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Messages - vayneruel

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76
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2013-08-02 14:08:22 »
Well, wallmarket edited the Kernel.BIN file, so if you edited your save gamer with Black chocobo you don´t have a problem, i think you play FF7 in emulator and use a ISO or BIN image, its right?
More easy, say me the version of game you playing and i search his kernel and edited for you ;)

77
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2013-08-01 23:38:29 »
Yes criminal mind, use the Wallmarket program of this forum, open Kernel.bin, go to the inital data, character AI and delete de Sephiroth AI.When you use Sephiroth is fully controllably.
See my video, Sephiroth is playable ;)
https://www.youtube.com/watch?v=CZHWSKiFzeQ

78
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2013-08-01 16:43:14 »
Control Sephiroth in battle is very easy, simply use the WallMarket program and delete his AI.

79
FF7 Tools / Re: [1.6] Makou Reactor - a FF7 field editor
« on: 2013-07-31 17:56:27 »
This version is amazing, psx viewer fields model and animations, the new walkmesh show the fields models, great!I think this is the best version of makou reactor, a lot of thanks myst6re

80
Scripting and Reverse Engineering / Re: BCX/BSX viewer?
« on: 2013-07-31 17:50:18 »
Can makou reactor show a field model edited?I want edit field models like color or parts so i need a viewer can show me the changes in the model. Thanks Lost wing but this post not contain a viewer, contain data of BCX/BSX files.

81
Scripting and Reverse Engineering / BCX/BSX viewer?
« on: 2013-07-31 15:53:31 »
Hi all, i search a viewer for BCX and BSX files (psx). Im readed in old post a  Micky´s tool for Python but i don´t found this, anyone can help me? Thanks.

82
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2013-07-31 15:50:11 »
You says the mod is easy, only replaced the lzs files so, the new lzs files is samller than the original? Or its is bigger?

83
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2013-07-30 23:57:11 »
This amazing Jeet, congratulations, if you can, upload a video ;D

84
For write the new size of the BSX files you must update the FIELD.BIN,  contains size and LBA of .DAT,.MIM and .BSX files.
I think its possible add a new bone of battle model but its very hard, and the new problem is the bigger size of modified model than original, i dont know what file contains the LBA and size of character battle models, the enemy models LBA has in the BATTLE.X file.

85
Congratulations Jeet, you say have problems with the size of model, you talk about BCX file?

86
Graphical / Re: Swap Field models PSX problem
« on: 2013-07-17 11:26:16 »
Exactly, not exist a Sephiroth BCX file, his model is contain in a BSX file, so you have a located the model into BSX and change for the Cloud BCX.

87
Graphical / Re: Swap Field models PSX problem
« on: 2013-07-16 22:36:52 »
The BSX file contains a model of a field and BCX contains a world map model, if you want change Cloud for Sephiroth you replaced the model of Cloud contains in all BSX files

88
Gameplay / Re: The colors of enemies
« on: 2013-07-04 14:09:42 »
Thanks Sergmov  ;)

89
Battles are in modules, start battle, when select this go to long and write the id of combat you desire. To see the combat id use the proud clod in scene magnement , pay attention because the number id in proud clod is a hexadecimal number but the makou reactor use a decimal, so you must change the hex to decimal.
For example combat 01DF(hex)=479(dec)
you write in makou number 479
Sorry for my bad english

90
Use makou reactor program to edit the fields

91
Do you replace Zemzelett fot Barret? Replace the lzs file? If you replace the lzs file, this file contains all animation of the model, in your case Barret. I replaced the Cloud model and discovered ID animations thanks to Proud Clod:
17= Magic animation (only work with magic materia)
14= Attack animation
15= Slash anmation
16= double slash (don´t work very well)
18=double slash (don´t work well)
1B= Deathblow animation
1C= Flash anmation
1D= Magic animation (this work with all attacks)
1E= E. skill animation
1F= Summon animation
Also i use the original Sephiroth model like in this video (https://www.youtube.com/watch?v=XejdKyYo4Qg) but the Masamune model not appears, why? Is possible repair this?  thanks

92
Troubleshooting / Whitechoco for other versions
« on: 2013-03-03 23:23:39 »
Hi all, i tried to open the shopmenu of PAL spanish  version but it display this warning:"invalid file size and signature".
My question is: whitechoco can open shopmenu of other versions?Thanks

93
Gameplay / Re: The colors of enemies
« on: 2013-03-02 18:41:50 »
Thanks, you´re continue working in your mod Lost Wing?

94
Gameplay / Re: The colors of enemies
« on: 2013-02-27 22:41:03 »
Thanks, you're doing a great job, please continue with the models  ;)

95
Gameplay / The colors of enemies
« on: 2013-02-25 17:37:46 »
Hi everyone, thanks to the Lazy bastard info´s with models of PSX i can change the color of a complete model of enemie.
Enjoy the video:
https://www.youtube.com/watch?v=To-uVsCd7ws

96
You can found this scripts in modules "Display a menu"
Remove all materias is a number 15
Master materia is number 24. The function of this modules is eliminate all materias with same color in master level to change for Master materia(command, magic...)

97
Scripting and Reverse Engineering / Re: PSX model editing
« on: 2012-11-16 11:54:33 »
Jajaja Ruda soldier :o

98
a simple formula jejeje a lot of thanks

99
I have a question:how to calculate the distance between bone and bone?
How know the number of bytes have each bone?

100
Scripting and Reverse Engineering / Re: PSX model editing
« on: 2012-11-14 15:22:55 »
Aaamm , ok , ok  ;)
thanks

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