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Messages - Chrysalis

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226
Releases / Re: New Avatar Pack
« on: 2019-07-18 00:21:41 »
ok, and thanks again for the great work :)

This is the link to the 7thheaven package I made for your avatars.  To anyone who wants to use, just open 7thheaven, goto the library tab, click import and select the file.  Then it will appear at the bottom of the library, and can activate from there, the default avatars are the named avatars as I feel that respect's wolfman's original work the most but can be changed via the configure button. :)

https://drive.google.com/file/d/1R2lWnqMqHi_Dm4kflI9eNUV0nQ2aXW7w/view?usp=sharing

If you previously downloaded, grab again.  I just updated the package, as I forgot to include the alternative Red XIII avatar's as options, and the named Red XIII/Nanaki were mixed up.

fixed version looks like this.


227
see above I edited my post.

Since you say copyright is ok, if you prefer it, this zip has the full kernel and kernel2 files. (kernel2 also already compressed)

https://drive.google.com/file/d/1UvytmsLsr2GFuvdw_QzzVGKyHn8RlZ8q/view?usp=sharing

228
guys any advice on how to make my changes into a patch for distribution?  Is ok I figured it out. :)

229
for the lro with fixed PHS and coloured sadness/fury.  I am seeing no glitches with the block removed, so I didnt really concentrate on finding the exact line as the PHS screen looks and works fine.

https://drive.google.com/file/d/1aX_kPV9u3J_tGMJbyuqlqYGw_Rz2OjW2/view?usp=sharing

I will work on the kernel patch, the reason its never been shared before is because of copyright.  So I cannot just provide the full file, but let me see if I can get a patch done.
Also for all the text to work you have to use a kernel compressor as well as the game has a small limit.

.wm patch (inside zip). Can apply patch with wallmarket.  I think I made the patch against stock kernel.bin (dated 1998).

https://drive.google.com/file/d/1G8FQ--6jRVYw71dt2XCx9iDUdus7Cj2u/view?usp=sharing

For compressing kernel2.

http://forums.qhimm.com/index.php?topic=17024.0

230
This mod, its listed right at the top. part of the default catalog.



Read this, from step 3 onwards.

http://forums.qhimm.com/index.php?topic=15520.0

231
Releases / Re: New Avatar Pack
« on: 2019-07-17 21:02:05 »
I just made this into a lro file for 7thheaven, With your permission can I post a link to it in this thread?  Also i repackaged it so the link on the library points to this thread and you are labeled as author.


232
It looks like your normal exe is perhaps not patched properly.

Dare I say it I will be suggesting you get a new exe using the game convertor tool.  as I understand now why that gets suggested since it makes advising people far easier.

Or you can get the stock exe from the english/usa disc version of the game, patch it with 1.02 patch, aali, mdef fix, chocobo race fix and you should be good from that point as well, maybe needing to configure aali config file tho.  game convertor does all this for you tho.

I am working on the menu overhaul to try and address its deficiencies, as the stock Ui does do some things better.  I have already e.g. made it so fury and sadness colours show again in the battle UI on limit bar.

233
Ok I am using the animations mod from the official 7th heaven library, so download it, install it, activate it.
then make sure its correctly ordered, so its after field models and before battle models.
Select configure, and there is an option for "60 FPS Battles" I have it set to on and its how I am doing it.

The only glitch I am aware off is summon animations get a bit glitchy and thats it.  Its only a minor effect.

Ochu trainer should also work, but obviously thats not a set and forget it method.

234
I have 60fps battles working with 7th heaven, let me check how I implemented it and I will reply with the info.

Note I own the 1997 disc version.  But you can use that exe with steam version so it will still be doable.

235
Releases / Re: New Avatar Pack
« on: 2019-07-17 17:03:12 »
this is probably the best pack I have seen, awesome work dude.  Most other packs I like one or two images so pick and mix my avatars which makes them look inconsistent in my game, but this entire pack I love.  I also +1 the no name request that would be my only request as I think they otherwise perfect.

236
I have managed to make the limit bar change colour again for hyper, sadness in battle so its easier to determine your status, found the hext used for that, this hext system is a lot better than just supplying a modded exe.

I am in two minds now to try and make max HP show again so using ???? is easier as that calculates damage based on difference between max hp and current HP but I consider that not as an important change, however I do want to bring the bars back for barrier and mbarrier.

The hyper, sadness colour can be restored in file 01-base_14.txt, commenting out the following two lines.

Code: [Select]
{inner limit bar colours
#0091E970 = 00 00 FF 00 00 00 FF 00 00 30 FF 00 00 00 00 00
#0091E980 = 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80

Interestingly there was already colours in the main menu but wasnt implemented for battle screen, although the colours in menu I feel are not differential enough so I am going to try and make them match the default colours been used in battle now.

Pic here, cloud is sadness, cid is fury.  Without disabling these 2 hext injections they would be both same colour.


238
Yeah there is numerous PHS related hext blocks but it is this one causing the crash, in this file 01-Base_2.txt.

I dont know which exact line tho, but this at least narrows it down a "lot" for you.  Also I observed in the older menu overhaul there is no kernel files so I think its deffo safe to remove those now, they will conflict when people have customised those files.  kernel2 has some text entries so would perhaps be parts of beacause translation but not the menu mod.

Spoiler: show
{phs name
006C5C74 = E8     
 
006C5C95 = 1E
006C5CCE = 1E
006C5CD5 = 1B
006C5CEF = 34
006C5D34 = 33
006C5D3B = 1B
006C5D71 = 33
006C5D78 = 51
006C5D92 = 4A
006C5DD7 = 49
006C5DDE = 1B
006C5E13 = 49
006C5E1A = 51
006C5E2D = 07
006C5E31 = 08
006C5E3E = 49
006C5E45 = 48
006C5E58 = 07
006C5E5C = 08
006C5E69 = 33
006C5E70 = 48
006C62C2 = 1B
006C62D5 = 63
006C62DB = 01
006C633B = 1B
006C634E = 63
006C6354 = 01


I see there is many areas patched like battle square, select name screen etc. so I need to test many areas of the game.


I am learning more and more on how 7thheaven works LOL, enough now I think I will be making some of my own lro patches :)  Also i adjusted the defaults on this lro, so by default, all the options are to my liking, like xbox buttons, and coloured items :)

Profile below

Spoiler: show
Miscellaneous - Dynamic Cloud Weapons
   ID: 5d6a46f7-b0b0-43b1-88cb-f54de763c5b1
   Version: 2.33
   CloudSword = 1
   Sword = 1
   Dynamic = 1
Miscellaneous - Team Avalanche Fields
   ID: 72152e09-7b5c-4942-8465-afa154e20b08
   Version: 2.0
   field_ta = 1
Field Models - Objects
   ID: 7f1274cf-3bf8-4ae6-a722-d2f374c902fc
   Version: 2.1
   huge_materia = 1
   materia = 2
   potions = 1
   save_point = 2
Animations
   ID: 653bb2b6-3999-4bb0-bc21-2ae299bb7b87
   Version: 2.1
   f_animation = 1
   w_animation = 1
   60fps = 1
   fba = 0
   fbn = 0
   fed = 0
   fs = 0
Battle Models - Characters
   ID: 1917178d-5ef1-42e2-9c5c-58045588b3f4
   Version: 2.1
   models_aerith = 1
   models_barret = 2
   models_caitsith = 1
   models_cid = 2
   models_cloud = 4
   models_redxiii = 3
   models_sephiroth = 1
   models_tifa = 2
   models_vincent = 2
   models_yuffie = 1
Battle Models - Enemies
   ID: 267ef1d2-599c-4f4d-860c-b838f402c587
   Version: 2.1
   models_diamond = 1
   models_frogs = 2
   models_scorpion = 1
   models_jenova = 1
   models_joker = 1
   models_life_form = 1
   models_motorball = 1
   models_ruby = 1
   models_soldiers = 1
   models_sweeper = 1
Battle Textures: [Tsunamods] Avalanche Arisen 1k Battle Scenes
   ID: c33191b1-439d-4536-9c70-cc5f6957dfa2
   Version: 1.0
   battle_bg = 1
Field Models - Main Characters
   ID: efe1b0ec-6ce3-43f7-9659-f1bc9d36f60c
   Version: 2.2
   models_aerith = 3
   models_barret = 6
   models_caitsith = 2
   models_cid = 3
   models_cloud = 0
   models_redxiii = 4
   models_sephiroth = 2
   models_tifa = 3
   models_vincent = 2
   models_yuffie = 2
Field Models - Non-Player Characters
   ID: d329bc05-3dc0-4f35-94aa-632986f47194
   Version: 2.34
   models_base = 2
   models_biggs = 2
   models_jessie = 2
   models_wedge = 2
Field Textures - satsuki
   ID: 63c6df8c-971a-47f0-aac5-da4290f36058
   Version: 2.3
   field_bg = 1
Media - Movies
   ID: 4f61f4cf-6733-4503-93f4-ed7fdfee21a6
   Version: 2.1
   movie = 1
Menu - Avatars and Backdrops
   ID: aec06415-0f12-410b-ac43-f4e89e363729
   Version: 2.1
   avatars_aerith = 0
   avatars_barret = 0
   avatars_cait_sith = 3
   avatars_chocobo = 2
   avatars_cid = 0
   avatars_cloud = 0
   avatars_cloud_young = 0
   avatars_red_xiii = 0
   avatars_sephiroth = 1
   avatars_tifa = 1
   avatars_vincent = 0
   avatars_yuffie = 1
   game_over = 1
   prelude = 1
   start_menu = 5
Minigames Collection
   ID: ee718ab3-0aa5-43b2-b7bc-82c69fcd19d0
   Version: 2.31
   chocobo_models = 1
   condor_models = 1
   motorbike_models = 2
   chocobo_textures = 1
   coaster_textures = 1
   condor_textures = 1
   motorbike_textures = 1
   snowboard_textures = 1
   wonder_square = 0
Spell Textures
   ID: b97373a2-aa9f-40e3-9a3d-aeaa846391d4
   Version: 2.1
   magic = 2
   coin = 12
   limit = 0
Menu Overhual - 3.0 TEST - no kernel - fixed PHS
   ID: e320e2b7-159a-425b-baa1-5464b728ff2a
   Version: 1.0
   beacause = 0
   menu = 1
   items_materia = 3
   controls = 2
   nbb = 0
World Models - Characters
   ID: a5b9a2f3-c9e3-4cbb-947a-1489ebeeb921
   Version: 2.1
   cid_world = 3
   cloud_world = 6
   tifa_world = 3
World Models - Enemies
   ID: 0d0cc481-4cc3-4e7e-9529-fa7077b38615
   Version: 2.0
   diamond = 2
   emerald = 1
   ruby = 1
   ultima = 1
World Models - Vehicles
   ID: 0e056cf4-7b37-49e1-aa9e-c57bc73db954
   Version: 2.0
   buggy = 1
   chocobo = 1
   highwind = 1
   submarine = 1
   tiny_bronco = 1
World Textures
   ID: 35e0906d-7da4-4da2-b10d-87149d291a38
   Version: 2.0
   world_bg = 3

239
ok thanks I will update. :) great work guys with all these new texture mods.

240
Ahaa I meant big font, I will edit the post, sorry. :)  The font in the stock menu is larger so cannot fit so much text in the description box.

I will play this for a few hours random fights etc. and see if any issues.


----

Game crash when using PHS, when I push right or the button to select character to replace it crashes.
This happens on the kernel version as well.  So removing kernel had no impact.  Ideally need someone else to see if they get this crash as well.

----

Trying to figure out what the cause is.  I deactivated avatar and menu background mod it had no impact on PHS crash.

I then tried the older 2.3 menu overhaul mod, and that one does "not" have the PHS crash.

So the crash is unique to the 3.0 version.  I am tired so will play with this some more after some sleep.

----

One of the hext files in the lro causes the crash, but am so tired, I will post the lines that were the problem later probably in about 8 hours. :)

241
That font is part of the menu overhaul mod.  Or do you mean my modifications?

242
I am thinking the solution is to somehow make my kernel.bin and kernel2.bin a patch, and then put it "after" the menu overhaul in the 7thheaven order.

See this thread also.  http://forums.qhimm.com/index.php?topic=16526.0  You replied and indicated this wouldnt be an issue in 3.0 but seems it still is.  I am trying to figure out how to make my files a 7thheaven patch and then see if that fixes the problem, but I guess I need to take this to another thread, as I think this is unexpected behaviour from what you was expecting but I am not sure if this is part of what you wanted testing.

----

Fixed it.

Taking note of your post saying the kernel files would be removed.

I extracted the lro file using 7th heaven.
Noticed both kernel files were there, and removed them.
Made a new lro file.
Uninstalled the old LRO and imported the new one.

Now my balance changes are intact.  Also this has fixed the check menu bug crash.

Wow you dont know how happy I am, waited 2 years for this but the day is here, fixed menu mod.  This was probably considered such a minor fix, but for me this is huge, as youcan see in my screenies I added lext descriptions, on the default UI with it's big font, for some of the stuff it went off screen as was too much text, on this menu overhaul it all fits, as well as looking nicer.  Thank you so much.  I dont know if there is any issues that be caused by removing the kernel files from the lro, but I think they shouldnt be as the menu changes are in the exe patch not the kernel files and you said yourself in the older post they should be removed.



Here is new profile.

Spoiler: show
Miscellaneous - Dynamic Cloud Weapons
   ID: 5d6a46f7-b0b0-43b1-88cb-f54de763c5b1
   Version: 2.33
   CloudSword = 1
   Sword = 1
   Dynamic = 1
Miscellaneous - Team Avalanche Fields
   ID: 72152e09-7b5c-4942-8465-afa154e20b08
   Version: 2.0
   field_ta = 1
Field Models - Objects
   ID: 7f1274cf-3bf8-4ae6-a722-d2f374c902fc
   Version: 2.1
   huge_materia = 1
   materia = 2
   potions = 1
   save_point = 2
Animations
   ID: 653bb2b6-3999-4bb0-bc21-2ae299bb7b87
   Version: 2.1
   f_animation = 1
   w_animation = 1
   60fps = 1
   fba = 0
   fbn = 0
   fed = 0
   fs = 0
Battle Models - Characters
   ID: 1917178d-5ef1-42e2-9c5c-58045588b3f4
   Version: 2.1
   models_aerith = 1
   models_barret = 2
   models_caitsith = 1
   models_cid = 2
   models_cloud = 4
   models_redxiii = 3
   models_sephiroth = 1
   models_tifa = 2
   models_vincent = 2
   models_yuffie = 1
Battle Models - Enemies
   ID: 267ef1d2-599c-4f4d-860c-b838f402c587
   Version: 2.1
   models_diamond = 1
   models_frogs = 2
   models_scorpion = 1
   models_jenova = 1
   models_joker = 1
   models_life_form = 1
   models_motorball = 1
   models_ruby = 1
   models_soldiers = 1
   models_sweeper = 1
Battle Textures: [Tsunamods] Avalanche Arisen 1k Battle Scenes
   ID: c33191b1-439d-4536-9c70-cc5f6957dfa2
   Version: 1.0
   battle_bg = 1
Field Models - Main Characters
   ID: efe1b0ec-6ce3-43f7-9659-f1bc9d36f60c
   Version: 2.2
   models_aerith = 3
   models_barret = 6
   models_caitsith = 2
   models_cid = 3
   models_cloud = 0
   models_redxiii = 4
   models_sephiroth = 2
   models_tifa = 3
   models_vincent = 2
   models_yuffie = 2
Field Models - Non-Player Characters
   ID: d329bc05-3dc0-4f35-94aa-632986f47194
   Version: 2.34
   models_base = 2
   models_biggs = 2
   models_jessie = 2
   models_wedge = 2
Field Textures - satsuki
   ID: 63c6df8c-971a-47f0-aac5-da4290f36058
   Version: 2.3
   field_bg = 1
Media - Movies
   ID: 4f61f4cf-6733-4503-93f4-ed7fdfee21a6
   Version: 2.1
   movie = 1
Menu - Avatars and Backdrops
   ID: aec06415-0f12-410b-ac43-f4e89e363729
   Version: 2.1
   avatars_aerith = 0
   avatars_barret = 0
   avatars_cait_sith = 3
   avatars_chocobo = 2
   avatars_cid = 0
   avatars_cloud = 0
   avatars_cloud_young = 0
   avatars_red_xiii = 0
   avatars_sephiroth = 1
   avatars_tifa = 1
   avatars_vincent = 0
   avatars_yuffie = 1
   game_over = 1
   prelude = 1
   start_menu = 5
Minigames Collection
   ID: ee718ab3-0aa5-43b2-b7bc-82c69fcd19d0
   Version: 2.31
   chocobo_models = 1
   condor_models = 1
   motorbike_models = 2
   chocobo_textures = 1
   coaster_textures = 1
   condor_textures = 1
   motorbike_textures = 1
   snowboard_textures = 1
   wonder_square = 0
Spell Textures
   ID: b97373a2-aa9f-40e3-9a3d-aeaa846391d4
   Version: 2.1
   magic = 2
   coin = 12
   limit = 0
Menu Overhual - 3.0 TEST - no kernel
   ID: 61864edd-d6aa-4cbf-9d99-ada0bc3f2d42
   Version: 1.0
   beacause = 0
   menu = 1
   items_materia = 3
   controls = 2
   nbb = 0
World Models - Characters
   ID: a5b9a2f3-c9e3-4cbb-947a-1489ebeeb921
   Version: 2.1
   cid_world = 3
   cloud_world = 6
   tifa_world = 3
World Models - Enemies
   ID: 0d0cc481-4cc3-4e7e-9529-fa7077b38615
   Version: 2.0
   diamond = 2
   emerald = 1
   ruby = 1
   ultima = 1
World Models - Vehicles
   ID: 0e056cf4-7b37-49e1-aa9e-c57bc73db954
   Version: 2.0
   buggy = 1
   chocobo = 1
   highwind = 1
   submarine = 1
   tiny_bronco = 1
World Textures
   ID: 35e0906d-7da4-4da2-b10d-87149d291a38
   Version: 2.0
   world_bg = 3


This was previously not fitting to width of screen.


243
is this newer than the satsuki textures on the 2.3 7thheaven catalog?

244
Troubleshooting / Re: adding mods in ff7 steam
« on: 2019-07-17 01:04:26 »
for the bootleg pack its on a web archive, I highly suggest virus scanning these files tho.

https://archive.org/details/tifa-s-package-bootleg040-mods-updated-11-24-2013

245
sorry I forgot that, here you go.

The mods are my own mods, I used tools like proudclod, sceneedit, scenereader etc. to manually alter the scene and kernel files, those files seem to be overriden by the reunion menu mod.  I cannot remember the complete list of tools off hand as I last adjusted in 2017 but I still have all the tools on my hdd.

I think wallmarket is what I been using mostly.  so wallmarket, proudclod.  Plus black chocobo to put aerith back after her events.

I also hex edited some stuff like changing miss's for tifa to yeah's on her limit break, and a few other minor things in the game.  I can do a complete list if you think its important.  I would be surprised if these are the cause of the menu issue tho.  Everything plays well together except this reunion menu mod.  Also I did test on a exe without the hexedit mod's. Because of this  --> Change your FF7 Exe to the patched 1.02 ff7.exe provided from 7H_GameConverter_Final. Don't use any modified .exes (New Threat, Reunion, etc.)

Code: [Select]
Miscellaneous - Team Avalanche Fields
ID: 72152e09-7b5c-4942-8465-afa154e20b08
Version: 2.0
field_ta = 1
Field Models - Objects
ID: 7f1274cf-3bf8-4ae6-a722-d2f374c902fc
Version: 2.1
huge_materia = 1
materia = 2
potions = 1
save_point = 2
Animations
ID: 653bb2b6-3999-4bb0-bc21-2ae299bb7b87
Version: 2.1
f_animation = 1
w_animation = 1
60fps = 1
fba = 0
fbn = 0
fed = 0
fs = 0
Battle Models - Characters
ID: 1917178d-5ef1-42e2-9c5c-58045588b3f4
Version: 2.1
models_aerith = 1
models_barret = 2
models_caitsith = 1
models_cid = 2
models_cloud = 4
models_redxiii = 3
models_sephiroth = 1
models_tifa = 2
models_vincent = 2
models_yuffie = 1
Battle Models - Enemies
ID: 267ef1d2-599c-4f4d-860c-b838f402c587
Version: 2.1
models_diamond = 1
models_frogs = 2
models_scorpion = 1
models_jenova = 1
models_joker = 1
models_life_form = 1
models_motorball = 1
models_ruby = 1
models_soldiers = 1
models_sweeper = 1
Battle Textures: [Tsunamods] Avalanche Arisen 1k Battle Scenes
ID: c33191b1-439d-4536-9c70-cc5f6957dfa2
Version: 1.0
battle_bg = 1
Field Models - Main Characters
ID: efe1b0ec-6ce3-43f7-9659-f1bc9d36f60c
Version: 2.2
models_aerith = 3
models_barret = 6
models_caitsith = 2
models_cid = 3
models_cloud = 11
models_redxiii = 4
models_sephiroth = 2
models_tifa = 3
models_vincent = 2
models_yuffie = 2
Field Models - Non-Player Characters
ID: d329bc05-3dc0-4f35-94aa-632986f47194
Version: 2.34
models_base = 2
models_biggs = 2
models_jessie = 2
models_wedge = 2
Field Textures - satsuki
ID: 63c6df8c-971a-47f0-aac5-da4290f36058
Version: 2.3
field_bg = 1
Media - Movies
ID: 4f61f4cf-6733-4503-93f4-ed7fdfee21a6
Version: 2.1
movie = 1
Menu - Avatars and Backdrops
ID: aec06415-0f12-410b-ac43-f4e89e363729
Version: 2.1
avatars_aerith = 0
avatars_barret = 0
avatars_cait_sith = 3
avatars_chocobo = 2
avatars_cid = 0
avatars_cloud = 0
avatars_cloud_young = 0
avatars_red_xiii = 0
avatars_sephiroth = 1
avatars_tifa = 1
avatars_vincent = 0
avatars_yuffie = 1
game_over = 1
prelude = 1
start_menu = 5
Minigames Collection
ID: ee718ab3-0aa5-43b2-b7bc-82c69fcd19d0
Version: 2.31
chocobo_models = 1
condor_models = 1
motorbike_models = 2
chocobo_textures = 1
coaster_textures = 1
condor_textures = 1
motorbike_textures = 1
snowboard_textures = 1
wonder_square = 0
Menu Overhual - 3.0 TEST
ID: bcb1b767-002b-4f19-92ef-6abadcd670aa
Version: 1.0
beacause = 0
menu = 1
items_materia = 3
controls = 2
nbb = 0
Spell Textures
ID: b97373a2-aa9f-40e3-9a3d-aeaa846391d4
Version: 2.1
magic = 2
coin = 12
limit = 0
World Textures
ID: 35e0906d-7da4-4da2-b10d-87149d291a38
Version: 2.0
world_bg = 3

--

Just done bit more testing

What proudclod edits (monsters) which is scene.bin, actually looks like its intact, so monsters are still rebalanced by my changes.  Its kernel.bin  and kernel2.bin (edited by wallmarket mostly) that's been overriden by the exe mod.  I hope that helps.

246
No worries, is there any instructions on how to compile them posted anywhere?

Also since you supplied that exe for testing on another post I dont need that one anymore anyway but I am still willing to help the project.

247
this worked for me guys, took me 2 mins to setup.

https://steamcommunity.com/app/39140/discussions/0/1842440600601149504/

248
sadly doesnt seem to be, is it the mod I am thinking off the author got lazy and said he couldnt be bothered wondering what the point of it was?

249
With what we currently have, it is. After this fully releases, if something new comes along that uses this same method (or better), then it will be added. The older mods will need to be retired to free up the limited storage space.

I can provide hosting space, for free of course, if it means maintaining choice for the community.

250
7th Heaven / Re: [FF7PC] Shader List for 7th Heaven
« on: 2019-07-16 21:14:12 »
please provide screenshots then can choose.

Otherwise just provide the download links for them all and people can try as they please without needing to request for the link.

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