When you get lucky 7's in the handicap reel in the battle arena, it doesn't actually remove all handicaps like it says. Any items that were broken stays broken for the remainder of the run.
- Shadows in battle are rendered wrong and their opacity doesn't faint out to the edges
- the light is wrong rendered on the field scene models (probably turned along the x axis)
- the stereo sound seems only to have 3 channels (left - middle - right) - needs confirmation
- Leviathan's wave splash sound is missing
- field models have a mouth which isn't present in the psx (as Dan said with a correct fix this might be not an unimprovement)
-> Barrets chibi model has missing faces on the ears
-> Cid's chibbi model has a missing face on his jaw
-> Vincents Turk model is mixed with different colored parts
- Something is wrong with the layers of the last field map
- The objects on the world map aren't in line with the world mesh and go down earlier when moving away from them
- the *Shine* shader is different then on PSX
- NPC's have no own blink texture for the closed eyes and use the one from Cloud's insteadCan this cause issues?
- the famous w-item bug
And finally, no pictures for this error, but on the map fship_23, when you first steal and get onto the Highwind, Tifa is seen on the bottom left of the map. As the camera pans/shifts upward to show the rest of the area, Tifa suddenly teleports to where Cid is standing and walks towards the middle. You can probably fix this as the error is similar to the one you fixed for how Tifa enters the map in the initial Avalanche meeting downstairs (mds7pb_2 I think)...
May I have edit permissions on this document? I have several comments on some of the items I'd like to give
The bug that causes the enemy to show as normal for a single frame right after death seems to be fixed by nopping function at 5BBEBD. What this function does I don't know... since nopping appears to have no ill effects other than fixing this issue. But I am sure there will be some sort of problem.Try reviving the dead enemy with Angel Whisper and that function nopped. I'll bet that something will look weird.
To fix melting issueWhat does that bit do that was cleared before you nopped the reassignment? Do you know?
5BC39D = 90 90 90 90 90 90 90
The minimap markers being too faint is because of the whole alpha blending transparency issue which also affects the savepoints and other stuff. The issue is that the PC renderer has two different alpha values (vertex alpha, texture alpha) and the game doesn't specify which one to use (AFAIK), so sometimes the correct thing to do is to just use texture alpha, sometimes vertex alpha and sometimes the two should be combined to produce the correct result. The way it works now is correct most of the time but not always.
As for the world map color, lighting on the world map is already completely broken (shadows follow the rotation of the camera instead of being fixed in the world) but I would suggest looking at the world map textures to see if they match the colors on the screen. You could also check the textures from the PSX version to see if there's any difference.
push 00 { 0 }
push 00 { 0 }
push 00 { 0 }
push 00 { 0 }
push 00 { 0 }
push 00 { 0 }
push 00 { 0 }
push 7F { 127 }
push 000000C0
call 00740D80