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Messages - Lazy Bastard

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276
Yep, that worked (although I'd still like a way to edit the initial field to be loaded). Thanks.

I've also noticed that files edited in Makou Reactor can't be opened in Hack7. Something must be getting corrupted unintentionally. I've read somewhere on these forums that Hack7 also causes some sort of corruption, but that there's a pseudo-fix for this involving yet another utility to un-corrupt said data...couldn't we build such a thing into one of these apps?

277
Nice; I'll check it out a little later.

Still, it would be nice to be able to use the original MD1STIN at some point in the game, if desired. I guess one way might be to create an If Then statement that referenced some variable I could set one way or another based on whether the user just began the game or not. Optimally, I'd like to know the correct way to change the initial field...so anyone with that info, please do share it.

If not, I'll  begin by using the method mentioned. Either way, thanks again, kranmer :)

278
Quote from: kranmer
Wrong.
Just to let you know after you click on NEW GAME it loads MD1STIN right away and NOT the video, the opening video is loaded from MS1STIN script and can be changed really easily (using Makou Reactor or Hack7).
So all you need to do is load MD1STIN into Makou Reactor and then click
"0 Dir"
in the 2nd column
then in the 3rd column click
"S0 - Main"
then click the + next to
"If $GameMoment == 0 (else jump to byte 213)"
and you should see a line that says
"Set next movie: opening"
this is the line you want to change, i hope this helps.

That's great news :)

I must've missed that when I was looking around MD1STIN last night. I'll see if replacing that with a field change will do the trick...but I do want to make sure the user never sees the MD1STIN field in the first place.

So, if I need to edit SAVEMENU.MNU to accomplish the above, does anyone have a clue as to where (an offset, or an ASM snippet, would be wonderful) the relevant data is? Modifying MD1STIN is fine if that's my only option, but what would be better is to force NEW GAME to jump straight to the field I want it to.

279
Since it seems that .MNU files are chunks of composite TIM/ASM/other data, has anyone figured out exactly where the code is for what should occur if the user chooses NEW GAME?

Presumably, that choice kicks off the initial FMV, then loads field MD1STIN (Sector 1 train station's first field), which then runs its scripts and passes control to the user.

What I'd like to do is cut in before the first FMV is ever loaded, and tell it to go somewhere else (whatever field I happen to be interested in starting off at, with no FMV). Alternatively, I don't mind breaking that initial FMV, or its code, or the script for that first field, if there were a way to do so that would accomplish the same goal and not be apparent to the player...but the more I look at it, the more it seems that won't be possible.

Is my best route going to be making a save state of me accessing the NEW GAME/Continue menu (SAVEMENU.MNU), then changing what choice I'm hovering over...or perhaps even trying to catch the game immediately after a choice is made...and then disassembling it and digging around in the ASM?

Also, the wiki mentions BGINMENU.MNU being the first menu to be loaded (which is correct), but then specifies that the image below is of BGINMENU.MNU, which I believe is incorrect. That's SAVEMENU.MNU, even though it's not technically 'the save menu'...correct?

280
Gameplay / Re: Mod: FF7 Prequel (input requested)
« on: 2012-07-16 23:11:16 »
All interesting questions, many of which I've wondered myself. And yes, much of the Cetra lore created by the FF7 team was modeled after Jewish (mostly Kabbalah, if I recall correctly) legend and religion...and specifically, things like Sephiroth and Jenovah were pretty obvious.

281
FF7 Tools / Re: Ifalna [1.40]
« on: 2012-07-16 20:57:55 »
Ah, per this thread: http://forums.qhimm.com/index.php?topic=12503, the description for Ifalna is: "Model Viewer".

282
Scripting and Reverse Engineering / Re: Mini-game Fixes
« on: 2012-07-15 20:34:20 »
Nice work reversing the submarine game. Now to fix it :)

283
Gameplay / Re: Mod: FF7 Prequel (input requested)
« on: 2012-07-14 21:04:40 »
An interesting concept. I was considering making an initial prequel, then several subsequent ones after the first one is released. One of them would have centered on the Cetra, although I hadn't given it much thought as you clearly have :)

284
Gameplay / Re: Mod: FF7 Prequel (input requested)
« on: 2012-07-14 20:31:35 »
Quote from: ajthedj747
You know what I think? I think this is a great idea, yet we need to get certain members of this forum with certain talents to help. Since I am a work-a-holic, I do not have much free time to help out, yet count me in. It would be cool to redo parts of Crisis Core and that one Japanese Anime Short called Last Order into the environment of Final Fantasy VII PC. I think someone already wanted to do this starting with Nibelheim as the starting point.

Ack, I wasn't specific enough. This mod would be for the PSX version...although I suppose I could probably port most of the work fairly easily to the PC version later.

Also, I intend to completely ignore the Crisis Core and Last Order story lines, in favor of a prequel story more true to the original (and more accurate).

285
FF7 Tools / Re: Ifalna [1.40]
« on: 2012-07-14 07:40:04 »
What does Ifalna do?

286
Gameplay / Re: Mod: FF7 Prequel (input requested)
« on: 2012-07-13 19:14:57 »
While there will always be those that toe the company-release line regardless of quality, ignoring inadequate or inconsistent prequel material certainly isn't a new concept. Pretty much every video game/comic book/animated series that has been made into a movie has then been made into another movie that ignores the previous movies, and sometimes this occurs more than once (The Incredible Hulk, for example). Directors and writers are often handed the rights to a series that has been butchered, and instead of writing a sequel to an awful rendition, they simply say, "Well, that was terrible. Now let's all pretend like it never happened...and HERE is how Spider-Man really got his powers."

287
Gameplay / Mod: FF7 Prequel (input requested)
« on: 2012-07-12 21:54:04 »
With no promise of ever actually performing such a feat, I'd like your thoughts concerning the possibility of an FF7 mod in the form of a prequel (title to be decided, based on story).

With the tools already available, some manual work in various areas, and perhaps even the creation of a tool here and there for specific purposes, we can now pretty much change whatever we like in FF7. The primary limits are creativity, time, and effort.

I realize there are already prequels in the FF7 universe, but:

1. There are plenty of places and time periods that haven't been expanded upon, and
2. I consider the existing prequel work to be far inferior to the original, and I would perhaps go so far as to completely disregard all prequel story content, rewriting it if you will.

If a prequel were created, it would most likely be of the same (game-play) length as the first disc of FF7, and if well-received, would be followed by other prequels, and possibly a sequel to the original as well. I'm not sure at this point if the story would be open to suggestions as it's written, or open to general suggestions from the outset, but kept private until release. The former could yield a more well-rounded story with a lower probability of mistakes ("Wait, Zack's last birthday was two days before that!"), but the latter would be a lot more attractive to hard-core fans and avid FF7 players, such as the members of Qhimm.com's forums (finally playing the finished version of a game you spent countless hours proofreading, helped write, and knew the storyline of months ago just isn't as fun as playing something entirely new to you). Of course, a compromise between the two would likely be optimal - bringing in a couple of people to ensure the finished product is polished to a high sheen :)

A final note: this mod will start as a PSX mod. It could be ported later to the PC version, but I've never even played the PC version, so someone else would have to complete that portion of the project.

Let me know what you think.

288
Although I'm quite late to arrive, I'd like to say that this project is amazing. Very well done, and I can't wait to see what's next.

Bosola: I sent you an email.

289
General Discussion / Re: Codes
« on: 2011-06-06 15:22:11 »
Quote
Hey, can you find values for a code allowing the player to move anywhere like a third-person camera?

Please elaborate. Do you mean you'd like a code allowing the camera to move anywhere while the sprite (character) you're controlling stays still? If so, I imagine you'd want this on joker, so you can later resume normal operation? Also, for interest's sake, may I ask why you want this code?

If you will, please use the forum feature to email me when you've responded to this, in case I don't drop by in good time. You can also always make a request on the GameHacking.org forums, where hackers actively await such requests.

290
General Discussion / Re: Codes
« on: 2011-05-31 16:06:58 »
Quote
THe controle NPCs code is pretty sweet.  There are certain parts of the game that are kinda fun with that cheat.  You can be the soccer ball in Costa Del Sol.  Umm...You can be the materia keeper in Mt. Nibel.  Basically any field model that appears on a given screen can be controlled.

Cool, my Sprite Control mod is still being enjoyed :)  That's one of my favorite codes I've hacked...good times.

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