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Messages - DLPB

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Gameplay Modding / Re: FF7 Quadra Magic materia glitch
« on: Yesterday at 22:58:40 »

Battle   Yes   "Poison is not truly an Elemental and a Status.  Due to either poor programming, poor design, or an oversight, the following will happen:

If Poison elemental damage is nullified or absorbed, the status (regular deductions of HP) will never be inflicted.

If the Poison status is protected against, then the elemental damage (initial HP damage) is also impossible to inflict.

This also means that Poison Ring is totally broken, as it will only ever drain 0 HP. "   "

White Wind

DLPB"   DLPB   R06

Fixed.  That one was tricky!

FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2018-10-13 22:57:50 »
Oooooooooo Matron!

This is a bug in HextLaunch, place them in HL_files\Hext_in\ until I release new version.

Thanks :)

Troubleshooting / Re: Slowdown problem in FF8
« on: 2018-10-12 12:54:51 »
It's the frame limiter and the code itself. It's not a good port.

ff7.exe   Yes   Shield materia will normally ignore potions (and other items), but this fails when W-Item is used instead of the normal Item command.   DynamixDJ   DLPB   R06


ff7.exe   Yes   "If Master Command is linked to HP Absorb, MP Absorb, Added Attack, or Added Steal,
the support materia will affect the commands Atk, 2x Atk, 4x Atk, Strike, Iainuki, Item and D-Item."   DLPB   R06

And fixed.

Hah! Yes.  I meant 4th bit / bit 3.

What is bit 4 about NFITC1?  I noticed 08 was always set.

Troubleshooting / Re: Slowdown problem in FF8
« on: 2018-10-11 14:45:05 »
I doubt it...  FF8 should not need an i7 to run properly.  At the root is poor coding.

There's no corruption there that I can see.  Possibly your browser is doing it.

Completely unrelated / Re: Don't be shy - Photos
« on: 2018-10-10 22:32:55 »

haha oh aye.  Not sure what I was thinking. I blame this cold I'm dying with.

Aye I sent him this - however, I think it's bit 0x40 and 00 ?

Troubleshooting / Re: Slowdown problem in FF8
« on: 2018-10-10 11:59:06 »
It will be the frame limiter code.  The porting team didnt make a total tits of it like ff7 - but it's still crap.

Scripting and Reverse Engineering / Re: Broken Ladders
« on: 2018-10-09 21:49:04 »
sbwy4_6 is totally broken... Experiment with the larger ladder and you'll see why. Not just the above - this field is really really bad.  Multiple bugs.

Nope.  I fixed a few bugs and made a new one.  :o

Scripting and Reverse Engineering / Re: Broken Ladders
« on: 2018-10-09 17:18:50 »

Also in sbwy4_6

If you enter this field from the north ladder (go out then back to this map) and go to the Save Point, Cloud will have the ladder animation, because script programmer added animation 3 as a loop by accident.

Scripting and Reverse Engineering / Re: Broken Ladders
« on: 2018-10-09 15:58:25 »
sbwy4_6 also has it at bottom of ladder. Just noticed.

Scripting and Reverse Engineering / Broken Ladders
« on: 2018-10-09 15:54:08 »
Uprisen noted to me a few broken ladders in the game.  When pressing OK at the top/bottom of ladders it is possible to lock the game - or crash it entirely.

Here's why:

When you get onto a ladder the first time, generally the code is safe. A line activation leads to a script.

And the script is "Only if script not already running"  - so mashing the OK button will have no effect.

But the problem lies where you enter a screen already on a ladder.  Here, the script programmers made a mistake. They didn't factor in that the script version with "Only if script not already running" is no longer being used, as they elected to use MAIN of the character instead. This means that the script version hasn't yet run and can be activated at the same time as the MAIN version is active, leading to hangs and crashes.

How to fix is very simple:

Let's take sbw4_3, which has 2 ladders that will both crash the game.

Under LINE 1 I have added a check for [5][255] flag

Code: [Select]
If key [OK|CIRCLE] or [???] pressed once (else goto label 1)
If Var[5][255] == 0 (else goto label 1)
Execute script #4 in extern group cloud (No4) (priority 6/6) - Only if the script is not already running
Label 1

Only if 255 is 0 will the grab ladder code be accepted.

And in the MAIN of Cloud, at the top

Var[5][255] = 1 (8 bit)

and the bottom

Var[5][255] = 0 (8 bit)

This ensures that MAIN will be fully complete before allowing the ladder code.  So there will never be a simultaneous call while on a ladder.

I have added this to LINE 2 as well, as both ladders on this field are broken.

Code: [Select]
If key [OK|CIRCLE] or [???] pressed once (else goto label 1)
If Var[5][255] == 0 (else goto label 1)
Execute script #5 in extern group cloud (No4) (priority 6/6) - Only if the script is not already running
Label 1

Uprisen has noted various others that I've fixed for The Reunion. 

rktbas2, las0_2 among them.  So, if you know of any more, let me know.

I've sorted him with the Savemap and a few others - but he'll be needing battle offsets - HP MP Limit Status

I've got them somewhere as well.

General discussion / Re: FF Wiki - Too much nonsense
« on: 2018-10-08 18:28:33 »
Quite possible! Or could be the formation data wasn't present at the time.


Hey man, first off thanks for the stellar work on your mods, I've used them for a long time and will continue to do so for as long as you work on them.

I'm setting up for another playthrough and noticed that Anxious Heart is unsupported now and that you're planning on folding it into The Reunion in the next patch (RO6). Are there any other options for music mods I can use until R06 is released?


Someone uploaded the pack on a separate thread recently.!TjxzRT7B!BA5w-RSGXdKtCLiH06JwLQKibBVym5ISX0QL7nEwXOI

 I misjudged how long The Reunion R06 would take to complete and it's turned in to a new modding solution at the same time... so.

Also check Steam boards.  Pretty sure someone linked a full copy of AH there too. Other than that, no. It's just a waiting game.

General discussion / Re: FF Wiki - Too much nonsense
« on: 2018-10-08 15:29:04 »
That's what I always thought, but I've swayed and tested an awful lot and I cannot break it (the sway is really slight and code exists to make the character re-position).  So if it does break, it's got to be very rare.  I'll do some more testing soon.

Team Avalanche / Re: Remastered backgrounds : final packs
« on: 2018-10-08 13:01:01 »
Unbelievable amount of effort :)

One question - in game, how do the doors / lighting effects fare?

General discussion / Re: FF Wiki - Too much nonsense
« on: 2018-10-08 12:46:40 »
I understand the anon nature of it - but Wikipedia leaves citations. I just don't like a lot of research and knowledge being accumulated without any acknowledgement of where it came from.

I've had my rant.

On the Midgardsormr, it would have been easy for them to program it in for the position to be saved.  They wouldn't have to save all segments of it to do this or even the original shape.  It's a design oversight - the menu simply shouldn't be allowed to open there, which fixes all the problems.

If it does spawn always away from character, then point taken on that but wiki is unclear. That's rather lazy of the developers. It may be that the ability to block the menu from opening on various terrain was added at a later time (this is how the Wutai bridges stop you opening the menu) and no-one thought to add the marsh.

Funny, really, because there's no reason I can see for battles or menu being stopped on those bridges - i tested a lot and could not break the game.  Perhaps there is a way to break it with saving, but I haven't managed it.  The battles not being allowed there may be a total oversight; the correct formations do work there. 

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