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Miscellaneous Forums => Graphical => Topic started by: Jeet on 2013-07-29 20:43:06

Title: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-07-29 20:43:06
***********************NEW VERSION********************
(http://img4.hostingpics.net/pics/136717sample.png) (http://www.hostingpics.net/viewer.php?id=136717sample.png)
*******************************************************
The mod have been fully updated, every glitches have been fixed, there is new playable characters and new features

This is the ultimate Sephiroth mod, with the real Sephiroth model in field(not cloud's skeleton and animation anymore)

Safer and Bizarro have now their owns dynamic camera

The installation is now a very simple, just patch your NTSC US iso with PPFomatic.

You must own the NTSC US version ( not working with other versions) , only for playstation and psp

Here is the new video and download links of the patch:

https://www.youtube.com/watch?v=q0utdzX_49U&feature=youtu.be

Direct link

http://www.mediafire.com/download/i11hkm2ndeeczi3/sephipatch.rar
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Mendelevium on 2013-07-30 01:44:50
Reminds me of this old Lord of the Rings game I played on the playstation 2. Once you beat the game, there was an alternative game mode that allowed you to play through a good number of the battles, but as the enemies instead. I remember destroying Gandalf with the Balrog, so much fun. Anyways.. This mod looks interesting enough on that premise alone.

When you said you had to figure out how to make the players disappear, it reminded me of the way summons worked in Final Fantasy X. Are you aiming for something like that?

Regardless, it is an interesting concept. Hope you have fun doing it :).
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: vayneruel on 2013-07-30 23:57:11
This amazing Jeet, congratulations, if you can, upload a video ;D
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: xLostWingx on 2013-07-31 00:18:00
I really like this.   A lot.  I'm glad you took the time to figure this out, and if you got this damn thing working on the PSP, that's just plain impressive.  You are planning on some type of release right?  Although...I'm not sure how that would even work.  Keep up the good work, and find a way to let others play this!
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-07-31 01:52:19
Thx  :)

@vayneruel : Yes i'll try to make a video when all the characters limits break will be done.

@LostWing: I will release this for psp and psx , for psx its simple, you only need one thing : CDmage ( or CDprog its better) , very easy to use , i used this when i knew nothing about hacking/modding.  You just have to open your FF7 ISO with CDprog,  and replace the original characters files with the " hacked" ones, the name of the files are "cloud.lzs  , tifa.lzs" etc so its very easy to do.It take 30 seconds.

For PSP you need a program who convert psx iso into psp games, called PSX2PSP , you just convert  the modified iso you did earlier; into a psp format and play it on psp, all the characters have been tested on psp and it work.

When i"ll finish the mod anyway i will upload all the modified characters  with a more detailled help to install this.

The characters will be : edit: see in first post

Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: xLostWingx on 2013-07-31 15:43:26
Quote
Vincent>Sephiroth ( im trying to find a way to modify his limit break, i  have bizzaro sephiroth and safer sephiroth working so it will be great if i find a way to put these two bosses model into vincent/sephiroth limits breaks)

I saw a video where this was done before (with Seph turning into Safer).  I will try to find it and see if it provides any clues.

Also, in my attempts to force Sephiroth to have Vincent's Limit Breaks, I never got him to actually transform.  Instead Seph would perform a little animation and then his stats would change according to which of Vincent's Limit Breaks I had tried to use (as indicated by changes in his max HP).

http://www.youtube.com/watch?feature=player_detailpage&v=7-mhj_RwH-w&t=35 (http://www.youtube.com/watch?feature=player_detailpage&v=7-mhj_RwH-w&t=34)
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: vayneruel 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?
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-08-01 08:19:15
It seem vincent's limit break make him transform only when you have vincent's model, so its probably something with his animation, i know for example if i  peferm an limits break without having a correct working animation the attack wont work, so its the same for vincent i suppose, in this case the only thing to do is put the casting magic animation of sephiroth in his limit break ( but if i remember vincent dont even have any animation when he transform so maybe its not an animation problem but a character id problem?)


For the size of the file  ,  yes the new modified characters are smallers, even big monster like diamond weapon is smaller, because enemies characters  have only one weapon , while cloud or any other playable character have more than 10 weapons, all their weapons skins take half of the size, for example reno and dayne files are 30 or 40ko while cloud is 68.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: criminal mind on 2013-08-01 11:46:40
@jeet : sir, I hope you will be able to release this mod of yours...I am willing to donate via PayPal just to make sephiroth controllable during in games :) thanks in advance and keep up the good work sir. You deserve to be respected just like sir sithlord and the others who have the knowledge on how to modify this great epic game.
PS: I hope when the mod finishes it can be playable through epsxe emulator like blackchocobo :)
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: criminal mind on 2013-08-01 11:59:26
@xlostwingx: sir, brilliant video...you gave me hope that someday I will be able to control sephiroth in battles ..I can't wait to see the release of these mods . More power to you and sir jeet.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: criminal mind on 2013-08-01 14:09:51
@xlostwingx: sir are you Lostwingx who is has this cool sephiroth limit breaks video at YouTube  http://youtu.be/86taLuvg5uc    ???when will you be releasing the controllable character sephiroth ? I mean I hope you can make it possible in the black chocobo editor :) it would be a treat...and oh yah nice background song for that video .may I know what are the title of the tracks???? ummm just in case sir, can I get ur email?i really want to have sephiroth as a controllable char in my psx emulator on android.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: nfitc1 on 2013-08-01 15:01:42
...like hojo did in his fight, make his minions disapear and transform himself into a bigger monster...

Hojo technically is three separate battles with no interruption between them (http://www.youtube.com/watch?v=uL7017hdubU). If you want to get rid of the other characters, take a look at Cait Sith's "Transform" limit action. It removes the other two characters while keeping them "alive" and you battle with a bigger Cait. You could give one of the characters an action that does that, but instead of a bigger version of themself you could replace it with a large enemy.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-08-01 16:09:49
NFITC1: Yes thats exactly what i want to do but the problem is i dont know the files where i can change the effect of the transform limit break.And with that way it will be possible to control the monster, unlike with vincent limit break.If i understand , for hojo fight he dont use something similar to cait sith? he just die and let the next fight begin? but there is a skill named " vanish" and " appear" in hojo'skills ( when you look at hojo with the hojo program :D ); so i was thinking these two skills could be helpful.


Criminal mind: playing with sephiroth is very easy but it cant be done with a save game editor like black chocobo you can do this with  gameshark using the "ultimate sephiroth code " and " control sephiroth code" with PEC.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: vayneruel on 2013-08-01 16:43:14
Control Sephiroth in battle is very easy, simply use the WallMarket program and delete his AI.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: criminal mind on 2013-08-01 22:29:24
Jeet: sir your was is impressive! I understand that I can't control sephiroth using BC...I tried Gshark codes but I really can't encode it using epsxe emu using my android tablet..I don't want to take risk and use pec via pc coz my anti virus detects malware when u download the pec...anyhow, when will you be releasing your program sir? the fact that it offers playable boss characters makes it exciting playing ff7 from the start until the end. Thanks in advance

vayneruel: is the program still in the database of our forum? Sir, you are saying that it is possible to control Seph with wallmarket? I mean I will be able to use it with my save game data altered by BC?thanks sir
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: vayneruel 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
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: criminal mind on 2013-08-02 01:37:24
@vayneruel: superb and awesome video sir! like x 1million! umm i just have a problem that i have forget to tell you sir...coz i am playing ff7 via epsxe android tablet...ummm i am playing my save game altered via blackchocobo using my pc so yeah... i edited sephiroth have him in my party and transferred the save file unto my android...is it still possible if i alter the AI in my pc folder and save it there and thereafter transfer the altered save unto my android tablet despite the fact that the ff7 game in my android hasnt been altered by wallmarket?????? thanks for the reply sir.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: vayneruel 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 ;)
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-08-02 14:23:19
Im not sure but if you use this method , each time sephiroth will talk (in field) the game will crash, so there is two way to have him working without crash, the first is to modify the KERNEL like Vayneruel said, but after this you have to modify your game save with blackchocobo to have sephiroth instead of cloud ( for example) but ONLY in battle, i dont know if black chocobo can modify the character for battle only, because if they give you sephiroth in field and battle, your game will crash for sure. The second method to have him is the one i used to have sephiroth in game without crash:

-Download CDprog  or CDmage (CDprog is harder to find but really easiest to use)

-Open your ff7 iso with CDmage or CDprog

-GO into " battle6" folder, right click on "SEFIROS.LZS"(this is the battle model of sephiroth) >extract the  file

-Go to CLOUD.LZS ( or any other character you want to be sephiroth) right clik on it and select insert file>choose the SEFIROS.LZS file that you have just extracted and insert it.

-If you use CDprog that all you have to do, if you use CDmage you have to save your altered ff7 iso, and then use this iso to play>Cloud will be sephiroth in battle, its just a battle model swapping ( this method work only for playable character, if you want to swap Enemies characters with playable one game will crash,but it will work in my mod since i modified the files.)


My mod will be done in one week i think but the way to install it is the same as this. (for someone who never used this it maybe seem complicated compared to a simple PATCH , but in the end its very easy to do and fast, remplacing manually each characters files and unlike a gameshark code you only have to do it once , its permanent)

Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-08-05 19:13:58
So i finnally know how vincent's limit break are working, i know many ppl said even by deleting vincent's IA his limit break canot be controlled, there is a way to control vincent limit break and even modify the monster who he will be.

The LIBRE program is not the key, this program just modify the " effect" of the limit break, when i say effet i mean the boost stats for example, and the fact vincent because incontrollable, but the fact he disapear and transform into a monster is not modified by LIBRE, since its not in the same file , when vincent transform himself its an " animation" so its a value in his model battle : VINSENT.LZS , on the animation section,an animation called " AC 00" , 00 make him into gallean beast. 02 into death gigas ( or big gigas i dont remember the name) etc, to summarize , by copying vincent's limit break animation values in his battle file, and put it into any other character, i can have cloud transforming into chaos and control him.


Using this method i can have finnally what i was looking for, giving to sephiroth his own limit break, transforming him into a bizzaro's or safer sephiroth, and control him, its working, but now i need to find the values of the animation " transform " of cait sith who make everyone disapear ( like i said i canot transform into a big enemy like safer or bizzaro sephiroth if my two other characters are still in the battle, cait sith limit break can " erase them"), so i'll make a special limit break using the "transform " animation of caitsith combined with the "transform "animation of vincent If  im right the result will be just like ff10  summon system.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: vayneruel on 2013-08-05 20:41:17
Its possible you found this in Batini.X file, contains the HP up for Vincent´s limit and AI of these, but im dont know where are the animations.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Dark_Ansem on 2013-08-06 09:42:08
this is so good I can't even begin to describe!
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: criminal mind on 2013-08-06 13:30:46
@vayneruel and Jeet : sir i am very sorry for the late reply, i have been preoccupied lately with some paperworks at the office. as regards the control sephiroth issue...my cousin showed me a work-around to get him controlled during battles but i do not like his advice because its just temporary... he gave me this ISO gameshark version 5 and asked me to insert it in my FPSE emulator so as to input this PAL gameshark codes (enable and control sephiroth in the game)..so yeah the annoying thing is that ..i have to enable the cheat whenever i want to play sephiroth, otherwise... sephiroth will be uncontrollable. ummm i want sephiroth to be permanent in my save and game file without the use of this gameshark thing. i decided to try the kernel remedy and the cdprog remedy which you guys have advised me. thank you very much.

@vayneruel: sir, i am playing ff7 via FPSE emulator and the file is ISO. the game is a PAL version sir... i hope you can help me. thanks in advance.  :|

@jeet: sir, i will try your advise ...but right now i think i just want to wait for your "ff7 mod" because it is more interesting and worth playing sir.. i hope you will get to finish it in due time =) i am excited. the limit breaks of sephiroth is very promising... i cannot wait to have the program. i hope the program will be a freeware =)  i do hope that your mod game will also be playable via psx emulator sir =)  coz i am playing ff7 via android.... i dont want to play it via laptop coz its uncomfortable for me. :-(

THANKS IN ADVANCE. i will be updating myself by visiting our thread. CHEERS! :mrgreen:

edit: sir jeet.. i have tried looking for the programs ...no cdprog available....on the net...all are infected with virus.. if you have any link where i can download i hope you can share it =)    many thanks again. link of cdmage will be fine sir if you have one. also, will it not damage may original iso file (ex: disc 1 iso) if i will edit them using cdmage? anyway i have tried your procedure sir but when i got into the cloud file and right click it..there is no "insert file" function...mmm?

         sir vayneruel..i cant operate wallmarket..it always crashes... my os is windows vista : sony vaio.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: vayneruel on 2013-08-06 17:58:23
Dont worry criminal mind, i need the id of the game for example i use the spanish version and his id is SCES_00900, so you says me the id of your game to find the correct kernel.bin for your game.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: criminal mind on 2013-08-07 03:51:26
@vayneruel: sir here is the id of my PAL ff7 game SCES_208.67  =)
thanks in advance sir
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-08-07 04:02:16
To finallize my mod i"ll need a little help because im not finding this alone for now, someone know how to change the value of the size modifier of cait sith limit " transform"?  My goal is to combining vincent and cait sith limit break like i said earlier to transform the character into an enemy  monster and erase all members of the battle. Its working but i have a "big" problem, when i use the limit break, all allies disappear , then my character transform into bizzaro sephiroth (everything is fine for now) but after this the " transform" effect of cait sith is making my character bigger and bigger that i cant even see the battle anymore, if someone know where to change the value of the size modifier it will be great, for now im looking into a file in the magic folder named " gattai.bin" it mean "combine" in japanese so i think its this one, the problem is i dont know how the file is structured, i randomly change some values one by one but its only make the limit break crashing.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: criminal mind on 2013-08-07 05:55:11
@jeet: sir, i tried cdprog already and took your advice regarding the battle mode swap between playable characters and sephi file lz it works but the thing is the sephiroth sword is missing haha he is like engaging in battle with bare hands but yeah no crash between story lines. i am waiting for sir vayneruel regarding the kernel remedy and i will try it. anyway, i hope you finish your game mod i cannot wait  8-)
thanks in advance
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-08-07 06:20:03
hmm im pretty sure the sword is missing because sephiroth dont have many weapon model, try using the buster sword (or any  initial weapon of the character you swapped sephiroth with) and it will probably work :) (if the initial weapon is too weak try to make it stronger with black chocobo)


Ok for the mod i finally found the values to cancel the size modifier in the cait sith limit, now i can easily make sephiroth become any monster of the game, to summarize :

-Field models>done
-Portraits>done
-Battle models>done

Only the limit break are missing for all the character, when i will finish their animations the mod will be over, for sephiroth's limit break i will give him vincent limits break ( but this time the monster will be controllable) and i m not sure of the monsters i will give him, if anyone have any preference make me now:

I hesite give to sephiroth bizzaro and safer or diamond weapon and ultima weapon, i personally prefer the weapons but its not looking very logic to have sephiroth morphing into a diamond weapon instead of his natural "boss form" ( i ask this because i can only give him 2 forms, it will be too long to explain but thats it.)

Rufus will have a transform limit break too, just like vincents, since he dont have many animations in battle i prefer give to him a morphing limit break but unlike sephiroth he will morph into a standard monster like chaos, gallean beast, and even hojo life form.

The others characters will have standard limits break, and i hesitate too about the leader of the party , i wanted to have rufus remplacing cloud in the first time but im not sure everyone will like rufus since he dont have many animations in battle, so i wanted to make dayne the leader ,if people  have any preference make me know(i cant make sephiroth the leader due to his skeleton), while the mod is still not finished.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: criminal mind on 2013-08-07 08:35:01
@jeet: oh man! thats gonna be awesome!! but wait in my opinion ..sephiroth should have his limit break as bizarro or safer..well to make it realistic =) just my suggestion but yeah its still up to you sir..oh man your mod is so awesome i lost interest in playing sephiroth haha hit me up with the latest update sir.
oh and regarding my problem...i will try your advice sir..but then id like to try the kernel bin delete method sir vayneruel was telling me but i cant even open the wallmarket program for some reasons i dunno...
anyway goodluck to the mod and update us all =)
i almost forgot... can you not put in your mod the maximum critical damage that limit breaks can make like exceeding 99999? that would be so cool !

edit: i managed to make the sword of sephi appear by just following your advice..but how do i change the photo avatar in the menu section so as to make it legit that its sephiroth im using =)   
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Leander HolyJC on 2013-08-07 19:35:54
Could replace the sephiroth on the battlefield and edit the photo menu and kernel.bin using the program cdprog. I wonder if it is possible to replace the cloud field using the same program?
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-08-07 19:48:57
criminal mind> I think you didnt understand what i mean,  you just have to equip the character you modified with the very first weapon of the game, and sephiroth sword will appear ( it maybe work with other weapons after the first one but not with the last ones, unlessl you edit the kernel to change the model of each weapon ), for example, if you swaped cloud with sephiroth battle model, equip sephiroth with buster sword in the equip menu, but if you equip him with ultima weapon(for example or ragnarok) you wont see sephiroth's weapon, because sephiroth dont have "slot" in his model for such weapons, but i will correct this in my mod ofc. For the limit 9999 damage i wont touch it, since its a graphical mode i change only characters graphics and animations, i dont want to modify the gameplay (even if i wanted to make the game more difficult i finally let this choice to the player by installing himself additional mods) but its highly recommanded to not modify the " kernel" i will upload, since it containt modified weapons specially for hacked characters, most of them will crash the game without these weapons.


Leander HolyJC> Yes you can replace cloud field with any other field models and it will work, but if the character have more " bones" than cloud, you'ill have some bug in his animation, thats why i will replace cloud's model with rufus or dayne, since they have exactly the same number of bones than him. When you open the game with CDprog you can see only the playable characters field models,  (cloud.BCX , tifa.BCX etc) but if you want to replace the model with an NPC like reno, rude, elena etc, it will be more complicated, you have to "grab" their data into a BSX files and make your own custom BCX model, it take a lot of times.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: criminal mind on 2013-08-07 20:03:20
@jeet: roger that sir! =) just one problem though..is it possible to change the photo avatar of the character where i inserted sephiroth's file??? i mean in the menu section of my party..is it possible to change the avatar into sephiroth like the one that appears in the blackchocobo menu? oh aryt aryt i understand sir if you opt not to deal with the gameplay itself. oh man when will be the release i cannot wait anymore. i just hope that it will be playable via emulator. umm one more question about your mod sir...ummm does this mean you can start playing new game by using the new characters like rufus or sephiroth?????? 8) i mean ...no game crash or something...coz as far as i remember i was told that there will always be game crashes once you alter the characters that shouldnt be in the game in the first place...anyway goodluck again and thanks in advance!
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-08-07 20:50:49
If only buster sword ( or any first weapon ) work on sephiroth battle model, then you can make sephiroth stats stronger with blackchocbo if you think playing all game with buster sword is difficult( or like i said just changing the weapon attribut and model with wallmarket).

To change the portrait its the same way that battle model,  but this time not in battle6 folder, go in " menu" folder when you open the iso with cdprog, exctract the PCEFI.TIM ( sephiroth's portrait) , then right click on the character you modifier (CLOUD.TIM for example) and press " insert files" , and ofc insert the PCEFI.TIM here, your portrait will be changed.

Its better to restart a new game with my mod since like i said if a modified character wear a standard weapon that you equipped game will crash in battle. But if i have time i will allow even hcked character to wear normal weapon, i'll check this in the very end. Anyway i'v done the most difficult, if everything gone well i think it will be finished in 3 days. I lose many time working on the cait sith and vincent transform limit break, but it was worth it i think summoning monsters and controll them will be a nice new feature in ff7 
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: criminal mind on 2013-08-07 21:04:43
@jeet: wow the first beta release!!! let's make the title of the mod sir! "ff7: rebirth" ????   8-) or something that is catchy and cool. i can't wait for the control summon option that will be so cool man update me soon =) 
many thanks! cheers!!!

edit: sir is it also possible to replace cloud with sephiroth during the gameplay such as when roaming around in the field either on world map or while within towns? :mrgreen:
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: vayneruel on 2013-08-09 09:46:16
Sorry criminal mind but i cant found your version of the game so extract the kernel.bin of your game and upload for me. This file is in folder INIT, use cdprog o CDmage for extract.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Rundas on 2013-08-09 16:26:38
Criminal mind, it is possible but you would have to manually edit and rig many animations and that would be a pain in the ass.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: criminal mind on 2013-08-10 01:15:36
@vayneruel: okay sir  8) wait i will upload it once i get home from work..im using mobile rightn now. thanks again   :wink:

@clevernamehere: oh i see..aryt sir that would totally be out of my league  :-D thanks
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-08-14 19:03:31
I'v met some problems with battles models, many freezes  in game, but i fixed all of them , from now the game dont crash anymore and work well, but it took me some time so the mod will be released in 1 week i think ,now im on the field models and i have another problem, rufus, rude and dyne are ok, but reno elena and sephiroth are not working because the number of bones are not the same than the original, im trying to fix this, if i cant, these 3 models wont have field model , so it mean elena will be tifa in field etc, ( but the battle model will still working ofc, i think thats the more important) , so now  the characters will be :

-Cloud>rufus ( field and battle ok)
-barret>dayne ( field and battle ok)
-rude>cid (field and battle ok)
-red13>dark nation ( battle ok)
-aerith> unchanged
-tifa>elena ( battle ok , field not working yet)
-reno>yuffie ( battle ok , field not working yet)
-vincent>sephiroth ( battle ok, field not working yet)
-cait>palmer ( not tested yet)


Limits break:

Most of the characters will have standard limits break ( not 4 because they lack of animations ) , exept rufus and sephiroth who will have " summon" and " transform" limit break, rufus will summon some shinra mecha like the boss scorpion, while sephiroth will transform into safer sephiroth, with the possibility of using super nova, ( the japanese version ofc, the shorter, not the big one) , these two type of limits breaks will , ofc, erase all the party members for the fight and give stats to the " monster", i'v tested it, and both are working, if i have time i' ll make a video of this.

The only "freeze" that cant be fixed is the fact that any hacked character CANNOT equip an initial weapon , like buster sword or leather glove, or the game will crash, but i get rid of this by changing all initial weapons model to another, in the kernel, so everything is working now in battle. So i will upload the modified kernel with the mod too ( or the game will never work).

Here is the last tests from the psp version, meaning they are all working with no freezes, since PSP is more sensitive to modding and any error lead to a crash, the screen shots are from my psp so the size is small :


Sephiroth morphing limit break into safer:

(http://imageshack.us/a/img16/8441/px72.png)

(http://imageshack.us/a/img21/1944/yhhb.png)

Rufus summoning system limit break, with a special camera made for large monsters ( there is 4 mechas to summon, for 4 limits break)


(http://imageshack.us/a/img42/1420/e6nt.png)

(http://imageshack.us/a/img17/6100/d8zy.png)

(http://imageshack.us/a/img33/6673/t80g.png)

(http://imageshack.us/a/img138/2899/xjf.png)



Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Dark_Ansem on 2013-08-16 11:38:34
I'm extremely impressed!
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: ff7rules on 2013-08-16 15:30:53
WOW..... HOW THE HELL!!!! I tried doing this years ago and failed i managed to swap out tifa and cloud but ran into problems with crashes and animations going mental colour me impressed sir. Now here's a challenge for you bud can you make cloud and co the enemies thats another thing i failed at because i ran into size issues on the psx. I must know how you managed this because I thought it was impossible.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-08-16 21:26:31
The playable characters and ennemies have not the same "offsets" the relative offset for the standing animation is the first one : 190, for an enemy its another values ( always the same for all enemies btw) if you want to play an enemy you have to change all the offsets of the animations scripts and then swap the modified enemy with any playable character,and you have to re write all his animations script to fit with the news ones, for the summoning system i made, i swaped vincent's monsters (chaos , death gigas etc) into a modified monster, he have a total of 6 monsters, because when vincent equip a rifle or a shotgun its like another model, and can be used for his limit break transformation. Note that every boss i summoned here CANNOT be played if you swap them with a standard characters, there are too large and make game crash, thats why i created a new limit break, who "erase" all the allies (cait sith transform limit break) and then transform into any of vincent's modified monster,  the fact thats vincent morph into a monster is not an effect, its an animation contained in his animation script, the effect"transform into a monster and caster lose control" only make the IA control it, so it must not be enabled , if you want to control it.

 For fighting cloud and his mates, i suppose by changing the players offset to the same of enemies units, you could fight vs cloud etc, thats what i wanted to do in the first time, since in the mod i remplaced dyne with barret, rufus with cloud, i wanted to have clad as an enemy in the rufus fight, and barret instead of dayne in the prison corel fight, but i have a lot of things to do and i dont know if i will have time to do this , changing a character ally/enemy is quite long ( specially for animations).

I suppose when you talk about crash and color glitch its about tifa/cloud field model swapping? because inbattle its shouldnt be hard to just swap them, for the field model  tifa and cloud are not compatible, its seem if a character have not the same numbers of bones, his " special" animations contained in the BSX will be glitchy, but game will still runing, but, if they dont have the same number of parts, the game will crash, for now the only solution about this is to change every BSX files and re write tifa model section, thats why i canceled my first intention to make sephiroth the main character, and swaped him with rufus, who have the same number of bones and parts than cloud, so game is running without problems.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Rundas on 2013-08-16 22:23:23
Just one problem, Dyne isn't part of Shinra. Quite the opposite actually.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-08-16 23:29:08
Yes i know thats why i hesitate about him, but he is really a cool character and i like him too much so thats more a personal choice to put him into this mod :)
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Lazy Bastard on 2013-08-17 19:17:34
Glad I could help :)

Amazing work, man.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-08-27 10:19:55
The mod is over, i uploaded a video showing the characters in battle and field, im doing some final test and upload it today probably, the link of the video and description is in the first page.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: genesis063 on 2013-08-27 20:26:40
Nice work did you take a look at my attempt at giving Sephiroth Limits?  If so you could use some of mine and tweak them if you like.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: criminal mind on 2013-08-28 14:34:47
Sir Jeet: oh my GOD!!!!! this is too good to be real sir!!!! this is by far the most extensive mod I have ever seen in the history of FF7!!!! I will advertise your YouTube link !!! I bet it will garner 5million hits on YouTube !!!:) oh please upload the mod sir and its tutorial :)
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-08-28 17:12:41
Thx :)  it took long time but its finnaly, done, i wont upload i right now finally for one reason , im working on a very last thing about the main character, to improvise the mod, once im done, i will upload (probably this night ) or tomorow, it wont take long anymore
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: criminal mind on 2013-08-28 22:29:24
Oh great  ;)
take your time sir , I will wait even if it takes forever  ;D
I am really exctd especially that I will be able to use sephi in the field oooh boy that will be soo much fun!!!
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: criminal mind on 2013-08-28 22:30:45
Oh great  ;)
take your time sir , I will wait even if it takes forever  ;D
I am really exctd especially that I will be able to use sephi in the field oooh boy that will be soo much fun!!!   8)
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: vayneruel on 2013-08-29 10:44:15
WOW i dont belive this, it´s incredible , magnificient work Jeet.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-08-30 17:48:19
Thx, the mod is OVER, download link  in the first post, have fun. Make me know if there is any bug/freezes that i didnt fixed. (i'v tested it but not the entire game )
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-09-02 19:59:06
I UPDATED the mod, for those who already tested it you probably noticed sephiroth was smaller than the original ( with a different outfit) and dayne have no gunarm, Elena in battle had problem with cameras while casting magic and red13 didnt have a field model, i fixed all these problems ,  check the first post with the update description and the new download link.

EDIT: i added the mini game with the daulphin at junon, it seem it was buggy with sephiroth as the main character, i fixed the problem, now the file containing the mini game have to be downloaded and installed too.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: criminal mind on 2013-09-03 05:46:50
@SIR JEET: sir!!! thankyou very very much you made my dream come true..actually it is more than what i want!! i have tested the intro part and i was impressed..umm i think dayne character field is awesome with or without the gun arm..what is important is the game battle itself =) and with regard sephiroth's field model..i think its awesome whether it is the small or normal size..it does not matter for me.. =) anyway sir, i have just notice that in the first part where sephiroth (cloud) introduces himself his menu photo does not appear...the one that appears is cloud's photo... the same is true with dayne (barret)..where the menu photo that appears is that of barret not dayne...ummm did i make a mistake or some error in the insertion of files or it was just a lapse on the mod itself? umm if that is the case, its alright sir... =) its not necessary ..but it would just be more realistic if the intro part will automatically appear that it is sephiroth that is the character in the menu photo during the introductory part.
in either case sir!! good job!!!!!!!!!!!!! =) please keep me updated for more modifications sir!!!! i am really impressed !!!!!!!

EDIT:   i am really at awe, i have tried the limit break of sephiroth "life form" its so awesome i stuck up for like 1 minute lol!!! i was fighting with the scorpion bot at the first boss battle when sephiroth transformed into his "life form" with 600 plus life base hehe the scorpion was no match hahahahahaahah great job sir!!!!
oh yeah i noticed that Dayne's field character as regards his gun arm is not at par with his character model during game battle umm the character model's gun arm during in game battle is on his left arm..while the field model gun arm is on his right ...ummm again its not a major issue...its a minor issue that should not even be dealt with =) thanks again sir..keep us updated with any crashes or conflicts =) my siblings are also impressed with your mod sir.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-09-03 11:50:10
Thx :)

To answer all ur questions :

Yes, when you change a character's name the portrait is not displayed  ( the name too) , i dunno how to fix this, but its normal.

For Dayne i did this on purpose, since barret ( dayne) use a lot his right arm to shoot people ( on field) i prefered put the gun on the right arm to look more realistic in field

My first intention was to make bizzarro sephiroth as a first limit break , but due to a important color bug with this one( i never understand how to fix it), i just deleted it from my mod, and i replaced him with lifeform hojo, since they are both blood related that could make sense for a transformation.

And for sephiroth field, the problem was not only the size or the torso but i failed in the bone size proportions ( the left arm and the neck was smaller than the original) but everything is fixed with the news models.

For now the only bug i had was in junon with the daulphin, i hope it will be the only one, anyway everything can be fixed so make me know if something not working.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Velias on 2013-09-04 18:06:17
This is a great mod Jeet! I have a short list of bugs/glitches to report though.

1 ~ In some scenes, Sephiroth reverts back to Cloud. The first time on the train where you have to speak with Jesse, Cloud's head appears instead of Sephiroth's (This was before you updated the mod so I don't know if it is still the same). Or like the one at the end of disc one (which I am unable to continue) where Sephiroth is about to kill Aeris, he changes back into Cloud.

2 ~ Since you've updated the mod, I don't have to report the error with Elena. But did you mean to disable the other limit break slots for those characters that can only use 1 limit per level? Normally Vincent only have 1 limit per level but everyone else have 2 limits per level. Is there a way to change this in your mod so that characters like Dyne, Reno, Dark Nation, etc have a build like that or would it cause a problem?

3 ~ Lastly, I've converted the game from psx to psp and I'm at the end of disc one. Just as the movie scene plays when Aeris dies, the game freezes. Though I'm not really sure if this is the mod's problem or if something went wrong when converting the game from psx to psp, I can't get past that part of the game.

Other than that, the game runs quite well. I look forward to the next update!
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-09-04 20:39:42
Thx

1/This is normal, certains models ( like when cloud hold his buster sword in field) are not contained in the BCX file, but in another files, i didnt modified theses one because the time to hack them would be very longer , and longer for you to install it too.

2/In my mod, all characters are like vincent ( 1 limit break per level, even if you gain your second, you cant use it) i limited the limit break because these hacked characters CANNOT use limits break lile " omnisladh , all creation " etc, or game will have freeze/bug ( only sephiroth have 2 limits break per levels)

3/Its problably the mod, i need to modify this scene and i will upload it soon, the freeze is before the cutscene or after aerith death? 

EDIT : the cutscene when aerith die now work,  check details in my first post with new download link
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Velias on 2013-09-05 00:00:19
Oh okay, no problem.

I don't think I worded the part about limits right but I think I know the answer now so no problem. But are you saying that the limit breaks you must find have nothing in it's place (aside from Diamond) or did you mean that they just can't use the original animations for something like Cosmo Memory? I figured that they won't be able to use the original animations for those limits.

Sorry for the late reply. Yes, I mean to say that just before the cutscene shows, the game freezes but the sound was still playing.

Thanks for the update! I'll patch it all right now and will let you know if I find any other bugs/glitches. Keep up the great work!
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-09-05 02:52:41
I uploaded ( again) a new version, it seem my new battle model of dark nation make freeze the psp( not the psx) if he used his first or second weapon in fight, now its fixed .

Velias>For the limits break, to summarize, if i use cosmos memory with an hacked character, the magic effect will appear, but the character will be deformed for all the fight  ( dunno why, i never could fix this) so i managed to find some enemy spells or limits break who could work without bugs, and they are all in the mod, so i cant do better , all the rest is not working.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Velias on 2013-09-05 22:32:50
Ah, I understand now. I have just a couple bugs to report this time around.

1 ~ When using Dyne's L2 limit on more than 3 enemies at once, the graphics get distorted. After the battle is over, it still looks weird as the menu or anything with text is all screwy.

2 ~ After climbing to the top of the mountain at the beginning of disc 2(after killing the 2 headed dragon). the game glitches much like it did with Aeris' death scene. I'm not able to see the cutscene or go down the mountain at this point.

I suppose I would have posted it earlier had I not been grinding my characters and getting a few Dragon Amulets.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-09-06 02:29:24
Thx  , your posts are helpful for me since i dont have much free time to test the mod.

Dyne limits break problem should be fixed, now his limits make more damage but hit only one target ( the original spell i used for dayne limits break is not supposed to hit more than one target, thats was the reason)

I fixed the cutscene problem on the disc 2  now its working, new download link at first post
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Velias on 2013-09-06 04:07:32
No problem, I'm glad to help.

Cool, I'll be updating everything and testing it out very soon. I'l be sure to update you if I catch anything else! As always, keep up the good work good sir!

Edit: Trying to obtain Beta from Midgar Zolom is hard. When I fight him, he tends to knock one person away. But just before he can, the game crashes.

Edit2: I just noticed that Chocobro can gain a limit but there isn't a special attack, it just does the same thing.

Also, when Elena(Tifa) is trying to help Cloud(Sephiroth) remember his past by going into Nibelheim, I get the same problem as I did before when the colors are distorted. I can continue from there until I reach the part when I have to look inside Tifa's(Elena's) room. The game freezes just before I can look inside and the text is messed up throughout that whole thing.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-09-07 18:56:38
I dont know the problem with the midgar zolom, so i just make it possible to  manipulate him and use beta on the team, i fixed the bug on the cut scenes, and some sound problems with rude and dyne weapons, for palmer limit break, it summon a chocobo and let you control him in battle, the chocobo is supposed to have +100% stats , at the limit 2, he'll have +200% stats, i didnt tested it yet but thats what it supposed to do.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Velias on 2013-09-07 19:35:24
Okay I'll check it out a little later. As far as Palmer goes, I know he summons the chocobo but the chocobo itself can get a limit break. Are you saying that once Chocobro uses it's limit, it gets an additional +100% for all stats?

Edit: Just noticed that Yuffie's ultimate weapon, Conformer, isn't usable during battle. It will crash the game. I've yet to check out the other ultimate weapons.

After Cid's rocket hits meteor, the game freezes but you can still hear the noises.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-09-09 02:35:05
Ok both problems are fixed , i didnt tested reno's weapon but technically it should work now

For palmer, when you use the limit break and summon the chocobo, it will give 100% stats , i dont know if the effect can be stacked by using a second time the limit break in the same fight, but the maximum is 200% anyway.

EDIT: i fixed the parachut midgar cutscene too
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Velias on 2013-09-09 16:40:55
I'm updating it right now. Once again, I have some more bugs to report.

1 ~ Dyne learned Waterkick on level 4 limit (I laughed so hard on this one considering his leg is injured) but can't learn Catastrophe

2 ~ Sephiroth getting off of a chocobo is a little glitchy as his body goes all over the place before landing correctly(at one point it froze the game but that hasn't happened since then).

3(maybe) ~ Not sure if this is a bug. Did you purposely change Contain materia to use different animations?
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-09-09 18:45:09
1/ edit: ok so i tested everything and it seem all characters limits break 4 is working when learning it from the item, only dyne dont work, after many test there is no way he can learn the limit 4 with the catastrophe item, there is no reason for that, and this make me mad, since he is the only character with this problem i just give his catastrophe limit break at lvl 3, to summarize, when you 'll use the limit break lvl 3 you will use catastrophe ( L4) , thats the only way, but now to gain his lvl 3 limit break it will require 300 kills instead of 250, and the catastrophe item is now unusable (since he is useless), so the problem is solved.

2/ i used the chocobo for avoid midgar zolom fight in cd1 and i had no problem, this problem occur all time? or only with certain type of chocobo? ( i had this problem with elena world map model thats why i finally didnt put her in the mod, but it seem sephiroth  and rufus model was ok in world map) , anyway there is nothing i can do for this, if its really annoying for you , the only way would be to restore the original cloud's worldmap model ( WM0.BSZ)

3/ its not a bug i did this on purpose, since there is dyne, a limit break including diamond weapon and ruby weapon, i made the contain materia using these characters spell animations

Freeze is coktail molotov
break is s-mines
tornado is ruby ray
flare is diamond flash

These spells are strongers too so care when a behemoth use " flare" (diamond flash) this will hurt a lot


I will upload dayne's new limits break with the last upload of the mod, since the game is soon 100% tested.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Velias on 2013-09-10 01:54:08
1 ~Okay so L4 will replace Waterkick?

2 ~ No it's not annoying but a little weird since he doesn't get off right. I just make sure not to get off when I'm very close to towns or by mountains.

3 ~ Oh okay cool. I haven't mastered Contain yet but it's nice to see new skills. I'm going to make sure I run from Behemoth when I raid Midgar, lol!
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2013-09-11 05:08:46
The mod is 100% tested now and everything is fixed, new download link in first post , i dont think there will be new updates since this version is supposed to be working without freezes/bug.


Velias> yes L4 will be the lvl 3 limit break for dyne, no more waterkick ( dunno why they appear in dyne limits btw, probably a missclik from me), and yes, better run vs behemoth in midgar since his flare will one shot all your team if your not high lvl ;)
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Velias on 2013-09-13 03:30:05
Great job! I was just about to say it would take me a while before finally finishing the game (wanted to try killing all WEAPON first) but I guess everything is fine now.

Okay that's cool. Sephiroth's L3 limit was too strong for Behemoth so it was no problem fighting him lol.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: gledson999 on 2013-10-14 01:35:19
Great job! I was just about to say it would take me a while before finally finishing the game (wanted to try killing all WEAPON first) but I guess everything is fine now.

Okay that's cool. Sephiroth's L3 limit was too strong for Behemoth so it was no problem fighting him lol.

How i do for change cloud for sephiroth


Ex: Cloud are Sephiroth and Sephiroth become Cloud

Enemy become friend?
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Xuphiroth on 2014-01-12 13:26:48
Hello, I just downloaded this cool mod but I've got a problem, it work fine until the 2 second bomber mission and just after the 2nd boss fight "Guard Robot" the screen got frozen when the cinematic was about to start, anyone can help me ?
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Zara8 on 2014-01-15 23:31:33
Hey staff

when i used this mod on my ff7 game, it showed alot of graphic glitches on it

the big door in sector 6 had alot of graphic glitches on it as well

so is there anyway to fix this problem

thanks
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Zara8 on 2014-01-18 19:17:50
Hey staff

when i use this sephiroth mod when FMV are playing

it goes to huge grapic glitches alot

so can a staff member put this mod in the recycle bin please

because this mod is 100% broken beyond repair since the mod owner of this mod is no longer online to fix it

thanks
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Bosola on 2014-01-21 08:56:58
No. Just because it's unfinished and hasn't been updated in a few months doesn't make it 'dead'. Projects like this are extremely time consuming, and done alone can take _years_.

Double check that you installed everything, and if it still doesn't work provide a *clear* description of your problem (screenshots are valuable), then wait. And don't double post. Developers have their own lives and other projects; don't badger people to respond just because you'd like daily updates.

Also: don't double post, and don't use the report post functionality just to get urgent attention from mods. If you want staff attention a PM will suffice.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2014-01-31 08:46:32
Hi, if you have glitches before/while a cut scene, it mean you didnt installed every files, the mod have been tested by many players and myself i finished the game without any glitches, there is many files to install so take ur time to do it, maybe u forgot one.

Or second possibilty, you downloaded the mod from the mod list in the site, which is  the old one ( glitchy) , the good one is on the link in the first page of this topic.

Note that this is for US version of ff7 PSX.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: dante66 on 2014-02-13 22:07:35
Getting issues with this when trying to use Vincent on Disc 3 for the PSP US version. I don't know why, I've checked the files twice and very carefully done it, but every time I have Vincent in my party on D3 the game freezes. Seems to work fine on other discs (can't check d1 properly, haven't got a save file on it)

edit: tried it on the epsxe version. The battle loads but it's just one of the regular party members and a giant Diamond Weapon, which I assume is meant to be Vincent/Rude with Sephiroth in the model. It's just frozen, as it's on berserk (think I have the fury ring equipped) so I assume he's locked up.

Weird. Gonna have another go trying to convert the third disc. There must be something I'm missing here.

There's nothing more terrifying than a Weapon appearing in a battle when you least expect it though, especially when it's batting for your side.

edit: I appear to have fixed the issue, or one of them anyway. The problem seems to be Vincent/Cid's weapons. Vincent has all of Cid's weapons other than the Quicksilver (of which both Vincent and Cid can equip) and vice versa. My Vincent had Death Penalty equipped, which was freezing/crashing the game. As soon as I unequipped DP, it disappeared from Vincent's equipment and into Cid's. The Quicksilver is still there though for some reason but it doesn't have any issue.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2014-02-14 17:17:25
Ok, to summarize, Vincent's shotguns and rifles use two differents models that Vincent with a regular gun.

Since vincent is replaced by Rude in my mod, these two models become useless, i replaced them with Sephiroth's transformations.

So this is weird that you could use death penality, since i disabled it from my mod, Vincent ( Rude) use tifa's weapon ( or cid's i don't remember,anyway you don't see Rude's weapon in battle since his original enemy model don't have one)

I don't understand how u ended with Rude equipped with the death penality, maybe you used an editor or I forgot to disable this weapon.


PS: since I did this mod long time ago,I don't remember if i disabled death penality or just modified its model to match with the regular gun model.

In any cases:

1/check that you correctly replaced my kernel file for your CD3

2/if i really disabled death penality and you got it with an editor, then you must delete it and use regulars weapon in the game.

3/if you didn't used any editor and you correctly installed the kernel file in the CD3 , then i probably made a mistake and forgot to modify the weapon in the kernel, make me know if it is the case, thx.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Hitachis on 2014-02-14 22:06:22
Hey Jeet

after i beat airbuster today using your all stars mod

this glitch happen to me today

(http://i59.tinypic.com/333cwwg.png)

I uploaded all of the files the right way

and i downloaded your mod from this board

so i do not know what i did wrong

thanks for your help

take care
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2014-02-14 22:41:38
@Hitachi

After beating air buster a cut scene appear, getting this mean that you forgot to replace the modified file of this cutscene.

I think the name of the file containing this cutscene is " SOUTHMK2.BSX" try re install again this file and it should work ( this is for US version)

If you have another cut scene problem, verify you installed correctly all BSX files ( because they all working i finished the game with it)

@dante666

Another source of your problem is maybe that you didnt replaced Vincent with rude intentionally? To keep the real Vincent in your game? In that case like i said in the first page of the mod EVERY files must be replaced , if you want Vincent you will have many problems with weapons/limits breaks ( due to the kernel global file).
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Hitachis on 2014-02-14 23:28:19
Hey Jeet

I checked all of the files that i got in the all the stars mod

and this file is not in the all stars mod folder at all, SOUTHMK2.BSX

i checked all of the folders in the all stars mod folder

thanks

and take care
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2014-02-14 23:37:44
Your right, i didnt upload this file , it mean this cut scenes wasnt freezing the game, so its even more strange that you have a crash here.

The best solution would be to delete your actual iso, and start re installing everyfiles on a new "clean" one.

Are you playing on emulator? In that case, try another one. For the US version, I didnt tested the mod on others versions.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Hitachis on 2014-02-15 11:38:29
Hey Jeet

I tried this mod on the psxfin emulator as well

and the mod went to alot of glitches this time after the airbuster fight

do you think its because i am running this mod on windows 8 insted of windows 7

thanks

and take care
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Hitachis on 2014-02-15 20:15:36
Hey Jeet

I tried everything to fix up the non stop glitches on this mod

but i do not know how to stop these glitches from happening

any help would be greatfull to me

thanks

and take care
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2014-02-16 17:11:13
I answered you in PM, but by looking again your screenshot , it seem the cinematic playing on the background dont fit with the one appear just after air buster, so i supposed you swapped the wrong files,check my pm and follow the instructions, and it should work, ty.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Hitachis on 2014-02-17 08:50:31
Hey Jeet

I tried your mod on 2 different emulators

and i always get the same glitchy stuff on your mod

when i use your mod on a ps1 emulator

and i followed your instructions twice with no such luck on getting your mod to work

so what could be wrong then

thanks

and take care
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Covarr on 2014-02-24 15:58:24
Hitachis:

1. If people aren't answering, it's because they don't know the answer. Asking again won't help, and is annoying.
2. Please do not PM people unless they ask you to from now on. Especially do not PM someone a second time if they do not answer you.
3. The report button is for reporting posts that break the rules (http://forums.qhimm.com/index.php?topic=11440.0). It is not for reporting mods that do not work correctly, or that you're having trouble with.

You are extremely lucky that I'm giving you another chance instead of banning you again, but these are exactly the same things I told you not to do last time before I banned you. If you keep abusing the PM and report features, or if you keep double/triple posting, I will ban you again.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2014-02-25 01:43:45
Yes, you need to be more patient, anyway i tested the game AGAIN, on emulator this time:

I have a very old computer and only older version of epsxe work on it, and even with this i was able to play the game, after beating air buster the correct cut scene appear, it mean the problem come from you, hitachis.

So when installing the files ( and there is a lot of files) just be patient and dont rush it or you will forget ones ( or swap wrong ones like you did)

The only thing i could do is to give u the correct cut-scene you erased with more memory cache , in case of your computer is even worst than mine, but i dont think it will change anything, if you didnt installed correctly other cutscenes i cant do anything for u.


Here is the file you need to install:

http://www.mediafire.com/download/j75cywe15meo8cd/SOUTHMK2.BSX.LZS.LZS

Like the others files, open CDprog, right click on SOUTHMK2.BSX ( in field folder) and insert this new one.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Hitachis on 2014-02-25 08:41:51
Hey staff

I do not know how to instert mod files into iso files thats well at all

because its very hard for me to do

so is there anyway for someone to give me this mod with the mod files all ready insterted into all 3 ff7 iso disks please

thanks
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: EQ2Alyza on 2014-02-25 16:28:18
ISO discs? Where did you buy your game?
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Hitachis on 2014-02-25 16:50:30
Hey

I bought that game at a video game store okay

and this mod is very hard to install the manual way for me

because i tried 2 to 3 times with no such luck at all

i keep on getting glitches everywhere

so i am out of ideas now

thanks
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Hitachis on 2014-02-26 02:21:07
Hey staff

please listen to me

I am getting very anxious right now, that i have to swap files on the ff7 iso files manually with this mod

which i do not know how to do on my own okay, its making me very anxious to do it this way okay

so is there a eaiser way for me to setup this mod

any ideas would be very greatfull

thanks
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: dkma841 on 2014-02-26 15:04:25
.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Hitachis on 2014-02-28 08:43:26
can you make me a youtube video of teaching me how to put the files in the right places to make this mod work right

thnaks
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2014-02-28 15:46:29
I will do this on the week.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Hitachis on 2014-03-01 07:13:27
Hey

how much longer until this training youtube video is uploading

of teaching how to use this mod the right way

thanks

and take care
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: dante66 on 2014-03-10 06:44:19
Ok, to summarize, Vincent's shotguns and rifles use two differents models that Vincent with a regular gun.

Since vincent is replaced by Rude in my mod, these two models become useless, i replaced them with Sephiroth's transformations.

So this is weird that you could use death penality, since i disabled it from my mod, Vincent ( Rude) use tifa's weapon ( or cid's i don't remember,anyway you don't see Rude's weapon in battle since his original enemy model don't have one)

I don't understand how u ended with Rude equipped with the death penality, maybe you used an editor or I forgot to disable this weapon.


PS: since I did this mod long time ago,I don't remember if i disabled death penality or just modified its model to match with the regular gun model.

In any cases:

1/check that you correctly replaced my kernel file for your CD3

2/if i really disabled death penality and you got it with an editor, then you must delete it and use regulars weapon in the game.

3/if you didn't used any editor and you correctly installed the kernel file in the CD3 , then i probably made a mistake and forgot to modify the weapon in the kernel, make me know if it is the case, thx.
I fixed it. It was definitely because Vincent was equipped with Death Penalty, the reason was because I loaded my original PSP save using the mod and it worked perfectly, but my Vincent had his ultimate weapon equipped. Took it off him and it was all good.

Thanks for this mod. Gives me the energy to play through the game again.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: ocete9 on 2014-04-18 16:45:08
I patched the game and stops or has some bugs might climb a program that will patch automatically is that doing manual is a mess for some like me who want Playing games but find it difficult to patch a game upload a program or a tool that you patch it automatically upload the patched game or if they can
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2014-04-28 10:02:06
I dont know how to make a patch for this, this is my first mod,  and it took me long time to test it, there is minor glitches ( not fatal) but if you have crashes its just you didnt installed it correctly, once again : the game have been tested on the 3 discs and works.

I know it would be better to have an installer like on pc mods, but its better than nothing, since there is not a lot of mods on psx, it take 10 mins to install it.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: meesbaker on 2014-04-28 17:29:46
Hey cool mod. I created a Dark Nation for the Field for you. Just apply the attached ppf to any ntsc-u ff7 disc and extract RED.BCX. Then you have the model and you can include it in your mod, update your files and your screenshots. I also recommend you switch to ppfs because you can get trouble publishing Square binaries....
This way you also have kind of an installer. People only need ppf omatic 3 and apply the ppf you upload.

There you go mate:
http://www.mediafire.com/download/rkslvcak7959dkk/dnation.ppf

In another thread you said that you have a note list of what animation script in the battle model files is what. Like where to find commands, limit breaks n stuff. I wanna upgrade Sephiroth.lzs further and I need that information. It cant be too difficult to include a death animation and update the animation data section with a death animation of another character like Vincent. Can you publish this list or the notes you have on that topic ? Or at least send them to me ?

Thanks =)
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: ocete9 on 2014-04-28 18:28:26
I write in spanish:

Soy un usuario español de este foro yo estoy jugando al hack en la version usa y algunas escenas se congelan aora mismo me paso cuando hay que luchar contra reno y secuestran a aerith y tambien me a pasado en el flasback de cloud me ayudado del black chocobo para poder seguir jugando pero haciendo otra vez el proceso del mod esas dos escenas no me van aora mismo solo esas dos si me pasara en alguna mas lo notificare pero Jeet usted no puede hacerlo en pmf para que sea para todos mas facil de aplicar y otra cosa no podria arreglar el pelo de sephitoth , Red Xiii ya vi que estaba modificado pero no podria sustituir a caithsith por palmer fuera de la batalla estaria mejor y aver si podria poner en el mapa a elena en vez de a tifa y una cosa no podria sustitutuir en los enemigos sephiroth por cloud,rufus por cid y etc, asin los buenos serian malos y los malos buenos asin el mod estaria mejor es solo una idea y mi otra pregunta e probado el mod en el juegos en español pero no funciona asin que me gustaria preguntar si podrian decirme las herramientas que hayan usado y explicarme un poco y asin yo crear un mod para la version española
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2014-04-30 00:21:58
@Meesbaker

I will post the list and the locations of the animations , when i will have time for it since i really dont remember well, i think i noted this somewhere, i ll make u know in the week.

PS: thx for the dark nation skin , thats good , but i already created a skin for him after i made the video, ( i just recolored red 13 in black and grey) but if ur skin is more than a recolor then i will include it in my mod , can u send me a screen shot of it? thks.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: meesbaker on 2014-04-30 00:59:13
Nah its just a recolor as well. If you found all  main rgbs and gave them slightly different black/grey tones including the yellow rings on his legs your recolor is just as good as mine. I also didnt invest more than 2 minutes in it as recoloring bcxs is very simple.

I just thought you didnt know that yet as your video did not include a colored nanaki yet, but now you cleared things up. ;)

The animation data is interesting but currently I don't need it THAT much anymore. No hurry, just do it when you're bored or so. As I wanted to get omnislash and all other Limit Breaks of Cloud working perfectly with Sephiroth for my patch, I tried putting Sephs body parts onto Clouds skeleton just like we did for the field models and I succeeded.



Sephiroth now uses all of Clouds animations and weapons perfectly, first time I saw a proper Seph- omnislash. I swapped Buster Sword for Masamune and created a similar model with Clouds parts on Sephs skeleton and that worked as well.
I left one half of Sephs cape on Clouds leg and colored it dark blue which looks a bit AC-styled and totally great. Ill do some screenies tomorrow so you know what Im talkin about. Im also nearly done replacing the villain by Cloud in the Fields to have a full role swap.

P.S. Why no Palmer in the Fields? Cant you just place his parts on Caith Siths skeleton getting a bcx model that works with CS animations? If you have problems I can try helping out on that.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: meesbaker on 2014-04-30 16:44:07
Here's what Im talking about

(http://s1.directupload.net/images/140430/lmafx4vc.jpg)
(http://s7.directupload.net/images/140430/v2wxh7nq.jpg)
(http://s1.directupload.net/images/140430/aqcnjype.jpg)
(http://s7.directupload.net/images/140430/65zmiqrd.jpg)
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2014-05-01 04:54:53
Hey Cloud look cool like this ,  like the AC version

I wanted to modify cloud field model too, and even swap the turks field model for  the avalanche team, but it was too much work, since the field model of the turks and sephiroth are included in the BSX and not in the BCS, it mean u have to modify them in every BSX files of the game ( and there is a lot of them)

For palmer, i couldnt do it cuz cait sith skeleton is very odd, dont fit for an human body, u can give it a try, but if u sucess it make me know, its the only character who dont have a field model and i must admit its kinda frustrating lol.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: vayneruel on 2014-05-01 10:18:38
Great job meesbaker, Sephirot short hair is cool, i have a question, is possible added new model with the size is larger than te original file?
Thanks, if you need help let me know.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: meesbaker on 2014-05-01 11:36:25
Yeah this can be done as long as it fits in the sector. If it doesnt you must change the lba pointer in battle.x and put your file elsewhere.

Ill try Palmer today.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: seijuro on 2014-06-08 08:13:13
Hey, how would you be able to get this mod working on the PSP with just an eboot file?

Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: meesbaker on 2014-06-13 17:59:52
You must extract the ISO from your eboot, then patch it and repack it to an eboot.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2014-10-04 02:06:54
The new version is UP

There is many changes and the mod have been totally reworked

New characters and features

Its now an automatic installation, very easy to use

Everything is explained in the first page

http://forums.qhimm.com/index.php?topic=14507.0
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: meesbaker on 2014-10-04 02:15:53
Hey, great work my friend :)
Glad to see you switched to ppfs as well and on the model I guess you fulfilled your plan and took out the broken animations? So you also have the hair now don't you ? Great stuff mate!
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2014-10-04 02:20:54
Thx :)

Yes i thought ppf was complicated to use but in fact its very easy, that changes everything

I just put the real sephiroth model, thats why he have his hair, i changed every dat file so they fit with sephiroth's bones and part, and changed certain animation in the BSX, thats was a lot of works but i really wanted a decent model for sephiroth he look really much cooler like this, there was many other changed that was needed too ( specially the freezes that happened in battle randomly, it took me many days to solve this)
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: meesbaker on 2014-10-04 02:27:14
I just finished watching your video it is real cool! I hope you didnt edit each .dat by hand you asked me for the bsx files but for the .dat you would only have needed sed because you just search 00160f and change it to 151810(or 001810 if you switched the faces in field.tdb)

I did this as well for the 16 parts patch and the part working the .dat files was just a single sed command fixing all 770 files at once I hope you didnt do that with a hex editor :D :D
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2014-10-04 02:34:46
 :/ Unfortunally i did it manually, i have thought about asking your automatic modifier, but i finally renonced because 80% of the DAT contain cloud's original animations, so i didnt just modified the number of bones and parts, but changed cloud's animation too ( if i modified only the number of bones and part sephiroth would display cloud's field animation and many glitches)

Thats why it took me so much time now i can finally breath lol

EDIT: thats why the "glitch" on makou reactor was really annoying, if makou reactor could work for PSX, i could just modify every animation with the program, save it ( so no need to re insert everything) and then use your automatic program because the only thing left to modify in the dat would be the number of bones and parts

I forgot to mention for my manual method, about comparing an original DAT with a modified one with makou reactor, i didnt changed EVERY difference, otherwise the game would crashes too, i just modified the animations script section differences, all the rest is "bad "differences
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: meesbaker on 2014-10-04 02:43:04
Okay, great work again ;)

For the next time try this in cmd: FOR %f IN (myfolder/*) DO sed -b s/x00\x16\x0f\/x15\x18\x10/g %f > %f.NEW

:D
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2014-10-04 02:54:20
Thx you meesbaker  ;D but i think this will be my very last mod, it was really too much time consuming and i think i succeed everything i wanted exept the same thing that you are looking for : controlling the HD sephiroth/cloud from the final battle, i ll wait for your solo patch release the game could be interesting alone anyway
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: meesbaker on 2014-10-04 02:56:07
Yeah, thx. Im working hard to finish in a proper time! ;) By now I got most of midgar covered working pretty well.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: GARDIN on 2015-01-04 14:04:47
Hello jeet There are problems in mod When applied to the two copies us I can not play gives me a black screen but

when you replace KERNEL.bin I can enter but give me another problem in the disappearance of players fighting So I

hope you give me a link to download the files but used manually Such as FF7 All Stars Mod To know where is the problem Sorry for the inconvenience  ;D
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2015-01-05 10:37:11
Hi, thats strange the patch have been tested many times and works,but ur the second person who have this problem now, verify you have a clean ISO of the us version, delete your saves and start a new one, and do  not use hack/editor.

Verify your pff apply, use the one from my link in the video.

 If thats still doesnt works i cant give u the file one by one, since i modified something like 900 files in the game, thats why i created a patch for it. In that case u can try another emulator ( i tested this on PSP and emulator and have it works) of just use the old  all stars mod.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: genesis063 on 2015-01-06 21:25:19
Okay so how did you get supernova to work is it with Safer only?  We've been looking for a way to get it to work for awhile now on the pc for the Sephiroth swap mods as well.  We were thinking it was on the background or is this another one where it is really different between the two?
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: GARDIN on 2015-01-07 13:00:44
Hello I've put everything he has said on the original copy not Be did not work so I tried to copy fra end eng But the same problem with a copy us Please give me your copy with the name I carry For example (SCUS94163) Thank you for your effort jeet Returns psx Best.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2015-01-08 19:27:54
genesis> the supernova from the mod is the japanese version, usable in any background, for the "long" version it works only in spiral background , it can works everywhere if u modify the background to be spiral-like(only one value to change), but the look is awful

gardin> sorry i dont understand this patch work on my game and its the US version, its a simple application so i dont understand why its not working for you
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: genesis063 on 2015-01-08 21:19:34
Ah so how did you obtain the Jap version is it easy to come by or do you need to some how get your hands on it?
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2015-01-09 10:55:41
for the psx version the spell is located in the magic folder, its called something like " lastboss1 , lastboss2 lastboss3" ( not sure, its been long time) one of them is stigma (this one is hackable via wallmarket) the other one is the japanese supernova, not hackable on wallmarket so u need to manually swap this file with another, for example, i swaped supernova with pandorabox, in the magic folder, note that unlike the longer version of supernova its located into all 3 disc in magic folder , so its usable for all disc
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Zara9 on 2015-01-12 18:27:07
Hey Jeet

when someone uses the sephiorth level 1 limit break

heartless angel on your mod, it locks up the game

is it spose to do that

thanks
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2015-01-14 14:56:49
like i said in the description of the mod, in the video and in the read me there is an IMPORTANT note, i ll write it again:

1/Do NOT use transformation limits break (hojo: mako juice, and sephiroth: heartless angel) on the 3RD position, sephiroth must always be on 2nd position and hojo ( if u use him) on 1st position

2/Transformations limits break works only if u have at least 2 team members (it wont crashes, just the limit will do nothing, like caith sith transform limits)

3/when u patch the game, do NOT load a previous savegame before the patch, u have to start a new game

4/dont use gameshark codes/editors/other patches


So if ur limit doesnt works even if u followed the instructions, give me more details about this ( what was the position of sephiroth, what enemy u was facing, what weapon u had equipped)

I finished the games 3 times with this patch, using transformations limits break at most of the fights and never had a single freeze ( note that i did this with the V1 patch, maybe the V2 have a problem? i dont think so because the V2 consisted only of adding some small field animations and a new weapon in battle, but i have some free time soon and will release the final version anyway
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Zara9 on 2015-01-14 15:11:09
Hey Jeet

what happens if someone uses gameshark codes or gamesave editor on your mod

and Jeet when my friend played this game for me last year in october

he had sephiorth in the second position and my friend was battling the bottomswell when the game get stuck for him

when he used the one winged angel limit break and i think my friend had the starting weapon equipped

thanks
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2015-01-14 18:06:24
Lol wait, u mean the game crashes? or just he couldnt use any command and the game was still working? The bottomswell have a bubble , if u get caught on it you cant do anything and since transforming sephiroth into safer sephiroth will absorb your team members, its a game over, because u ll be solo, so using sephiroth limits break vs reno ( pyramid) , bottomswell ( bubble), the submarine robot ( grab arm) is sucide, unless you equip the " jenova cells" , i made this item for sephiroth, allowing you to still play while captured, ( i didnt tested it on the armgrab robot), and immun him to every status in the game

Usually most gameshark codes will works, but certain weapons have been desactivated, like most of vincent's weapons, if someone use them via code or editor the game could crash, so its recomended to not use codes at all to prevent any problem,without hack its impossible to obtain theses unused weapons.

I tested two codes who are working perfectly : the "save everywhere code" and the " always limits break on code"
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Zara9 on 2015-01-14 18:09:18
hey Jeet

he could not use any commands, and the the fight was going on forever and ever and nothing was happening

will inf and max hp and max hp and max status codes work for your mod?
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2015-01-14 18:12:03
well thats really look like he got caught by the water ball of bottomswell, since the safer sephiroth is big, he probably didnt see the ball around him, and think it was a bug, but in that case its a normal spell that prevent him from moving, the solution is to let equipped the jenova cells accessory on sephiroth, or simply do not transform vs this boss.

No other issue than this?

edit:no idea about the stat codes, but for the same  result , just hack the sources items, they boost ur stats to 255
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Zara9 on 2015-01-14 18:14:38
hey jeet

nope no other issues than this

thanks for your help Jeet

and i will tell my friend about this information
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2015-01-14 18:22:07
np, the real important bug of this mod, is at the snowvillage,  when elena punch sephiroth,if you dodge it, the two shinra soldier with elena will make the game freeze, there is two solutions for this :

1/ dont dodge

2/if u dodge, dont talk to the two soldiers, go in any house of the village to refresh the map and come again, the glitchy soldiers will disapear

the other bug is in battle, using death blow with ultimate lifeform hojo will make a small glitch, but the game will continue to play.

I intend to fix these two bugs in the last release, in the month


Note that if u play on the V2 patch, and later, u install the V3 patch(that coming soon) u will still able to continue ur savegame, no need to create a new one.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Zara9 on 2015-01-16 10:53:08
hey Jeet

is the 1 on 1 sephiroth battle at the end of disk 3 have any glitches on it?
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2015-01-16 21:31:13
No, hi cloud is replaced by safer sephiroth, enemy sephiroth is still the same
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Zara9 on 2015-01-19 18:28:31
Hey Jeet

the save point text on the sierra ship

is broken

it saids this, a   the menu and select save to save your game

can you fix that text please

thanks
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2015-01-23 00:29:40
Its PSX , not PC, we cant insert a file BIGGER than the original, with all the modifications i did, certains file was biggers, to insert them back in the game i was forced to delete some text, most of time its useless text like this one " enter the menu and select save", if i wouldnt delete this text the mod would not works, i dont understand why u care about something so trivial?
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: mr_nygren on 2015-07-01 08:19:27
Thx

1/This is normal, certains models ( like when cloud hold his buster sword in field) are not contained in the BCX file, but in another files, i didnt modified theses one because the time to hack them would be very longer , and longer for you to install it too.

2/In my mod, all characters are like vincent ( 1 limit break per level, even if you gain your second, you cant use it) i limited the limit break because these hacked characters CANNOT use limits break lile " omnisladh , all creation " etc, or game will have freeze/bug ( only sephiroth have 2 limits break per levels)

3/Its problably the mod, i need to modify this scene and i will upload it soon, the freeze is before the cutscene or after aerith death? 

EDIT : the cutscene when aerith die now work,  check details in my first post with new download link

Hi there, do you have an eboot file of the game for PSP when it's already patched?

I can't get the eboot to work after patching it.. It just stays black after the text in the beginning where it is written "Playstation" etc?
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2015-07-01 13:17:17
Hi, no i cant upload the eboot, but the patch should work if you follow the instruction, if you play on the PSP , test it on psx emulator first, on your computer.

Verify you have the US version of ff7 , it wont works if you patch an already modified iso, or load a savegame from an untouched ff7, you have to start a new game once you installed the patch

But it seems your playing on psp, and the only blackscreen issue i noticed is if you created a MULTI DISC eboot, i wrote in the read me that a multi disc wont works and will result in a blackscreen at start, to solve this just create one eboot per disc, you'll have 3 FF7 in your PSP game folder, but it will works without problems since when u finish a disc, you can save, then quit and load the other disc , etc.
Dont forget to name all the eboot with the same ID, (not only the game save id) or your psp wont recognize your saves if you swap disc.

Tested on a 6.60 and 6.39 fat psp, and probably works on others versions.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Zara9 on 2015-07-01 21:38:53
hey Jeet

when someone throws a item at enemy on your mod

it skips the automation on it
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Jeet on 2015-07-05 13:27:31
Yes i know, most of hacked characters dont have something that could match with a throwing animation, except dyne maybe, so they dont play any animation when they are throwing something.
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Zara9 on 2015-07-22 11:26:25
hey jeet

did you fix up the snowvillage bugs yet on this mod
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: Thesper on 2015-08-03 21:47:54
Hey is there any psx/psp mod where they only switch cloud with sephiroth?
Title: Re: PSX/PSP Sephiroth and Shinra MOD
Post by: iloveyou771 on 2015-10-23 12:57:26
is v3 out already?