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Messages - PapSnatchBrim [SwornEnemy] (DMR)

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so..... i just want to grab the trainer from the bootloader menu .. how can i do this?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-01 14:24:37 »
It was funny seeing an older version of Patchmaker there; I'll give these a gander and see what's what.

Edit: Oh, it's this mod! Well, that explains the expertise you had with Kimera before. Cheers for this, I'll harvest these up for parts. I'm wanting to try and keep the original 'shape' of the field models and just add details and colour adjustments to them but there's a lot of parts here that'll fit nicely, I reckon.

By the way, does this mod of yours have a release thread or was it buried? It's quite a thorough revision and well-made.

Edit 2: I see this has several release threads. Quite interesting, it's been passed about from modder to modder.

this is the original thread http://forums.qhimm.com/index.php?topic=8857.0
i was thinking about carrying on with this earlier this year but i couldnt be arsed basically,
i hope youll be able to use some parts from this,, peace out brother!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-09-30 23:52:22 »
nice one pal. il test it out in the morning,
if you are making field models http://www.mediafire.com/download/znlyz43vvhz/Mxster%27s+Chibi+Reconstruction+V1.6.exe
you can have these, these are field models me and my cousin started making about 5 years ago, they may be of some use to you

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-09-30 00:36:48 »
dude , been checking everyday for the past 2 weeks, i hope you upload soon.


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Scripting and Reverse Engineering / Re: :(
« on: 2014-08-28 12:26:38 »
Oh well... I guess it's all up to me then, I have plenty of free time in my hands. :D

Expect it to be finished in around 10 years time, when no one cares about FF7 anymore :P

its nearly been 10 years hows it going? lol

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Releases / Re: [REL] Red Werewolf
« on: 2014-08-18 20:31:00 »
very cool idea.. just tested it, a few problems.
half his head and back are invisible in my game and most of the animations are broken, there is no 'attack' animation and uses the 'berserk dance animation' when using spells

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i wanted to play ff7 with just cloud in my party, i was wondering if anyone knows if this is possible without the game crashing in the field when other characters in your party appear from cloud to have a chat. i have thought about maybe making the other characters models invisible and always having them dead but thats a bit lame...thanks

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open wallmarket. go to 'Attack' tab along the top. find 'Shield' in the list on the left. double click the name to change name and description of magic. in 'Animation ID:' put '6E' [this is the 'Stardust March' animation].'Attack Damage:' set both to X2 for standard offensive magic damage calculation. change the 'Camera (single) (multiple)' to an offensive magic eg.fire [0006 0024] so the camera focuses on the target and not your player when you use the magic. in 'Attack Target' tick Enable Selection, Start on Enemies, Start as multiple and Toggle multiple, un-tick the rest (if you want magic to always attack all targets without the 'All' materia un-tick Toggle multiple). 'Attack Element' Holy, 'Restore Type:(?)' set to FF None, ...and i think everything else is preference as to attack statuses and properties, mp cost and attack strength....... then change Shield materia in materia tab, element, equip effect, AP etc and your all set

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Gameplay / Re: Adding Commands to the battle menu?
« on: 2014-07-18 22:17:44 »
pardon my ignorance but this means nothing to me.

Quote
0x1CE2F8 75 -> EB
0x1CE305 75 -> EB
0x1CE312 75 -> EB
0x1CE31F 75 -> EB

i assume i swap the 75 for EB, but what program would i need to edit this?

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Gameplay / Re: Adding Commands to the battle menu?
« on: 2014-07-18 19:30:55 »
yea im up to it, just to let you know i am not familiar with hex editing so if your up to an elaborate explanation, il give it a go.. i assume you know what you are doing with it, and isnt to difficult.

Edit:

I changed the materia type of slash all and double cut to X6 as you said which matches other commands such as steal, sense,dblow etc but they still over write the attack command, to be fair i dont know why i didnt think of this before and i assumed this would work no problem, but it doesnt, maybe this has something to do with the .exe also?

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Gameplay / Re: Adding Commands to the battle menu?
« on: 2014-07-17 19:43:12 »
Basically i want to separate the "attack" and "limit" commands , without using a materia to do it.

and possibly adding the "slash all", "2cut/4cut" as seperate commands also [these using their relative materia but seperating from "attack"]

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Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-04 23:40:11 »
just played through the first reactor quickly,, and its awesome... loving it so far keep up the good work

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Gameplay / Adding Commands to the battle menu?
« on: 2014-07-04 00:36:59 »
i had noticed in the FF7 Trainer 0.7 Beta By Kranmer http://forums.qhimm.com/index.php?topic=9890.0 he was able to add commands to the battle menu, i was wondering if anyone could enlighten me on how to do this. any insight would be appreciated ... thank you

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