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Messages - sithlord48

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151
https://youtu.be/d5f4-m77O90?t=1859
this is a laugh only sephiroth and cloud share its kinda a hint that the two have somethings in common..

also if you have not you may want to watch these.

152
If you do manage to discover where the WM formation data is stored in the PSX file, then try also to find the Yuffie Encounters. They've always alluded me, and I've had to resort to TFerguson's FAQS for that info.

Anyway, field map IDs 1 ~ 64 are all shortcut-jumps to various places on the World Map. Using a placeholder ID for the World Maps as a Field Map means that the devs could easily assign a Field Map ID as the jump, without having to input the x,y,&z coordinates for the WM each time.

01 - WM0 - Midgar Southern Entrance
02 - WM1 - Kalm Entrance
03 - WM2 - Chocobo Ranch Entrance
04 - WM3 - Mythril Mine Entrance Swamp Side
05 - WM4 - Mythril Mine Entrance Junon Side
06 - WM5 - Fort Condor Entrance
07 - WM6 - Junon Entrance
08 - WM7 - Temple of The Ancients Entrance
09 - WM8 - Sleeping Man's Cave Entrance
10 - WM9 - Blacksmith's House Entrance
11 - WM10 - Mideel Entrance
12 - WM11 - Mideel Materia Cave Entrance
13 - WM12 - Costa Del Sol Entrance
14 - WM13 - Mt. Corel Entrance
15 - WM14 - North Corel Entrance
16 - WM15 - Corel Prison Entrance
17 - WM16 - Gongaga Entrance
18 - WM17 - Cosmo Canyon Entrance
19 - WM18 - Nibelheim Southern Entrance
20 - WM19 - Rocket Town Entrance
21 - WM20 - Lucrecia's Waterfall Entrance
22 - WM21 - North Corel Materia Cave Entrance
23 - WM22 - Wutai Entrance
24 - WM23 - Wutai Materia Cave Entrance
25 - WM24 - Bone Village Entrance
26 - WM25 - Corral Valley Entrance Snow Side
27 - WM26 - Icicle Inn Entrance Southern Side
28 - WM27 - Chocobo Sage's House Entrance
29 - WM28 - Round Island Materia Cave Entrance
30 - WM29 - Underwater (Last Coordinates)
31 - WM30 - Underwater Gelnika Entrance
32 - WM31 - Last World Map Coordinates
33 - WM32 - Last World Map Coordinates
34 - WM33 - Last World Map Coordinates
35 - WM34 - Last World Map Coordinates
36 - WM35 - Junon Ship Leaving Junon (Main Event)
37 - WM36 - Junon Ship Arriving at Costa Del Sol
38 - WM37 - Junon Ship Leaving Junon
39 - WM38 - Junon Ship Leaving Costa Del Sol
40 - WM39 - Wutai Shores
41 - WM40 - Highwind Outside Junon (After Escape)
42 - WM41 - Underwater By Junon's Reactor (After Mission)
43 - WM42 - Nibelheim Northern Entrance
44 - WM43 - Mt. Nibel Entrance Nibelheim Side
45 - WM44 - Last World Map Coordinates
46 - WM45 - Mt. Nibel Entrance Rocket Town Side
47 - WM46 - Icicle Inn Entrance Northern Side
48 - WM47 - Great Glacier Entrance
49 - WM48 - Rocket Town North of Entrance
50 - WM49 - Last World Map Coordinates
51 - WM50 - Diamond Weapon Surfaces (Event)
52 - WM51 - Last World Map Coordinates
53 - WM52 - Last World Map Coordinates
54 - WM53 - Highwind Outside Junon
55 - WM54 - Ancient Forest Entrance
56 - WM55 - Underwater (Last Coordinates)
57 - WM56 - Corral Valley Entrance Ravine Side
58 - WM57 - Forgotten Capitol Entrance
59 - WM58 - Highwind Over North Crater
60 - WM59 - Icicle Area Snowstorm Northern Entrance
61 - WM60 - Icicle Area Snowstorm Eastern Entrance
62 - WM61 - Icicle Area Snowstorm Southern Entrance
63 - WM62 - Icicle Area Snowstorm Western Entrance
64 - WM63 - Icicle Area Snowstorm Cavern Entrance

Awesome. This will be added to the location data in ff7tk.

153
Well good news everyone I've fixed the continuous build for windows so now  windows users can try the latest BC Pre release builds! 
https://github.com/sithlord48/blackchocobo/releases/tag/continuous

This is staging for the next ff7tk that is slowly being updated to C++17 along with the usual bug fixes and feature improvements

154
Make sure you have the newest version of black Chocobo v1.9.91 version from https://github.com/sithlord48/blackchocobo/releases

Its odd you should get that error at all if your using a build i did since I use mingw to build for windows and not msvc.

155
Do you know where I can find a mod like this for 7th heaven?
I do not know if there is a modpack made for 7th heaven or not. i only remember seeing a mod for that around here somewhere.

156
When you say "the correct type for your game" what do you mean, and how do I do that? I tried simply setting the stats as I desired, then clicking save, but it simply takes me to a save window. Where do I save the new file, and what do I call it?
It Depends on the way your playing FF7. If your playing on pc you want to save as a pc save and then place this file into your Save folder. The file should be named ff7save##.ff7 (00-09) the number is the safe file it will show in game as. See where to find pc saves For Emulators you need to save as a VMC and import that to your emulator . For psx you need to save as rawPSX then get that on a memory card.

It sounds like you're looking for something that will start every new game with extra equipment and stats.  Black Chocobo can only modify existing save files to give you the extra stuff you need, which is the easiest approach, but will only affect THAT save file.

If you want it to happen EVERY new game, it's more complicated and you won't find any pre-built tool that does it, but you you'd have to use Makou Reactor and modify the md1stin map, add a new script group in that map, there are codes to increment specific items, materias, and gil.  But like I said, it's both complicated and you won't find anything that does this already, it'd be a completely custom hack.
IIRc you could use walmarket to set the initial data if you wish to have the game start with this data for every new game. i would think that would be faster then using makou reactor.

157
General Discussion / Re: Final Fantasy 7 PC Mod pack
« on: 2019-02-05 01:15:49 »
Your question makes me think you didn't read the site rules, please take a few moments to read them.

For most mods you can use a combination of the "mod path" and "direct mode" options of Aali's driver. Mod path allow the driver to load better hi res pngs for any texture in the game so most things will work with this. And direct mode will let you create a folder 'direct/battle' for example and you can then put any files that should be put into battle.lgp here and they will be loaded in place of the archived version. With these two you can do almost all the visual mods with very little effort.

158
Hey guys,

I would like to play a new mod, the Superboss Rush Challenge with the 7th heaven modder, however I like to have Sephiroth in my party for a change. I try to replace Vincent with Sephiroth with the Black Chocobo app, but however Sephiroth is in my party, I can't control his actions. Does anyone know what I could do about this? Thanks in advance.
You can not control him that is normal. If you want to control him you need to look for a mod that does it. It is not possible to change this via the savegame.

I'm trying to use the save editor so that I can start the game from scratch (that is, press "New Game" on the title screen) and start with a set of equipment and altered stats that I've chosen.

Is there a way to do this? I've looked through the user guide, and haven't really been able to find anything that points me in the direction of how to do this - if it's at all possible.

When you open Black Chocobo It will start with a game just like you had pressed "New Game" make your changes then save it as the correct type for your game. Be careful with stats not everyone will keep them (Cait / Vincent and Yuffie have stats and levels generated when they join your party) For them you will need to edit the stats after they join. But the rest should be fine DO NOT PLAY WITH SEPHIROTH OR YOUNG CLOUDS AT ALL . Doing so will cause the game to freeze when you do the flashback. Also remember to edit the base HP / MP stat not the current or max HP/ MP those are calculated at run time and will not do what you want.

159
That is the main issue Its a niche format on the ps3 that is only used for one thing that has nothing todo with ps3 games. Most people working on the PS3 want to learn PS3 related things for making homebrew (the PSV format is of no use here). If you hack your ps3 you can then copy the internal memory card files (vm1s ) to a usb stick and edit and place them back into the memory card folder on the ps3. Psv is just a transport format for ps2 and ps1 virtual memory card to ensure no one messes with the data inside. Honestly be happy we can read the saves and they didn't so some massive crypto bullshit like they do with the ps4 copy.. Honestly we will mosty likey see ps4 save support before psv writing has the keys / seed discovered. Since they copy process takes at least 1 minute per attempt and there a lot of keys.

If I had to guess what keys i would think it would be one of the Ps2 Keys but then you just have to match them with all the seeds .. maybe the Ps2 emulation specific Since those are used to generate ps2 cards this could be wrong since ps2 cards use magic gate and that uses encryption methods and needs seeds and keys to work . So that could just be specific to generating internal ps2 memory card files. Now the next set of seeds are the Syscon ones and it could be one of those too.. Honestly if you are really really into this you could try the ps2 keys with all the seeds. it shouldn't take to long. If you do any section and try all the seeds Let me know we will track it somewhere.

160
@Trix I The format of your post makes it hard to read.
Hey Sithlord, I've read your previous posts about what's needed to get a .psv back into the ps3 and I get that you can't simply tell us what the key/seed combo is (even if you knew it you'd probably get in trouble for sharing it, so I understand)

If I knew them I wouldn't be asking users to enter them in the application. You have maybe missed the many times I've said here If you discover a working pair let me know so i can embed them.
Known Ps3 Keys: https://www.psdevwiki.com/ps3/Keys
Known Ps3 Seeds: https://www.psdevwiki.com/ps3/Seeds.
Psv files need to be named correctly its <gamename><hex for description> (i know the ps3 wiki says its a time code but that is not correct).
Scrambled keys are keys that are encrypted and need to be decrypted before they can be used.
 

161
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-01-17 15:08:12 »
Try using the alternative windows build that seams to work.

162
FF9 Tools / Re: [PC] Save editor - Memoria (0.6.3.1)
« on: 2019-01-15 17:47:44 »
Hello! Does this editor work with PS4 save files?
Its highly unlikely this works with PS4 Saves.

163
Troubleshooting / Re: Aeris Revival Mod
« on: 2018-12-28 17:05:27 »
Yes those scenes. Its not all of them but some will cause the game to crash.

164
Suggesting Electron for anything is bad advice.  Want to learn programming Learn some basic computer science and language along with it. I would recommend C++ since its low enough for to learn the concepts and high enough where its not to hard to do anything.

If you want to work on games C++ and C# are what you will find many are made in. (C# more recently since many newer engines use it for scripts.)

165
Troubleshooting / Re: Aeris Revival Mod
« on: 2018-12-27 21:55:55 »
you can use Black Chocobo to make it so she can be in the phs after her death. But be warned some story scenes will crash if shes in your party after her death.

166
I have released a new version of Black Chocobo. (see first page)This Version includes several fixes from 1.9.90. It changes up the release a bit also. There is no longer an windows install for this release, The only linux is a 64-bit appimage or disto packages. More importantly is provides me with a clean break to make a much better 2.0 version.
Any requests for 2.0 features?

167
Completely Unrelated / Re: RIP Diablo
« on: 2018-11-09 13:10:29 »
I feel really sorry for all the journalists who are defending this game and call gamers "entitled brats". Idiots.
They are not wrong. Gamers can be the worst many do act like entitled kids.

168
Is this the first battle where you see Sephiroth fighting? if so check your Young Cloud or Sephiroth data. Either models or save edits . If Y. Cloud and Sephiroths save data is not correct the game will crash.

169
Just wondering why not release as FLAC? I don't think that the youtube mp4a codec is using lossless mode.

170
The W-item bug is now fully fixed as of R06.  Finally vanquished from English game on 1st October 2018.

And there will hopefully be an options for this so i can keep that if i want.

171
No one knows the keys or seed used to generate the keys.. go try seeds and keys on that page . if you find a working combo let me know.

172
Please make sure you are using the "Continuous" build
https://github.com/sithlord48/blackchocobo/releases/tag/continuous
Ive tested and all your files (including the Spryo save) and they open just fine and do not crash the program.

173
Team Avalanche / Re: JuseteĀ“s field scenes
« on: 2018-09-13 21:37:07 »
Ideally the following would be done:
 - Have a centralized place is used for all source
 - This would include assets used to create scenes.
 - Decide upon 8x or 16x for the scaling and use it for all scenes.
 - Create a todo list as suggested above.

You can use something simple like google drive (like we used to) and then people can access the files, Use the primitive resources to make their scenes quicker, do renders, You know have working flow for the project that will help you attract more help too, Everyone can then work together on the same data set using the same assets so things look consistent thru the game, The artists to focus on art and the people offering to render can also have access this way they can render the scenes marked done.People can also test the fields to be sure the walk meshes are still working correct and weird pockets are discovered or do stuff like this guy is suggesting. http://forums.qhimm.com/index.php?topic=16748.msg259379#msg259379

174
why not just split the parts that have nothing todo with eachother so people can download and install only the part(s) they want?

175
Really that whole thing can be fixed by providing installers for the different mods that are being shiped, That why players and makers of other mods can pick what they want without overwriting their mod (in parts) as well as only install the parts they want. I guess when R06 is out you will just have to see what options if any are provided at install time.

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