Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - meesbaker

Pages: [1] 2
1
Hi guys, its me again :D
I have a small question regarding battle mechanics. How exactly does the maths behind calculating whether a status effect such as poison connects,  work?

In TFergussons battle mechanics guide, who I have always experienced to be a person with perfectly well tested and accurate info, it says that the status stat of the move is equal to the success rate as a percentage. For example a move that has a status stat of 32, as he explains it, gets substracted by one and then compared to a seed random of 0..99 to check  which number is higher. This will obviously make a 32 status stat resemble a 32% chance.

However, he does not really explain where that status stat is coming from. When I look into the KERNEL.BIN file using NFITC1's wallmarket tool, the stats are all divided by 4. And I dont understand why that is or how exactly the maths is applied. For example when I check on ff7wiki(which I basically dont really trust on a lot of indepth stuff), poison magic is claimed to be a 48% chance to inflict poison. The actual status stat is 12/63 in the KERNEL.BIN file though. The same applies to any other status infliction tool, the stat being 1/4 of the percentage we regard as the true value.

Following TFs guide the chance would be only 12%, but that is obviously not the case. An increment of the value to  around 20+ seems to pretty much guarantee the poison so it seems to be possible that its exactly 1/4. But there is no real proof or explanation for why that is and what exact formula is doing that.

Im sure you guys know  :-D

2
Hi friends, yet again I need your help. This time it is about FF9 I was analysing how exactly the game handles running away from battles and I found this on gamefaq:

Escape Chance
=============
  Chance = [Party Lvl Avg * [200 / Enemy Lvl Avg] / 16]

After that, a random number is used to determine if you run away:

  Rnd MOD 100 < Chance, party escapes

Notes:
  This check is performed once per second for as long as you hold L1 + R1.
  You can only escape during the time the enemies ATB bars are filling.

Basically I just want to know if the last part is perfectly accurate and whether I am understanding it correctly. While enemies ATBs are full holding l1+r1 does not help at escaping the fight right? So in theory when I cast a spell and the enemies atb is full it doesnt help to try and run during that animation right? So basically in order to get out of fights the fastest one should put battlespeed to the slowest in order to have more checks while ATBs are filling do I understand that correctly?


3
Hi guys, I have a question regarding the randomly ranging fps on the steam ports of ff7 and 8. Apparently the games are supposed to run in 30fps in field jus like their original counterparts but run a bit higher under certain circumstances. While ff7 can go pretty much anywhere from 29-40 depending on the hardware (curious also why that is, usually the strawberriestier pc the faster) ff8 is a bit more “consistent“ but seems to have a glitch of similar nature where fps in win7 range between 31.3-7.

Now for ff7 dlbp has supplied us with a fix, apparently a single offset in memory at 0x787b48 has a bad value. Experimenting with it I experienced it to function like an fps multiplier, so one can set fps to perfect 30.00 tweaking it.

My main question is if there is a similar solution for ff8. Since the fps behave in a similar way, even if so in a smaller range I can imagine that the cause is similar and thus jus as easy to repair. Would be great if someone whos into that topic could have a look at ff8 field fps.

4
General Discussion / Steam issue [SOLVED]
« on: 2015-06-02 09:30:38 »
Hi there, I would like to ask if someone already figured out why the field fps is getting higher than 30 on the rereleases depending on your hardware. Im trying to get to the original 30fps.
I already tried the fix by DLBP but it did not work for me. Anyone have a good understanding on what is going on with the frame limiter?

5
Hi friends I have this subject this year at university and it's kinda complicated. If you have a good clue about it and willing to exchange some pm let me know.

6


Welcome to my new Sephiroth Patch! This is the classical patch, a full swap of Cloud and Sephiroth in all fields and battlegrounds. Both characters are fully animated, for battle I kept Sephiroth's original animations and added missing elements such as tossing items or doing limit breaks. All models for Cloud and Sephiroth are derrived from the HQ battle models of their final fight and thus look totally amazing, this Sephiroth patch is the complete one!

List of features:

- Sephiroth and Cloud are swapped in field and use the former animations of their counterpart, all texts in field are adjusted to display "Cloud" instead of "Sephiroth"
- High quality models are used, battle model parts plus carrying a weapon - see the screenshots! :)
- Fully animated Sephiroth battle model doing sense, manipulate, steal , taking damage, tossing/using items and also executing all of Cloud's Limit breaks!
   (though they look strawberriesty ... :O) )
- Sepher Seph and Final Seph turned into Cloud equivalents, this is consistent to the very end :)
- Sephiroth using the masamune plus all of Cloud's weapons: Buster Sword->long sword(masamune model), Ragnarok->Masamune, Masamune carried by Cloud=Buster  Sword, Im sure you get the idea :)
-Sephiroth in the bike minigame!!

Download:

Main v1.3:   http://www.mediafire.com/download/fgxe1emg5c7t61j/Imperis_v1.3.rar



Screenshots: (click for larger image)











If you see no pics use the links:


http://fs2.directupload.net/images/150418/xslgavpt.jpg
http://fs2.directupload.net/images/150418/6w6pqixi.jpg
http://fs2.directupload.net/images/150418/79tyhlzy.jpg
http://fs2.directupload.net/images/150418/7uevvccu.jpg
http://fs1.directupload.net/images/150415/muwivyt6.jpg
http://fs2.directupload.net/images/150415/hsccs8nb.jpg
http://fs2.directupload.net/images/150424/fnxlybq2.jpg

In case you wonder why Heroes for PSX is not been continued for so long, well I will finish it. But I released disc 1 too early, it is more work than I expected. As modding on PC is far simpler I thought Id just swing out a PC release, Enjoy!


Thanks to:

-SquareSOFT for making FF7-10
-NFITC1 for Wall Market, Proud Clod and his wisdom
-luksy for making ulgp
-myst6re for making Makou Reactor
-Borde for making Kimera!!
-Obesebear and all others who answered all my questions, this was the fastest start into PC modding ever
-zara9 for his support and testing my mods
-my friends Jeet, Lazy Bastard and vayneruel for all support since Im here

Alright, if I forgot you I am sorry and please complain ! ;)


UPDATE 04/18/2015
update v1.2 released:

- fixed the body/belt texture of Clouds field model
- fixed an issue where AFIE.hrc(parachute model) has no head
- fixed all blinking head issues on field models
- updated the terrible shoes of Cloud and Seph with higher quality battle model parts

UPDATE 04/24/2015
updated mainfile, version v1.3 released:

-Sephiroth on the bike minigame!
-small fixes

7
Completely Unrelated / Jenova Birth back attack
« on: 2015-04-14 01:49:43 »
EDIT: I figured it out myself ;)

8
Completely Unrelated / Gran Turismo 1 psx Speedrun 1:39:51
« on: 2015-02-06 02:02:39 »
My latest piece of work, enjoy! ;)

http://youtu.be/UpQfexZ65Wk

9
Scripting and Reverse Engineering / FIELD.TDB - PSX faces
« on: 2014-12-13 15:27:21 »
Hi everyone, I know that the file structure of field.tdb is explained on the wiki but I do not understand which faces belong to which palette.

In the model section of the .dat file of some field every model gets a face ID, 00 being Cloud's face. Now this id fully defines a face that is contained in field.tdb. A face consists of tim data for the shapes of the eyes and a color palette. Now every tim inside field.tdb is 512 bytes in size while the palettes at the end of the file are 32 bytes each.

Now if I want to extract Cloud's face I look at his ID=00. Means I copy the first face from 0x10-0x210 and the first palette at the end of the file. Comparing this to the face data found in wm0.bsz, Cloud's world model, i see that this data is correct.

It does not work for any other character though. The faces of tifa and cid are very deep in the file.The palette count always matches the face id but i do not understand how to calculate the location of the correct tim data. Cids id is 05 so he is the sixth face so it should be at 0xa10-0xc10 but it is somewhere around 0x5000 , completely different. Sephs face id is 0x15 so he is the 22nd face, in fact it is the 102nd face in field.tdb.

I dont get it. The palette is always correct but not the tim data. I must've known it  because I have a field.tdb with seph and cloud's faces correctly swapped but I do not understand it anymore.

10
General Discussion / Kingdom Hearts 1 vs KH2
« on: 2014-12-11 22:05:52 »
I got back to playing Kingdom Hearts 2 some days ago and I must say that the level design is kind of disappointing. I remember Kh1 had levels that were difficult to get through despite the combat there was platforming, places where you could fall of, small puzzles, basically more areas and ways to go...

Now in kh2 you never need to think the slightest bit. Every field in every world is perfectly guided by virtual walls, you basically go the linear main way and do the battles. Run and fight, that's the whole game.

Of course kh2 has much better combat, characters and a really cinematic feel to it that is greatly designed but just remembering how much there was to find only in traverse town and amazing levels like tarzan jungle, netherlands and the huge labyrinth that hollow bastion was endgame I'm not sure if I really prefer the 2nd one. Endgame was almos as long as the other worlds combined, on the 3h world record speedrun hollow bastion starts after 2 hours.

kh2 has no single level like this, also I liked the arena much more in kh1.

Now Im surprised what you think my friends ;) For me kh2 is still better because I mainly like story/chars and soundtrack much more but kh1 had a LOT of stuff I'm missing. Also the annoying oxiii battles from final mix are no near a replacement for battles like kurt zisa.

11
Completely Unrelated / Where is the Black materia?
« on: 2014-11-25 13:32:02 »
What happened to it after the events of the original game? We saw the white one drop into the water but what happened to the black one? There is no trace of either one in advent children or anything else I've seen, why were the remnants not after it? Where did it go anyway?

To me it looked like Sephiroth had it so when he was reincarnated in AC with all his stuff his sword etc., why not with the black materia? It even looked like he kinda merged with it, would he not cast another meteor as soon as he was back?

Or are holy/meteor spells that can only be used once?

12


Hi everyone! HEROES is finally out! To put it short, this brings everything to the PSX that hasn't been there yet:

- Higher quality Field/Battle models for Sephiroth and Cloud on the PSX!
- complete Sephiroth patch with a full role swap with Cloud in field and battle and on the worldmap
- Sephiroth executing all of Clouds battle animations including his limit breaks and wielding both Masamune and Cloud's
  weapon set!
- all dialogue fixed and fields edited accordingly!


Additionally this includes a 9999 breaker and a KERNEL.BIN and SCENE.BIN overhaul, new spells, mdef bug fix, adjusted boss fights and a few new items and materia are included!

-SINGLE PLAYER COMBAT-
While this is mostly a drawback for having a hq battle model and having a battle model doing Cloud's limits and animations it is actually pretty cool and puts the focus on Sephiroth! All fields and boss battles have been fixed to work properly this way. This means that there will be other characters in Field but all battles are handled by Sephiroth alone and the game is balanced out for that. Also Phoenix Downs heal your HP now.

I only had to give up Vincent and Yuffie but Utai is still working and the pagode can now be climbed and conquered by Sephiroth!!

So far I do unfortunately only have the disc 1 ready but I'm working hard to get the other two done as well. Just use a fresh ISO of the NTSC-U version and apply the ppf patch using ppfomatic 3.

Standard version:
https://www.mediafire.com/?zal3houm7qkaafi

For physical consoles (PSP or real PSX):

http://www.mediafire.com/download/p7968811ftwvbzh/heroes.ppf

SPECIAL THANKS

- NFITC1 for making ProudClod and WallMarket
- again NFITC1 for answering all my stupid questions
- myst6re for making Makou Reactor
- Lasyan3 for making Hack7
- Ficedula for his lzs compression tools
- Next for making the one and only hex-editor
- all my friends here :) especially Vayneruel, Jeet and Lazy Bastard

This may not look as spectecular but the whole process of learning how to mod the PSX version and get some slight graphical enhancements out of it is about 2 years now, this is the product.


UPDATE

-minor fixes, if you have the original version please load the updated one and make a new ISO
 

13
General Discussion / FF7 Undead+Regen status
« on: 2014-10-21 22:09:58 »
I wonder if the regen status is actually affected by absorbing healing. I have the impression it works on its own and will just keep replenishing a foes health even if healing spells damage him. For example GI Nattak can be “attacked“ with regen status but I felt the battle became quite lengthy...

Which is true?

14
UPDATE:
I found Cloud's model used during the bike minigame. It is contained in field file 103, that's blackbgb. The model is only used in that field though, a copy used for the minigame is contained in H_Kawai.BIN at 0x1b58-0x2d2f

15
I guess everyone here is aware of the fact that there are high quality models for Cloud and Sephiroth only loaded on the final battle.

This mod actually allows you to use Cloud's better model throughout the whole game. The only problem is that this model is designed only to work when Cloud is alone in the party which is also why I am releasing this as a modder's resource. In case you are planning to create a mod where the main character is handling the combat on his own feel free to utilize this. After applying the ppf patch to a fresh ISO, extract BATTLE.X and then you can use this file for any mod you want to.

What it actually does is succesfully loading the model for Cloud from HiCloud.LZS, of course you can also put other models in there but not everything may work as I altered Battle.X specifically for the higher quality Cloud model.

Still most stuff will work for example I created a Sephiroth using Cloud's animations from the shirtless Sephiroth model, a video of this can be found in one of my posts further down.


Here are some screenshots:





The supplied ppfs can be applied to all 3 discs:

PAL German: http://www.mediafire.com/download/pk0x5i9850xt595/HICloudPalg.ppf
NTSC-U: http://www.mediafire.com/download/lln3g2g8l5wqtn2/HICloudNTSC.ppf

16
Gameplay / Sephiroth perfect Omnislash PSX
« on: 2014-08-21 15:38:40 »
Hi everyone, I'm back to work and will hopefully be able to finish some projects I started soon.
Consider this a small "teaser" for my upcoming Sephiroth patch for PSX. I know that my patch won't be the first one but surely the best one :D I will fully swap the roles of Cloud and Sephiroth including field models, battle models and dialogues with all animations working perfectly for all models.

I created a Sephiroth battle model executing Clouds battle animations so there will be a fully working main character doing all animations that were written for Cloud. I did the same thing the other way round but the coolest thing about this is that we finally see Sephiroth perform Omnislash perfectly on PSX:

http://m.youtube.com/watch?v=0DRepMAw7Ck

One small issue I have is that my new battle model makes a physical PSX crash which maybe happens on PSP as well then. As all animations and body parts work respectively show up correctly in epsxe and due to the fact I made all calculations in the computer and triple checked the numbers I am pretty sure that the offset section in the beginning of the LZS model is correct. Still the LZS viewer tool does not open the file saying there was an "offset error". There are many sections in LZS battle models whose function is unknown to me so I will have a hard time finding out what the problem is by myself.

Thus I wanna kindly request the friendly modder who created this awesome lzs battle model viewer to contact me so I can send him my Sephiroth model and he can investigate what exactly his LZS viewer complains about when trying to open my file. This way I may be able to narrow down the problem and make the file work on a fat PSX as well.

17
Colly pointed out that the Kernel of the NTSC-U version is different in structure than the kernel of other versions including pc releases. I do not know how much of this is already known as the wiki section about this is all empty.

Inside the Kernel File, spell data starts at 0x246. Each Spell has 60 bytes so calculating the position of a spell is taking the ID, multiplying it by 0x3c and adding that to 0x246.
If spell ID is greater than 24 0x130 has to be added because from 0x800-0x930 there is pointless data right inside Full-Life.

Inside a spell description there is:
0x1A: Damage Constant
0x29-0x31: HP-STR-VIT-MAG-SPR-SPD-EVA-HIT-LUCK
The junction values for eva are higher than on wikis or gamefaqs as they just see how Evasion changes and thus have wrong values. This is due to the way the game determines evasion stat.
After the junction values there are a few bytes for Status-J and Elemental-J. Im not perfectly sure yet what is what but Status Junction is first.

Spell ID List:

0-8:      Fire, Fira, Firaga, Blizzard, Blizzara, Blizzaga, Thunder, Thundara, Thundaga
9-17:    Water, Aero, Bio, Demi, Holy, Flare, Meteor, Quake, Tornado
18-26:  Ultima, Apocalypse, Cure, Cura, Curaga, Life, Full-Life, Regen, Esuna
27-35:  Dispel, Protect, Shell, Reflect, Aura, Double, Triple, Haste, Slow
36-44:  Stop, Blind, Confuse, Sleep, Silence, Break, Death, Drain, Pain
45-49:  Berserk, Float, Zombie, Meltdown, Scan
50-55: Full-Cure, Wall, Rapture, Percent, Catastrophe, The End

I also located limit breaks, Ill keep this updated.

18
General Discussion / FF8 Carbuncle Tool not working
« on: 2014-03-27 22:38:45 »
EDIT: Ach, what am I doing of course this belongs into troubleshooting, someone plz move this.


Im refering this thread:

http://forums.qhimm.com/index.php?topic=13599.0

Im pretty sure I extracted kernel.bin correctly but I always get an error when loading it. Does this not work with NTSC-U version? Does this not work with 64-bit Windows 7?

I found kernel.bin offset and size in the table at the beginning of DISCX.img. Colly also showed the beginning of the file in a post later which is the same that I got and said it is about 38000 bytes in size which also matches the data I found(size=0x9468)

Also right after the end of the file theres a 00  which made me think I copied the file all correctly. I also tried adding and cutting some bytes at the end but no luck.

19
Gameplay / UPCOMING: [FF7 PSX] Enemy weapons
« on: 2014-03-21 00:08:32 »


...notice something (apart from my model mods being active and weird choice of names) ??

Cloud carries that SOLDIER 3 sword! The guys who normally have it use to have hardedges somewhere in their pockets to be mugged but prefer the usage of those weird round pointy blades.

Now Im trying to give this a little more sense. Enemies who carry weapons will drop those when defeated. Im not sure what kinds of objects I will include but I immediately thought of some Shinra guns like the tranquilizer(implementing this would be np thx to wm) or the Lances of Gi-Spectors. Wolfmeister is an option, too but its WAY big, Lazy Bastard posted using this one in some thread a while ago and it looks a little weird. Well, Tonberry's knife would be actually quite funny as well, maybe yuffie could throw it around or something :D

Claws could make up for weapons of Tifa and Barret maybe gets Dyne's needle gun to work. I will also alter properties of all weapons like including a shot gun hitting multiple enemies, weapons with elements, statuses, drain ability, affect mp, break barrier spell, special relation between hit rate/critical rate/atk damage and so on n so forth.

This thread will document the progress of this mod but hopefully it will also help me getting good ideas for this. And that's where you come into play ;)

If you're interested in this, feel free to post ideas for weapons/body parts of enemies to be used as weapons and cool configurations/special properties of said weapons or the original ones.

Greetings!

20
Q-Gears / Q Gears Mobile Port
« on: 2014-03-03 10:40:21 »
Hi guys, Id like to ask if thats a lot of work? How much effort will this take running q gears on ios or android? If its simple you guys could bring the mobile ff7 remake the moment q gears is perfect which is possibly even before Square does so.
Just had that on my mind somehow^^

Would be cool to play the original PSX files with good quality instead of some fishy emulation wherever one is and without paying some additional 10-20 bucks for some rerelease.

21
Troubleshooting / close-to-PSX console emulator
« on: 2013-10-21 14:39:52 »
Does anyone know an emulator that behaves a lot like the physical console? Epsxe was created for enhanced graphics/sounds and highest compatibility its is so forgiving that troubleshooting is nearly impossible. Epsxe will allow you to do pretty much anything....

Now I dont want to kill a blank whenever I wanna find out why my mod does not work on a physical psx. I thought about getting a psp for that but getting an emulator is much quicker of course as I dont have to copy the isos to a seperate device. A simple example is Kernel.bin. If you dont fix the pieces being even in bytesize (or a multiple of 4) the psx will crash. Most emus eat it though, does anyone know an emulator that will crash on an uneven kernel.bin ?

22
Ive been doing some research on that but only found how to do it not why its possible. I used to think that the games are emulated and didnt really wonder as it works even on ipod touch quite well.

However, I found out that the games are converted to PSP bootable files, also graphics and sounds are very native. Even when troubleshooting mods the PSP behaves much more like a PSX while emulators are much more forgiving.

Do I get this correctly that a PSP natively supports PSX games? How is that possible, they are technically different from what I read on wikipedia while the PSP processor should not be powerful enough to emulate a PSX game. Im confused.

23
THIS THREAD IS OUTDATED, PLEASE GO HERE: http://forums.qhimm.com/index.php?topic=15676.0



This is HEROES - the first PSX mod that uses field models of much higher data size and with much more detail than the default ones! This also changes the proportions to make Cloud and Sephiroth look more human. Here is some comparison:

Default Cloud:

New Cloud:


Default Sephiroth:

New Sephiroth:


Unfortunately as for now this is going to require a patch that extends the amount of bcx files available OR you will have to sacrifice a main character. Currently Im testing this with Vincent removed as he is the only story irrelevant character that I could easily take out by not giving the key to his room after defeating lost number. Or simply by changing that item to something different...

Also I still have to work on some fields where multiple Sephiroth models exist as the game sometimes crashes when the field model section in the dat file of a specific field loads more than one model from the same lba. I do not know why it works for Cloud and Young Cloud and also for all scenes except nvmkin21 that I tested so far however in that case of nvmkin21 I had to inject my model  wielding the masamune into the BSX file as the game refused to load it from my bcx file.


For a better demonstration I created a demo video of the first nibelheim Flashback:

Part 1 : http://www.youtube.com/watch?v=HrZGUEzhSro&feature=youtu.be (watch in 720P)
Part 2 : http://www.youtube.com/watch?v=07g3UuQcpoA (720p ^^ )

The ending of part 2 has some detuned music for some reason but displays the models of seph and cloud the best !

24
Is this final battle somewhat hardwired ? The formation AI seemed extremely slim, I could neither find Clouds HiRes model being loaded nor all the other stuff happening in the battle such as the camera movements, sounds and Clouds Limit Bar rising instead of his ATB. I basically found NOTHING about this final battle in Proud Clod.

Now what I actually wanna do is load Clouds normal model here anyone?

A workaround may be recreating this battle from scratch and changing the battle ID in makou reactor but I hope for a smarter solution.

25
Completely Unrelated / PS3 Emulator
« on: 2013-10-07 15:24:17 »
Usually Id say we need to wait for another 10 years before hardware could emulate a hd console especially the ps3 with its creepy cell engine but how about that:

http://playstation3emulator.net/

It seems to be real, Ive seen a lot of utube videos about that recently and people commenting it works and is even playable. All fake?
Regarding the technical aspect this should not be possible, how do you explain the programming? Is the cell closer to pc hardware than we might think? Can better programming compensate the extra hardware power needed to emulate a system? My 2x 3.4 GHZ Intel Duo and HD 5850 handle upscaled  and filtered full hd ffx on highest quality settings but not gt4....Cant imagine they run gt5 however the system requirements mentioned on the site are far lower than that.

What do you think ?

Pages: [1] 2