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Messages - DLPB

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If it's like ff7, you'd need to use Deling and edit the field script / add the model.

There was always seeds.  It was you.

Troubleshooting / Re: Makou Reactor text limit
« on: 2017-09-23 23:23:40 »
Why do you need that number of texts in one scene?

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-23 09:30:52 »

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-21 12:33:47 »
It wouldn't matter for the reason I just gave, and ts is open source. I don't know why you have that issue, but Luksy will prob be along at some point :)

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-21 11:53:20 »
nope. It's not the job of a tool to start putting restrictions on where it can be used.  And it wouldn't matter, because the files could just be uploaded whole.

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-21 09:41:35 »
I don't see a problem there so perhaps this is a problem with ts or your file has become corrupted somehow.  Does it encode ok with the original text file?

Modern games are played through at the same time (or at least some are).  Jeremy Blaustein noted that he always asked for the game to play, since it's impossible to do a very good translation without it.

FF7 suffered because

a. Baskett was not given enough time
b. They provided him no game
c. They provided him with a useless tool (makou reactor is much better than what he was using)
d. They provided him no information on the plot or on characters or anything.  He was left in the dark.

He hadn't a prayer. They learned their mistake for FF8 and finally became professional by FF9.  MGS on the other hand...  Blaustein had contact with Hideo or the team, was given MASSIVE amounts of documentation on the plot and characters and science, and I think was also given the game to play too. He still made a mistake with the dominant / recessive gene stuff, but generally it was an absolute example of a competent localization.

Sometimes even having the best localizers on board isn't enough

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-20 17:41:43 »
No.  It's made for use only with the English game. The source code is there for download if you can code.

There's thousands of errors - grammatical through to translation - with the original game.

OK, apparently there is a bug in FF7 where the characters in cutscenes don't show up because of some issue with the party - perhaps PHS/New party field opcode breaking something.  So far, I haven't been able to replicate.

Any ideas?

Not even Reunion anymore...  this fix is universal with the dll :)  So I guess this doesn't belong here :P  But Reunion requires the DLL (not other way round).


I *think* I've just sorted the member priority to be based on menu order instead of what it is now (PHS initial selection dictates regardless of menu order).  This is a little more complicated than it seems, since Cloud in slot 2 should still take precedence as leader regardless of any other member's position. And if he isn't available, Tifa should, and if she isn't, then Cid should.  I have coded this and while I'm sure it could be more efficient... it won't be by much. I will test this next and see if it works as intended.

There's also a bug in the original game... the priority isn't even changed by the PHS unless certain switch operations to members are made.  This can lead to a lot of problems during cutscenes, where members not in the party will try to speak / have actions.

  Cloud: Byte = 0;
  Barrett: Byte = 1;
  Tifa: Byte = 2;
  Aerith: Byte = 3;
  Red: Byte = 4;
  Yuffie: Byte = 5;
  Cait: Byte = 6;
  Vincent: Byte = 7;
  Cid: Byte = 8;
  YCloud: Byte = 9;
  Sephiroth: Byte = 10;
  None: Byte = 255;
  DC0230 Party member order
  DC09E5 Party member priority}

Code: [Select]
Procedure SetMemberOrder; stdcall;
  CloudExists, YCloudExists, TifaExists, CidExists: Boolean;
  Member: Array[0..2] of Byte;
  Menu: Array [0..2] of Byte;
  i: LongInt;

CloudExists:= false;
YCloudExists:= false;
TifaExists:= false;
CidExists:= false;

for i:= 0 to 2 do
member[i]:= 254; // 255 is 'Empty', 0 is used by Cloud.
menu[i]:= PByte($DC0230 + i)^;

  if menu[i] = 0 then // Cloud
    CloudExists:= True
    if menu[i] = 9 then // YCloud
      YCloudExists:= True
    if menu[i] = 2 then // Tifa
      TifaExists:= True
      if menu[i] = 8 then //Cid
      CidExists:= True;

if CloudExists then
  Member[0]:= 0
  if YCloudExists then
    Member[0]:= 9
    if TifaExists then
      Member[0]:= 2
      if CidExists then
        Member[0]:= 8
        Member[0]:= Menu[0];

for i:= 0 to 2 do
  if Menu[i] <> Member[0] then
    if Member[1] = 254 then
      Member[1]:= Menu[i]
      Member[2]:= Menu[i];

for i:= 0 to 2 do
WByte($DC09E5 + i, Member[i]);


Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-09-20 05:10:23 »
Is there a particular reason people want to make the game artificially harder (more damage in, less damage out, etc.) instead of simply placing a limitation on themselves like not leveling, no magic, no junctions, etc.?

You can't add things like less time to leave the reactor, added countdowns in other areas, or altered mechanics by doing that.  A difficulty mod is more than just HP or attack damage.  It's a total overhaul.  For example, in my mod Weapon, the submarine minigame has had 5 unique levels of difficulty added (in the hardest level, a bomb or missile strike is true to life, and you instantly lose) and the traps in the Ancient Forest cause a game over.

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-20 04:34:42 »
you've used poor formatting that ts doesn't understand.  bugin1a probably ends with a {NEW} in one of the entries without text after it. 

Md8_5 line 1 has an unknown var... like {CLOUUD} instead of {CLOUD} and so on.

Count the lines.  It's telling you which line the error is on.

flac won't work.  It has to be wav.  And im not sure roses and wine / bass will support using ogg container with wav.

Yeah, I think the meta would have to just be in the container.

Ultimately, though, it's a waste of time.  FF7 audio is not a piece of classical music.  The difference between an uncompressed version and ogg at 192kbit/s (especially with this kind of audio)  is absolutely negligible. It's doubtful you'd notice a difference, and a blind test would surely confirm that. It's not just about "space"  - it's about whether you can hear a difference.  To hear a difference you'd have to be a. one of the very few people who have the potential to b. have great audio set up, especially good speakers c. in a good biological age range.  The older you are, the worse audio is going to be - especially the higher frequencies. And even then, the difference is going to be small and subjective.

So, that said, is it really worth it? 

If you think it is, there's still a problem.  Looping audio requires a LOOPSTART tag in the metadata... and I only support it for oggs.  So you;re stuffed either way, unless you want to start creating ogg files with a higher bitrate.

I used "butt naked" somewhere in localization (on train).  Turns out it's meant to be "buck naked".

But now it seems that both are fine... probably because so many made the mistake I did.  What would you go for, Covarr?

First to fall over when the atmosphere is less than perfect
Your sensibilities are shaken by the slightest defect.

Now, if I tell you that you suffer from delusions
You pay your analyst to reach the same conclusions.

General discussion / Re: FF7 redraw font texture
« on: 2017-09-16 09:48:17 »
I am way too busy to help with that.  And I think the main game font is in Menu.lgp NOT window.bin (for PC)

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-16 07:49:29 »
Usually means steam isnt installed right.  But instead, alter the actual paths in the ini file.  Use the paths.  Set them correctly without the " " .

General discussion / Re: FF7 redraw font texture
« on: 2017-09-16 07:40:53 »
window.bin requires manual hex editing to make it work after alterations

I've fixed up my new sound module to disable the original one entirely.  This meant fixing the "bug" that exists with original PC game, where crashes happen when the driver isn't selected in ff7config.  That's now completely redundant.  When Audio Enhancement is active, midi folder and sound folder and music folder can also be deleted from root\data with no ill effects. They aren't loaded. No initialization happens. It's always best to leave them in case, for some reason, there is an issue with my dll.

The bug exists because when sound isn't detected for whatever reason, the function still tries to initialize it and certain values are returned from a few functions that lead to something the engine can't deal with.

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