Golden Axe
IQ (AKA Kurushi)
LOZ: Ocarina of Time
Megaman 3
Metal Gear Solid 1,2
Mortal Kombat (a few of them were reused, so MK1 - Trilogy)
Resident Evil II
Revenge of Shinobi
Road Rash II
Snake,Rattle 'n' Roll (Sorry, but it's nostalgia!)
Sonic 1,2 (MS), Sonic1 to 3D (MD/gen)
Soulblade
Spot Goes to Hollywood
Street Fighter II
Streets of Rage I, II
Suikoden
Super Hang-On
Super Mario 64
Super Mario 3
Super Maro Land
Super Mario World
Teenage Mutant Ninja Turtles (NES)
Tekken 3


https://www.youtube.com/watch?v=vwKWTJ9GPu0


57
Here's how First Past The Post "works":

Con (36.9%) Seats: 331
Lab (30.4%) Seats: 232
Ukip (12.6%) Seats: 1
LD (7.9%) Seats: 8
SNP (4.7%) Seats: 56

Use your brain for half a second and work out why this is a pathetic sham we (UK) live in.

58
  • Fan servicing (past character returning.  Think Advent Children for another example)
  • Worse fan servicing ("Darth Vader" is back. Yeah, I know it's not him, but it is, isn't it!?)
  • CGI crap that looks utterly fake and appeals to lowest common denominator
  • Heavy emphasis on explosions and out of control action sequences because they are likely compensating for lack of decent pacing / plot (think Advent Children and Star Wars Prequels)


All the hallmarks are there, people.  It's up to you whether you part with your money, but I'd strongly suggest waiting for some proper feedback before being conned by what is, imho, another complete cash-in.  I'm fed up with this crap. Watch Plinkett's reviews and you'll realize why we've seen this all before and why it never works out.  I am waiting for the day that CGI and graphics lose their ability to sell.  Surely even the dumb masses around today are finally getting sick of it?

I'll be very surprised if the film is anywhere close to the standard of Ep 4-6.  VERY.

Edit.

And I was right. No surprises.

59
Completely Unrelated / Dilly Dally, Shilly Shally
« on: 2015-04-15 00:57:40 »
I kinda rushed this out.  The plan was to do a full review for IMDB but I got bored almost from the word go.  Just the thought of this film sucked all the passion out of me. Instead, I did a brief overview and left out any spoilers.

Quote
I am being generous giving this abomination a 2. It's getting 2 because the characters were portrayed more or less like in the game (which was, for the most part, a well written fiction), and the graphics were nice.

Everything else about this film is wrong. Like with reviewing all terrible things, it's hard to know where to begin.

1. Localization is BAD
Let's start with my title: "Dilly Dally, Shilly Shally". This is a symptom of a terrible localization. You'd think that after the original game's problematic localization that at least THIS would be up to scratch... but no. I won't waste your time telling you what the Japanese was meant to convey - just Google it and find out. The nonsensical phrase above indicates the localization team was either on drugs or mentally deficient. The whole localization is poor. It's actually a slight improvement to watch this film in Japanese with English subs, but that won't fix the crap script, plot, pacing, or anything else, sadly.

2. The plot is a joke
The plot makes absolutely no sense. Part of the reason is that Final Fantasy VII is a massive game with a huge story and, any sequel, even if well scripted, would likely need to be three hours long to tell a coherent tale. No effort was attempted. I watched the "Complete" version of this film and timed the amount of scenes dedicated to meaningless, out of control, and totally implausible battle sequences; from memory, it came to around 1/3 of the film. When you see things like this, you should instantly be aware that the writers are compensating for a lack-luster story. In this case, they are also appealing to FF7 fanboys, who will buy anything Final Fantasy as long as it has cool graphics. Square Enix has churned out a lot of Sequel-Prequel cash-ins since 1997. And fans just keep biting.

3. The pacing is dire
The film is so busy trying to disguise its short-comings with battle sequences that it forgets to tell a story or have a proper narrative. No sooner are your characters in a setting where some meaningful dialogue can take place than something happens to thrust you into another coma inducing battle sequence.

4. The film is written like it is a game
Sigh... the genres are completely different, but some morons at Square Enix (including some of the original staff) thought that it would be a good idea to use game elements in a film. As a result, physics, gravity, logic, and reason are thrown out of the window. Characters are smashed into walls at 100 mph without a scratch... Look, I'm getting fed up with this review already. Just like the film, it's boring me. Needless to say, if you are intelligent enough to understand why believability matters to a fiction, you are too intelligent to watch this insulting film. In the game, battle elements are often treated as non-story elements because that's desirable; a player uses logic to decide how to interpret the battle in the wider scheme of things. The story in the game maintained the suspension of disbelief and didn't go too far, too often. This pile of rubbish doesn't care. Unfortunately, I have had the misfortune of debating this issue on a fan forum, and the overwhelming majority agreed that logic doesn't matter and that any and all things that happen in a story are acceptable. Little wonder, then, that these same people praise and defend this garbage.

5. The characters
Apart from Cloud (who is now an emo), the characters were well designed and acted like their game counterparts. Unfortunately, that's where the similarities end. The game versions had proper motivations and lengthy conversations. This film just wants to get you to the next battle sequence. It doesn't help that the fanboy servicing required numerous retcons (like dead characters returning - itself a sign of lazy, crap writing) to take place, and for almost every main character from the game to make an appearance, no matter the justification.

I am one of the biggest FF7 fans. I have recently finished a complete relocalization for the original game, but, unlike some fans, I am not deluded by fanboyism. I know the short comings of the game and of this movie (if you can call it that). This film was made for the sole purpose of exploiting mindless fanboys - to make a quick buck. And on that front, it worked. If you aren't familiar with the game, I dread to think how much worse this film will be for you.

This film is an ABSOLUTE example of what NOT TO DO.

60
Yup, it's been well over 2 years since this issue was first discussed at any length and we still sit here with a broken limiter.  The Battle fps issue is usually disguised because it's only 15fps, but once you make it 60, you soon see that it is dropping to around 57.  The only fix so far is to set the limiter to 63 so that it achieves ~60.  Not good.

The world map does not seem to suffer from these issues.

The field does.  The field also has an extra subtraction in its code that further affects the fps.  But even removing that will still mean you don't really get a true 30fps.

And these issues are made worse when recording using dxtory/fraps... where you will never achieve the target fps (unless you set the limiter of FF7 to say 120, and let fraps dxtory do the limiting).

This is not an issue of cpu power... it's broken limiter code.  I've had a look and it's well beyond me.  But such a fundamental problem with the game needs some sort of response. Dziugo's last message to me on this before he went awol was that he was fixing it up.  The only thing that has been said about the limiter (for field) is this:

Ok, I might know what's going on. First of all, this is how the original frame limiting (mostly) works: info about frame limiting. It's from old times, but should still be (mostly) valid.

Read it? Good. Now about the subtraction - look how (theoretically) a main loop could be constructed:
Code: [Select]
while (notEnd) {
   doStuff1();
   doStuff2 { // dynamic function, calling address changes depending on the module we're in
      startTheRDTSCTimer();                                 A
      doStuff2a(); // here the actual processing work
      idleUntilRDTSCReachesTheDesiredValue();               B
      doStuff2b(); // here some other work
   }
   doStuff3();
}
So, the game makes sure that the time between A and B is at least the time it calculated the frame processing should take... Wait a minute! What about the time it takes to get from B to A again? That's assumed to be exactly 10000 RDTSC ticks (for field).

This could affect the FPS slightly (now I see what you mean). One could correct it (slightly ;p) by moving the B just before A, or actually modding the limiter to take into account at least the last frame processing time (each additional frame will add precision, but with exponentially lowering results - something like 4-5 frames should be enough).

Quote
Ok, got it to run at exactly 30.0 FPS (average of last 3 frames). I've merged A+B into one point, and made it CPU frequency independent, all that with just timeGetTime. Now, time to make it actually usable... ;p

Side note (probably knew this already), Aali's FPS counter is not that accurate. It displays 30 even if the true FPS is 29.4.




The submarine battle may be sharing the same code as field / duplicating field code... as it suffers from the exact same issues.

61
Scripting and Reverse Engineering / Bugfixes and Queries
« on: 2015-02-20 00:52:25 »
Rather than keep creating threads for every single fix/question, I may as well use this one.


Wallmarket Scroll Fix

I have no idea how I forgot that Dziugo had fixed this issue when I asked him (back in 2012).  For others wanting to fix the broken scrolling here is what he said:

Ok, instead of PM-ing you, I'll post it here for reference. There is no bug in the code! Square made a mistake when creating the script. To fix it, open flevel.lgp with flevel editor (Makou Reactor is great!), go to file mrkt2, group "camera" (Id=3), Script1 and change:
Code: [Select]
Scroll to location (X=0, Y=-240, speed=470)Into:
Code: [Select]
Scroll to location (X=0, Y=-240, speed=480)The panning is from 240 to -240 which gives you 480 "pixels", but the length of the animation is set to 470. So it skips sometimes to end it at -240 when the timer hits 470. Changing it to 480 fixes it.

Here is the log from debugger (logging Y value):
Code: [Select]
00643F7A  LOG:  0F0 (240.)
00643F7A  LOG:  0EF (239.)
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00643F7A  LOG:  FFFFFFE0 (4294967264.)
00643F7A  LOG:  FFFFFFDF (4294967263.)
00643F7A  LOG:  FFFFFFDE (4294967262.)
00643F7A  LOG:  FFFFFFDD (4294967261.)
00643F7A  LOG:  FFFFFFDC (4294967260.)
00643F7A  LOG:  FFFFFFDB (4294967259.)
00643F7A  LOG:  FFFFFFDA (4294967258.)
00643F7A  LOG:  FFFFFFD9 (4294967257.)
00643F7A  LOG:  FFFFFFD8 (4294967256.)
00643F7A  LOG:  FFFFFFD7 (4294967255.)
00643F7A  LOG:  FFFFFFD6 (4294967254.)
00643F7A  LOG:  FFFFFFD5 (4294967253.)
00643F7A  LOG:  FFFFFFD4 (4294967252.)
00643F7A  LOG:  FFFFFFD3 (4294967251.)
00643F7A  LOG:  FFFFFFD2 (4294967250.)
---
00643F7A  LOG:  FFFFFFD0 (4294967248.)
00643F7A  LOG:  FFFFFFCF (4294967247.)
00643F7A  LOG:  FFFFFFCE (4294967246.)
00643F7A  LOG:  FFFFFFCD (4294967245.)
00643F7A  LOG:  FFFFFFCC (4294967244.)
00643F7A  LOG:  FFFFFFCB (4294967243.)
00643F7A  LOG:  FFFFFFCA (4294967242.)
00643F7A  LOG:  FFFFFFC9 (4294967241.)
00643F7A  LOG:  FFFFFFC8 (4294967240.)
00643F7A  LOG:  FFFFFFC7 (4294967239.)
00643F7A  LOG:  FFFFFFC6 (4294967238.)
00643F7A  LOG:  FFFFFFC5 (4294967237.)
00643F7A  LOG:  FFFFFFC4 (4294967236.)
00643F7A  LOG:  FFFFFFC3 (4294967235.)
00643F7A  LOG:  FFFFFFC2 (4294967234.)
00643F7A  LOG:  FFFFFFC1 (4294967233.)
00643F7A  LOG:  FFFFFFC0 (4294967232.)
00643F7A  LOG:  FFFFFFBF (4294967231.)
00643F7A  LOG:  FFFFFFBE (4294967230.)
00643F7A  LOG:  FFFFFFBD (4294967229.)
00643F7A  LOG:  FFFFFFBC (4294967228.)
00643F7A  LOG:  FFFFFFBB (4294967227.)
00643F7A  LOG:  FFFFFFBA (4294967226.)
00643F7A  LOG:  FFFFFFB9 (4294967225.)
00643F7A  LOG:  FFFFFFB8 (4294967224.)
00643F7A  LOG:  FFFFFFB7 (4294967223.)
00643F7A  LOG:  FFFFFFB6 (4294967222.)
00643F7A  LOG:  FFFFFFB5 (4294967221.)
00643F7A  LOG:  FFFFFFB4 (4294967220.)
00643F7A  LOG:  FFFFFFB3 (4294967219.)
00643F7A  LOG:  FFFFFFB2 (4294967218.)
00643F7A  LOG:  FFFFFFB1 (4294967217.)
00643F7A  LOG:  FFFFFFB0 (4294967216.)
00643F7A  LOG:  FFFFFFAF (4294967215.)
00643F7A  LOG:  FFFFFFAE (4294967214.)
00643F7A  LOG:  FFFFFFAD (4294967213.)
00643F7A  LOG:  FFFFFFAC (4294967212.)
00643F7A  LOG:  FFFFFFAB (4294967211.)
00643F7A  LOG:  FFFFFFAA (4294967210.)
00643F7A  LOG:  FFFFFFA9 (4294967209.)
00643F7A  LOG:  FFFFFFA8 (4294967208.)
00643F7A  LOG:  FFFFFFA7 (4294967207.)
00643F7A  LOG:  FFFFFFA6 (4294967206.)
00643F7A  LOG:  FFFFFFA5 (4294967205.)
00643F7A  LOG:  FFFFFFA4 (4294967204.)
00643F7A  LOG:  FFFFFFA3 (4294967203.)
00643F7A  LOG:  FFFFFFA2 (4294967202.)
---
00643F7A  LOG:  FFFFFFA0 (4294967200.)
00643F7A  LOG:  FFFFFF9F (4294967199.)
00643F7A  LOG:  FFFFFF9E (4294967198.)
00643F7A  LOG:  FFFFFF9D (4294967197.)
00643F7A  LOG:  FFFFFF9C (4294967196.)
00643F7A  LOG:  FFFFFF9B (4294967195.)
00643F7A  LOG:  FFFFFF9A (4294967194.)
00643F7A  LOG:  FFFFFF99 (4294967193.)
00643F7A  LOG:  FFFFFF98 (4294967192.)
00643F7A  LOG:  FFFFFF97 (4294967191.)
00643F7A  LOG:  FFFFFF96 (4294967190.)
00643F7A  LOG:  FFFFFF95 (4294967189.)
00643F7A  LOG:  FFFFFF94 (4294967188.)
00643F7A  LOG:  FFFFFF93 (4294967187.)
00643F7A  LOG:  FFFFFF92 (4294967186.)
00643F7A  LOG:  FFFFFF91 (4294967185.)
00643F7A  LOG:  FFFFFF90 (4294967184.)
00643F7A  LOG:  FFFFFF8F (4294967183.)
00643F7A  LOG:  FFFFFF8E (4294967182.)
00643F7A  LOG:  FFFFFF8D (4294967181.)
00643F7A  LOG:  FFFFFF8C (4294967180.)
00643F7A  LOG:  FFFFFF8B (4294967179.)
00643F7A  LOG:  FFFFFF8A (4294967178.)
00643F7A  LOG:  FFFFFF89 (4294967177.)
00643F7A  LOG:  FFFFFF88 (4294967176.)
00643F7A  LOG:  FFFFFF87 (4294967175.)
00643F7A  LOG:  FFFFFF86 (4294967174.)
00643F7A  LOG:  FFFFFF85 (4294967173.)
00643F7A  LOG:  FFFFFF84 (4294967172.)
00643F7A  LOG:  FFFFFF83 (4294967171.)
00643F7A  LOG:  FFFFFF82 (4294967170.)
00643F7A  LOG:  FFFFFF81 (4294967169.)
00643F7A  LOG:  FFFFFF80 (4294967168.)
00643F7A  LOG:  FFFFFF7F (4294967167.)
00643F7A  LOG:  FFFFFF7E (4294967166.)
00643F7A  LOG:  FFFFFF7D (4294967165.)
00643F7A  LOG:  FFFFFF7C (4294967164.)
00643F7A  LOG:  FFFFFF7B (4294967163.)
00643F7A  LOG:  FFFFFF7A (4294967162.)
00643F7A  LOG:  FFFFFF79 (4294967161.)
00643F7A  LOG:  FFFFFF78 (4294967160.)
00643F7A  LOG:  FFFFFF77 (4294967159.)
00643F7A  LOG:  FFFFFF76 (4294967158.)
00643F7A  LOG:  FFFFFF75 (4294967157.)
00643F7A  LOG:  FFFFFF74 (4294967156.)
00643F7A  LOG:  FFFFFF73 (4294967155.)
00643F7A  LOG:  FFFFFF72 (4294967154.)
---
00643F7A  LOG:  FFFFFF70 (4294967152.)
00643F7A  LOG:  FFFFFF6F (4294967151.)
00643F7A  LOG:  FFFFFF6E (4294967150.)
00643F7A  LOG:  FFFFFF6D (4294967149.)
00643F7A  LOG:  FFFFFF6C (4294967148.)
00643F7A  LOG:  FFFFFF6B (4294967147.)
00643F7A  LOG:  FFFFFF6A (4294967146.)
00643F7A  LOG:  FFFFFF69 (4294967145.)
00643F7A  LOG:  FFFFFF68 (4294967144.)
00643F7A  LOG:  FFFFFF67 (4294967143.)
00643F7A  LOG:  FFFFFF66 (4294967142.)
00643F7A  LOG:  FFFFFF65 (4294967141.)
00643F7A  LOG:  FFFFFF64 (4294967140.)
00643F7A  LOG:  FFFFFF63 (4294967139.)
00643F7A  LOG:  FFFFFF62 (4294967138.)
00643F7A  LOG:  FFFFFF61 (4294967137.)
00643F7A  LOG:  FFFFFF60 (4294967136.)
00643F7A  LOG:  FFFFFF5F (4294967135.)
00643F7A  LOG:  FFFFFF5E (4294967134.)
00643F7A  LOG:  FFFFFF5D (4294967133.)
00643F7A  LOG:  FFFFFF5C (4294967132.)
00643F7A  LOG:  FFFFFF5B (4294967131.)
00643F7A  LOG:  FFFFFF5A (4294967130.)
00643F7A  LOG:  FFFFFF59 (4294967129.)
00643F7A  LOG:  FFFFFF58 (4294967128.)
00643F7A  LOG:  FFFFFF57 (4294967127.)
00643F7A  LOG:  FFFFFF56 (4294967126.)
00643F7A  LOG:  FFFFFF55 (4294967125.)
00643F7A  LOG:  FFFFFF54 (4294967124.)
00643F7A  LOG:  FFFFFF53 (4294967123.)
00643F7A  LOG:  FFFFFF52 (4294967122.)
00643F7A  LOG:  FFFFFF51 (4294967121.)
00643F7A  LOG:  FFFFFF50 (4294967120.)
00643F7A  LOG:  FFFFFF4F (4294967119.)
00643F7A  LOG:  FFFFFF4E (4294967118.)
00643F7A  LOG:  FFFFFF4D (4294967117.)
00643F7A  LOG:  FFFFFF4C (4294967116.)
00643F7A  LOG:  FFFFFF4B (4294967115.)
00643F7A  LOG:  FFFFFF4A (4294967114.)
00643F7A  LOG:  FFFFFF49 (4294967113.)
00643F7A  LOG:  FFFFFF48 (4294967112.)
00643F7A  LOG:  FFFFFF47 (4294967111.)
00643F7A  LOG:  FFFFFF46 (4294967110.)
00643F7A  LOG:  FFFFFF45 (4294967109.)
00643F7A  LOG:  FFFFFF44 (4294967108.)
00643F7A  LOG:  FFFFFF43 (4294967107.)
00643F7A  LOG:  FFFFFF42 (4294967106.)
---
00643F7A  LOG:  FFFFFF40 (4294967104.)
00643F7A  LOG:  FFFFFF3F (4294967103.)
00643F7A  LOG:  FFFFFF3E (4294967102.)
00643F7A  LOG:  FFFFFF3D (4294967101.)
00643F7A  LOG:  FFFFFF3C (4294967100.)
00643F7A  LOG:  FFFFFF3B (4294967099.)
00643F7A  LOG:  FFFFFF3A (4294967098.)
00643F7A  LOG:  FFFFFF39 (4294967097.)
00643F7A  LOG:  FFFFFF38 (4294967096.)
00643F7A  LOG:  FFFFFF37 (4294967095.)
00643F7A  LOG:  FFFFFF36 (4294967094.)
00643F7A  LOG:  FFFFFF35 (4294967093.)
00643F7A  LOG:  FFFFFF34 (4294967092.)
00643F7A  LOG:  FFFFFF33 (4294967091.)
00643F7A  LOG:  FFFFFF32 (4294967090.)
00643F7A  LOG:  FFFFFF31 (4294967089.)
00643F7A  LOG:  FFFFFF30 (4294967088.)
00643F7A  LOG:  FFFFFF2F (4294967087.)
00643F7A  LOG:  FFFFFF2E (4294967086.)
00643F7A  LOG:  FFFFFF2D (4294967085.)
00643F7A  LOG:  FFFFFF2C (4294967084.)
00643F7A  LOG:  FFFFFF2B (4294967083.)
00643F7A  LOG:  FFFFFF2A (4294967082.)
00643F7A  LOG:  FFFFFF29 (4294967081.)
00643F7A  LOG:  FFFFFF28 (4294967080.)
00643F7A  LOG:  FFFFFF27 (4294967079.)
00643F7A  LOG:  FFFFFF26 (4294967078.)
00643F7A  LOG:  FFFFFF25 (4294967077.)
00643F7A  LOG:  FFFFFF24 (4294967076.)
00643F7A  LOG:  FFFFFF23 (4294967075.)
00643F7A  LOG:  FFFFFF22 (4294967074.)
00643F7A  LOG:  FFFFFF21 (4294967073.)
00643F7A  LOG:  FFFFFF20 (4294967072.)
00643F7A  LOG:  FFFFFF1F (4294967071.)
00643F7A  LOG:  FFFFFF1E (4294967070.)
00643F7A  LOG:  FFFFFF1D (4294967069.)
00643F7A  LOG:  FFFFFF1C (4294967068.)
00643F7A  LOG:  FFFFFF1B (4294967067.)
00643F7A  LOG:  FFFFFF1A (4294967066.)
00643F7A  LOG:  FFFFFF19 (4294967065.)
00643F7A  LOG:  FFFFFF18 (4294967064.)
00643F7A  LOG:  FFFFFF17 (4294967063.)
00643F7A  LOG:  FFFFFF16 (4294967062.)
00643F7A  LOG:  FFFFFF15 (4294967061.)
00643F7A  LOG:  FFFFFF14 (4294967060.)
00643F7A  LOG:  FFFFFF13 (4294967059.)
00643F7A  LOG:  FFFFFF12 (4294967058.)
---
00643F7A  LOG:  FFFFFF10 (4294967056.)
I've marked missing values with ---, that's where you see the skip. I've looked at the PSX version at YouTube and it's there too.

You can fix it without modifying flevel.lgp by hooking the opcode and correcting the steps value on the fly. Sorry, it was that simple. FPS bug is elsewhere.

As a side note, memory offsets in the 2012 release are the same as the 1998 one (1.02 ff7.exe), so anything that doesn't rely on the opengl thing should work if the patcher is not picky (again, the one working in the memory - to patch the file you'd either have to adaptively patch or make the static AF3DN linking to old exe described in the other thread).

You also need to change the "wait frames" from 2 to 1.

62
Scripting and Reverse Engineering / Mako Cannon Voice Over
« on: 2015-01-25 22:49:46 »
I found it quite interesting a long while back when i heard the preparation speech over the cannon FMV.  You don't usually hear it in-game due to the music. But here's what it says (based on me listening to it):

"Radar systems GO.
Sister Ray: Target confirmed.
Entering discharge preparation phase.
All workers should evacuate to their designated areas.
Initiating generator charge......."

Funnily enough, well localized.....

https://www.youtube.com/watch?v=81KGxWxagVo&feature=youtu.be

I wonder who actually voices it...  It's the only voice acted part in the whole game. Is there a credit?

63
Completely Unrelated / Barrett Wallace Joins Boko Haram
« on: 2015-01-19 14:06:10 »
They be "freedom fighters" too, foo'!



hahaha

64
Scripting and Reverse Engineering / Bizarro Sephiroth
« on: 2014-12-29 10:33:48 »
This battle has puzzled me since the beginning, so can anyone shed light on it?

When you defeat Jenova easily, this battle then includes 2 or 3 parties instead of just the 1.  But I have a feeling this is meant to make the battle harder (Perhaps they designed it so you could only defeat the Core once the other parties had beaten off their side of the enemy.  In the game, however, you can just kill Bizarro the same way as always (by defeating the main body), using the first party.  You don't need to attack the Core at all.


65
Completely Unrelated / My Pong Game
« on: 2014-12-19 21:58:48 »
I've recently been finishing my 4 player Pong game for PC (because I now know enough to do what I want to do). Shame it can't have netplay, but that's a limitation of transferring data. Even at the fastest theoretical transfer speeds, programming Pong to work with lag properly (as in, will work without disgruntled players) is literally impossible (at least, with current computer physics). That might sound stupid when you see Halo doing "just fine", but the truth is, Halo (etc) use some very nifty (and incredibly complicated) tricks to make it seem like you are synced up. But the reason these don't fail you completely is because the speed and nature of games like Halo mask the larger issue. With my Pong game, the ball can travel 2000 pixels a second over 800 pixels. Any lag at all cannot be compensated properly at those speeds and with a game like Pong.

In any case, this Pong game isn't your run of the mill Pong game. It comes with a mini game, ability to change to custom graphics, 4 player (including joypad and force feedback) support, and has a myriad of options and settings. I'm trying to create the best freeware Pong on the net. Because what is out there at the moment is badly programmed garbage, generally.  Nearly all the one's I saw made the same mistake of thinking diagonal speed is simply x:=x+1 / y:=y+1. That will actually mean the ball travels faster diagonally than it should.

Programming wise, it's a hobby.  I've added music support (and will get my mate to make some music for it) and may need a catchy tune or two. Unlike the other game, this one is fun to play long term, and programmed far superior to it too.  The downside is that my graphical abilities are crap.  So maybe I can enlist someone who is good with graphics at some point (like I said, there is an option to add your own in from a folder).

Here is a screenie of the 2+ player option screen as it currently stands


I'm currently programming the computer player AI.  Lots still to do, but the meat of it is there.

66
Releases / Sound Effect Descriptions
« on: 2014-11-26 21:11:57 »
Yes, I've decided to start documenting the sound effects of FF7 HERE

And if you think I've totally lost it this time, think again.  I'm not going through these in any kind of project.  Instead, I've added all effects to my winamp playlist, and when one plays, I add it.  When one doesn't, I listen to the playlist song instead.

So progress will be slow.  If you want access then let me know and you can help.

67
Scripting and Reverse Engineering / Usable Savemap
« on: 2014-11-21 00:21:35 »
This is my attempt at providing a safe list of writable bytes for modders.  It takes into consideration what (F=Field, W=World Map, B=Battle, M-Minigame, U=Menu, H-Hard-code) is reading/writing from/to a particular address.

I have also added addresses that I am going to be using for my own mod, and hopefully every other modder here will let me know which bytes they plan on using, so I can add the information accordingly.  This will help modders avoid conflicts.

PLEASE SEE THE REUNION DATABASE ON THE REUNION THREAD for the Savemap documentation
Quote
Key:
Fuchsia: In use by a modder. Unless you want to conflict with their mod, avoid!
Red: In use by original game. Considered unsafe to edit, unless modder edits the game.
Blue: Considered unsafe to edit, but currently being updated and checked.
Orange: In use by original game, but considered safe to edit. Or has editable bits.
White: Whole byte is free to edit.
Yellow: Conflict. A Byte/ Bit is being shared for two different purposes.

---------------------------------
Please note:

Although this list will include ALL known field, battle and world map bytes used, it is possible certain bytes are still used (or unusable) by Final Fantasy VII.  It is also possible that the modules make changes that we have not yet discovered.  If reverse engineering isn't feasible, you can use Ochu (see tools) to discover which addresses are being written to (using the memory logger option).

There may also be additional changes made directly from hardcode.

---------------------------------
A note on Banks:

People have gotten confused by how Final Fantasy VII uses memory.

The most basic explanation of how the savemap works is this:

It is a continuous list of bytes, and part of that list is a chunk of 1280 bytes (5 * 256). We have grouped this chunk of 256 bytes into five ‘Banks’.


See here: http://wiki.qhimm.com/view/FF7/Savemap

Code: [Select]
0 - 255 (0-FF): Bank 1 (offset BA4)
256 - 511 (100-1FF): Bank 2 (Offset CA4)
512 - 767 (200-2FF): Bank 3 (Offset DA4)
768 - 1023 (300-3FF): Bank 4 (Offset EA4)
1024 - 1279 (400-4FF): Bank 5 (Offset FA4)

So the first thing you need to do is to STOP thinking about the savemap of Final Fantasy VII as some sort of segregated/fragmented group of bytes.  It's ONE list of bytes, and 1280 of those bytes (which, as I have already noted, are continuous) can be changed by the modules (Battle, Field, World Map, Minigame, Menu), and by Hard-code. 

The second thing you need to do is realize that Bank 1 starts at address 0BA4 of the savemap.  So, although we use "0" for Bank 1's FIRST byte, it is infact the 2980th (0BA4) byte of the savemap as a whole.

The third thing to note is that the savemap itself starts at an address.  This address is the REAL address in actual memory used by Windows. Modders will not need to know this unless they are editing the executable/game memory directly. The savemap itself starts at address DBFD38, and so Bank 1 begins at DC08DC (DBFD38+0BA4 = DC08DC).

So what is the savemap?  It's simply a large list of bytes that can edited and saved, so the game can progress properly and so you can save/load that progress.

-----------------------------------
Further information:

The Field module can access all 5 banks, but it does so using its own identifiers.  This is the area modders get most confused. If you try to edit the 5 Banks in Makou, you will notice that there are all of a sudden 15 variable areas, each seemingly 256 bytes long.  This is NOT the case. The Field module is doing nothing out of the ordinary except accessing the Banks using a rather confusing script.

The Field module has two opcodes that it uses to write to the five Banks. One of those opcodes allows ONE byte values to be written, and the other allows TWO byte values to be written. The Field module differentiates between these two modes by using a different variable identifier for each, even though the SAME Bank is being used for both.  The Field module variables are related to the Banks as follows:

1/2 are Bank 1
3/4 are Bank 2
5/6 are temporary vars in game and not saved.  They reset to 0 every time you enter new field.
8/9 & 10 cannot be written to. 
11/12 are Bank 3
13/14 are Bank 4
15/7 are Bank 5

Field vars 1, 3, 5, 15, 11, 13 are for one-byte writes
Field vars  2, 4, 6, 12, 14, 7 are for two-byte writes

(Yeah, for some reason, variable 7 is for two bytes, and variable 15 is for one byte.  Just stop dreaming that FF7 will ever make sense).

Remember that 1/2, 3/4, 5/6, 11/12, 13/14 and 15/7 share the SAME 256 bytes.
So if you write to var [1][10] you are ALSO writing to [2][10] (Bank 1, Byte 10).
And if you write to var [2][10] you are ALSO writing to [1][10] and [1][11] (Bank 1, Bytes 10 and 11).
----------------------------

Special thanks:

NFITC1: Provided bytes that Battle AI uses.

68
Completely Unrelated / Kermit Means Nothing To Me
« on: 2014-11-15 18:35:24 »
https://www.youtube.com/watch?v=UEgTNLAAngY

Interesting and educational video.

69
Sephiroth
“At the one who will be endowed
  with the wisdom of the Ancients.”

70
OK, so as part of the mod to add 1:35 Soldiers around the world, I need Cloud stood where the soldiers will be.  And I need him to be the same height.  That means I need a way to change his height in realtime (since changing every field in flevel to make cloud the correct height may prove annoying (although tbh, i reckon I can pull that off with my own batch program).

In any case, I am stuck.  I've tried to locate it, but because I don't know enough about decent debuggers I am finding it nigh on impossible to see what is going on.

What I have learned so far:

When you change the model height in script, the code produced is actually a string value.  Thus if you change Cloud model height in script to "333" you end up with hex 33 33 33.  FF7 then copies that string (probably along with the rest since it comes with the Cloud name ID and other stuff) when you enter a new field location, to another location using the string copy at 63D977. After that I found what uses the new address, but came up empty handed. The function that seems to use the string value is 4130D0.

I have no clue why the game script is even using string value here instead of the actual value itself.

You can find the script in memory by searching for 48 52 43 (HRC) [or just search for HRC]. Cloud's model height is usually the second result. For example, this is usually 512.  So HRC512.


71
Original game text (junone7)

Scarlet
“Why are you still standing there!?
   Catch her and take her away!”

junone7 > sca > script13 > 11

This will be shown if [5][16] var is 6.

That variable is set to 6 in one place (undersea water pipe): spipe_2 > Bubble2 > s0 main > 20

What this has to do with the above interaction with Scarlet is beyond me.  Unless this var is set to 6 here for totally unrelated reasons?


72
I have decided to make a list of problems that remain with Final Fantasy VII.  Hopefully this will kick start some action.  If you have anything to add, please post here.

1. Submarine Minigame is incomplete.  It was left in a really crappy state. It was also left with the original Japanese defaults, and not the later tweak for the International version. I am currently fixing this up and giving it some life via the Reunion.

2. Credit screen has no frame limiter.  It will run at vsync, and if this isn't on, it will run as fast as your PC will allow.  Aali added a frame limiter for the battle swirl, and this needs one too.

3. Battle is not 60fps (like PSX), meaning menu items run 4x less smooth.  I have created a quick fix for this, but the project started by Obesebear will be a more complete solution.

4. Some models have not been updated by Kaldarasha.  The vast majority have.

5. Sound effects sometimes play when the volume is set to 0. 

6. The eyes of the characters are still visible after summon fade outs...  This may have happened with PSX.

7. Field scrolling has a bug.  Every second or so, it will skip a few pixels (observe the scroll the first time you enter Wallmarket).  This is present with PSX version.  I am going to look into it.

8. Frame limiters are a joke.  Something is seriously wrong with PC version.  It seems to have been thrown together.  Frame rate seems to suffer with some (including me) when vsync is enabled. Even when it isn't, I don't think it's quite reaching 15fps, 30fps or 60fps.  It is falling short.  Dziugo was in the process of fixing this issue when he got busy a long while back.

9.  Probably related to 8.  When recording with Fraps/DXtory, or anything else, there is a frame loss of around 3fps.  It's almost as if the game is designed to do it.  It's very annoying, and the only way to stop it happening is to let fraps/dxtory do the limiting by setting ff7 to run at a higher speed.  Please note this "bug" exists regardless of OS, computer spec, or recording software.  I am not sure how it fared without Aali's driver, but I am guessing probably the same or worse.

---in progress---



73
THIS IS NOW PART OF THE REUNION.

Download HERE

This mod will restore the battle system to how the PSX version operated.  That means that the camera is 2x smoother, the menu 4x smoother, but the animations are unchanged (their frames are quadrupled, just like the PSX game).

The menu and camera were broken by the decision to make the PC frame rate 15 (most noticeable when viewing Cait/Tifa/Battle Arena slots).  This mod is a basic fix that can be installed easily using HextLaunch.

1. Download DLPB_Tools, which contains HextLaunch HERE
2. Place HextLaunch.exe into FF7's root folder, if it isn't there.  Name it what you like.
3. Run HextLaunch.  It will create the correct folders and settings file.
4. Go into HL_Files, which has now been created, and change settings.ini to read the following:



1998
Code: [Select]
[HextLaunch]
File=ff7.exe
Process=
Window=
LoadHext=1
InjectDLL=1
NoInput=1
Delay=3000

Steam
Code: [Select]
[HextLaunch]
File=ff7_launcher.exe
Process=ff7_en.exe
Window=
LoadHext=1
InjectDLL=1
NoInput=1
Delay=3000

5. Place the downloaded text file from the top of this post into HL_Files\Hext_in
6. Run HextLaunch.

If you know what you're doing, you can also use this to edit the exe directly.

Issues

1. Because this mod uses the pause var to quadruple animation frames, the pause function will not work with this mod.  I will be adding that function back very soon.

2. Very minor graphical glitch at start of the very first battle.  Unknown cause.

3. Possible issues with camera.  Please note any.

4. Battle arena intro to battle will skip (probably needs the same fix that normal battles do)

If you find any other problems, please let me know.

74
Does anyone (and well, I am looking at NFITC1 here, aren't I? ;) ) have any idea how to limit the opening credits?  I've had a good go and come up short.  The main function is 7a7a33.  I can change the delay between texts with code around 7A6FD4

But the actual limiter doesn't seem to be working right.  It will always run to vsync (if on) and is not limited when vsync is off.  Meaning 5000fps on my comp.  Everything else in PC game now seems to have some limiter or another, but not this.

75
Completely Unrelated / Audio Settings in Windows 7.
« on: 2014-06-18 21:04:04 »
Anyone out there understand audio and Windows 7?  Then please help.

Basically, this is what I want (and what I should get without all this bollocks):

When I record from my mic, or "what you hear" , or any other source or setting, it should be ADOBE AUDITION that decides the settings, and records at the sample rates I have chosen. 

So why all this "default" setting / "exclusive mode" / "Shared mode"

Can someone explain what settings I should be using to achieve the best quality, and yet not have windows start dictating what sample rates are.  I don't want windows tinkering with any of my audio.  I want Audition to be communicating with the sound card.  Is this possible?  We didn't have these silly settings in XP ,  so what gives?

I am confooosed.

 :-o

--

My soundcard supports 24 bit, 192K audio.

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