Qhimm.com Forums

Final Fantasy 7 => Graphics => Releases => Topic started by: Kranmer on 2010-06-11 15:06:59

Title: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2010-06-11 15:06:59
Obesebear Edit:  This mod is outdated and has been replaced by this one http://forums.qhimm.com/index.php?topic=11649.0

I have been working on this since yesterday and would like to hear people's opinion's on this, Basically i wanted to move the battle interface to the bottom of the screen (while using Aali's Custom driver new battle interface it isn't at the bottom of the screen) so i managed to move the interface to the bottom of the screen successfully but lost transparency, so i came up with a method of removing the background so it wont need to be transparent, here is the result
(http://img228.imageshack.us/img228/7012/removedbattlebackground.jpg)
and here is a couple of video's of it
http://www.youtube.com/watch?v=dzu_VbsKmmU (http://www.youtube.com/watch?v=dzu_VbsKmmU)
http://www.youtube.com/watch?v=rbXq3Mjerkw (http://www.youtube.com/watch?v=rbXq3Mjerkw)
And this was done with Aali's custom driver with the new battle interface option enabled so that needs to be enabled for it to look like this.
it is just a first try, also i am aware the limit bar and time bar are slightly higher then they should be, i can fix this but i haven't gotten round to it yet, Also another small problem is that spells that flash (you can see this in both video's) have a line where the original menu was and looks rather odd (i am not sure how to fix this yet but i am looking into it)

I have also been thinking of making the HP bar bigger and putting it next to the Current HP text so it looks like this
(http://img21.imageshack.us/img21/9636/hpbarq.jpg)

Anyway what do people think of this ? (not just the HP bar but i mean the whole project) And any idea's on how this could be improved ?

----------------------------

anyway here is a Alpha release (it was going to be beta but since there is so much unfinished stuff i am calling it Alpha)
http://www.mediafire.com/?icin543yjdnqbjq (http://www.mediafire.com/?icin543yjdnqbjq)
Also some quick notes,
1. This is needs to be used 1.02 and with Aali's Custom driver with New Battle Interface switched on to work correctly
2. This works with the Team Avalanche 0.9 and with the 9999 Limit Break YAMP patch (if you use the fix included for the YAMP patch, and the YAMP patch needs to be applied before this one) but this WILL NOT WORK with the built in 9999 patch in the latest version of Aali's Driver (this is because his values override mine).
3. This installer by default will patch the FF7.exe with my new battle interface, you don't need to select any settings, the settings are all optional just run the installer and it should detect where ff7 is installed but if not redirect it.
4. BACKUP YOUR EXE BEFORE USING THIS or use my backup setting in the installer.

And anyone who tries this please let me know how you get on, and any idea's on how to improve the patch or the installer are always welcome.

EDIT:-mediafire seems to be down right now so here is a mirror
http://www.megaupload.com/?d=18HHQAZ1 (http://www.megaupload.com/?d=18HHQAZ1)
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: nikfrozty on 2010-06-11 15:24:05
Woah man!! That looks great! ;D I don't know if its possible but do you remember in ff8 and ff9 when you can make the battle bar disappear for boost?? That's my suggestion..
EDIT:I just remembered tekken when I saw that hp bar.  ;D
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: obesebear on 2010-06-11 15:31:13
Yes! Yes yes and more yes.  I'm not particularly a fan of the HP bar, but I've been waiting for someone to turn it transparent.   Awesome job kranmer.  Just awesome.

No other suggestions yet, but I'm sure I'll think of something.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: InuRa on 2010-06-11 16:07:35
Yep, it sure it's getting pretty nice!
Think the most it can be done with the HP is to make it similar to the MP so that some extra space can be saved (that plus the 2 in 1 time+limit would really save a lot of space), but with the whole bar transparent those info's do not get in the way at all.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: halkun on 2010-06-11 17:21:53
Looks like the animation command that makes the white flash quad needs to be extended to the bottom of the screen.

The "Eye opener" at the start of battle could also stand to be extended too
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Furzball on 2010-06-11 18:26:18
With the HP bar (same goes for MP) I think it should stay original or vanish completely. The thick on the side deal looks too clunky. Like how the background is invisible. I would like for the limit and ATB bars to look better if someone wants to take a crack at that.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Gemini on 2010-06-11 18:31:44
Anything like this would work waaaaay better than the original:
(http://www.snesclassics.com/history/images/full/FF9.jpg)

As for barrier gauges, they could be moved in place of the names when they are active to avoid that visual area to be too crowded with indicators.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Furzball on 2010-06-11 19:05:42
Anything like this would work waaaaay better than the original:
(http://www.snesclassics.com/history/images/full/FF9.jpg)

As for barrier gauges, they could be moved in place of the names when they are active to avoid that visual area to be too crowded with indicators.
Too squished with the bar on top. I liked FF8's better
http://www.youtube.com/watch?v=xo1YJtivGmo&feature=related
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Armorvil on 2010-06-11 19:16:17
I'm not a fan of the HP gauges either (they take too much screen space IMO, and it reminds me of FFXIII *shrugs*), but the transparent background is awesome. I'd sure love to know how to do it in my game :)

I think making the gauges (time, barrier, limit, HP & MP) semi-transparent as well would be even better. Or as Furzball said, remaking them completely. I, for one, wouldn't be mad if the HP and MP bars were removed. Anyways, one thing FFVII did right is the maxHP being displayed. I hate the fact that you need to enter the menu to see it, in both FFVIII and FFIX.

EDIT :

Oh yeah, and the indications NAME, HP, MP and TIME should perhaps be removed. They're useless (especially NAME and TIME).

EDIT 2 :

I don't know how to edit the menu, but I can use Photoshop. Here is how it would look with my ideas. Not sure if all of this is doable :

(http://img153.imageshack.us/img153/1013/photoshopedited.jpg)
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Nightmarish on 2010-06-11 21:18:09
Lose the details like name, hp, limit, barrier, atb, etc.


Or maybe something like this could be done:

(http://www.shamusyoung.com/twentysidedtale/images/ffx_battle1.jpg)

Where the limit bar goes under HP and MP.

Plus the action window could appear in that position, etc.
A world of oportunities has just emerged.


edit:
Or, re-ordering it like:

NAME | HP/MP | Barrier/MBarrier | Limit/ATB

Using the "double bars" (from barriers) for the last two.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: jeffdamann on 2010-06-11 21:45:31
I see no need for a max hp display inside of battle, I know what my max hp is.....I don't need the battle display to tell me that lol.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Hellbringer616 on 2010-06-11 21:48:24

Or, re-ordering it like:

NAME | HP/MP | Barrier/MBarrier | Limit/ATB

Using the "double bars" (from barriers) for the last two.

I like that idea. If possible, i second it (so long as it works with the TA patch :D)
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: sithlord48 on 2010-06-11 22:12:58
very nice, i can't wait to see where this leads. i have a few suggestions.

Name Section
for this i only have one suggestion and that is to lose the Title, as armorvil suggests
Barrier section.
perhaps you can do one bar, and for magic use a green and for physical use a blue (or any two colors), since ff7 supports some transparency i would set there alpha to like 50% and lose the border, that way if they are not active they take up no space also by using the transparency you would be making a third color when both are active. or keep the  double bars but lose the border so again when there is no barrier the area is empty.

hp/mp
i am not a fan of the hp/mp bars when there are no numbers. i think that this will be the hardest area to do only because there are a million ways you can do it each no better then the other.

limit/atb
combine them in to a two high block and drop the borders :-*
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: DarkFang on 2010-06-11 23:17:35
I agree you should make it more like Final Fantasy X but that would near impossible to do.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Kudistos Megistos on 2010-06-11 23:24:10
I see no need for a max hp display inside of battle, I know what my max hp is.....I don't need the battle display to tell me that lol.

Have fun in the battle arena.

Anyway what do people think of this ? (not just the HP bar but i mean the whole project) And any idea's on how this could be improved ?

I'd very much like to see the battle interface left intact and just moved to the bottom. If you release this, can you release multiple versions, some with transparency, some without, and some with all the features left and some with various features removed?
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: InuRa on 2010-06-12 00:35:44
Well, this best way to add this would be to make it part of Aali's driver, or a plugin for it.
If they talk it out and make it part of it, I'm 100% the menu wont have any changes in terms of HP, Barrier (...) positioning as that is not the objective of the driver at all.
If it's released as a plugin it can probably accept parameters too to move the stuff around a little.

But this is just me guessing, plus there is still the animation area limit problem to fix first, so 1 thing at a time. :P
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: pyrozen on 2010-06-12 00:42:29
(http://img153.imageshack.us/img153/1013/photoshopedited.jpg)

this

remove the words limit as well, and incorporate into the actual limit bar itself. Should be easily done by modifying the PNGs. It would be neat if it could be pushed into the corner, but i dont know if that is even possible. I'm really liking what has been shown so far.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: InuRa on 2010-06-12 01:36:47
<mistake, pressed quote instead of edit, please delete>
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Bosola on 2010-06-12 13:50:27
Only partially related, but where are the default window color digits stored in vanilla FF7?
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Kranmer on 2010-06-12 14:18:04
OK so it seems no one wants the HP bar (i personally wasn't over impressed with it myself but thought someone may want it) so i have scrapped that idea,
So far all i have done is move it to the bottom of the screen, i can move things to wherever i want them (only on the background so far, i haven't got the attack menu's sorted yet but that's why this is called a WIP) but there are a couple of small problems,
1 - I can't seem to move the Names of the characters over to the right (they will only go so far as the barriers boxes) so they will need to be kept on the left unless someone else knows how to do this.
2 - I can move the barriers slots anywhere but the problem with this is that when the attack command box comes up the barrier bars disappear, so if i move them over to the right you will keep seeing them appear and disappear everytime the battle commands come up.

Also it does appear i forgot about the help bar (i don't use it so i forgot about it) so i will have to work on this at some point but i think moving the battle commands comes before this since i would only be able to move the bar down very far until the battle commands are lower (or do you people think i should leave the battle commands and help bar where they are and only move the status ?)

Woah man!! That looks great! ;D I don't know if its possible but do you remember in ff8 and ff9 when you can make the battle bar disappear for boost?? That's my suggestion..
EDIT:I just remembered tekken when I saw that hp bar.  ;D
I can make the whole bar disappear so all your left with is the battle commands but i can only make them disappear, i cant make it like FF8 where you press a button to make them appear and disappear (i could add this to the trainer though since it may be possible that way),
Hahahahahaha yeah it reminds me a bit of the old tekken games

Yep, it sure it's getting pretty nice!
Think the most it can be done with the HP is to make it similar to the MP so that some extra space can be saved (that plus the 2 in 1 time+limit would really save a lot of space), but with the whole bar transparent those info's do not get in the way at all.
I can do this but if i made it like HP it would make the game more difficult in places (like Kudistos Megistos said about the battle arena) and i can add double limit and time bars but i think i will make that the second release, for the first release i want to try and keep to the original battle interface

With the HP bar (same goes for MP) I think it should stay original or vanish completely. The thick on the side deal looks too clunky. Like how the background is invisible. I would like for the limit and ATB bars to look better if someone wants to take a crack at that.
I have given up on the HP bar, And i may get rid of it completely for the second release,
Well the limit and time bars are a tex format and i suck at editing picture's, but i can make it look like the barrier bars so they look neater.

Looks like the animation command that makes the white flash quad needs to be extended to the bottom of the screen.

The "Eye opener" at the start of battle could also stand to be extended too
Thanks for the info halkun i will look into this, is the "Eye opener" your name for it or it's correct name ? i have never heard it called this before but it sounds good.

Anything like this would work waaaaay better than the original:
(http://www.snesclassics.com/history/images/full/FF9.jpg)

As for barrier gauges, they could be moved in place of the names when they are active to avoid that visual area to be too crowded with indicators.
well it may be possible to do something like this but as i said above i have yet to find a way of moving the character names to the right (well that far to the right, i can move them up to a point), But i could make the limit and time bar into 1 like in the YAMP patch and then delete the overall HP and the / and the and HP+MP bars and move what's left over all to the right to make it close to that, I will have to think more on this.

I'm not a fan of the HP gauges either (they take too much screen space IMO, and it reminds me of FFXIII *shrugs*), but the transparent background is awesome. I'd sure love to know how to do it in my game :)

I think making the gauges (time, barrier, limit, HP & MP) semi-transparent as well would be even better. Or as Furzball said, remaking them completely. I, for one, wouldn't be mad if the HP and MP bars were removed. Anyways, one thing FFVII did right is the maxHP being displayed. I hate the fact that you need to enter the menu to see it, in both FFVIII and FFIX.

EDIT :

Oh yeah, and the indications NAME, HP, MP and TIME should perhaps be removed. They're useless (especially NAME and TIME).

EDIT 2 :

I don't know how to edit the menu, but I can use Photoshop. Here is how it would look with my ideas. Not sure if all of this is doable :

(http://img153.imageshack.us/img153/1013/photoshopedited.jpg)
Transparency could proably be added by editing the TEX files but i am not a very good picture editor so someone else would have to do it, i believe the bars are kept in the menu_us.lgp,
anyway it does seem possible,
And i will proably remove NAME,HP,MP,TIME,LIMIT for the second patch (for the first i want it to be like the original)

Lose the details like name, hp, limit, barrier, atb, etc.


Or maybe something like this could be done:

(http://www.shamusyoung.com/twentysidedtale/images/ffx_battle1.jpg)

Where the limit bar goes under HP and MP.

Plus the action window could appear in that position, etc.
A world of oportunities has just emerged.


edit:
Or, re-ordering it like:

NAME | HP/MP | Barrier/MBarrier | Limit/ATB

Using the "double bars" (from barriers) for the last two.
well i have the battle command box Co-ords for X and Y axis but just moving the box isn't enough, i need to find the location of all the text in them, it really will be a lot of work so i want to try and get at least the battle interface status's working first before i attempt anything with the battle command box.
Also another problem is that the battle command box really does need to be over the barrier bars, the reason for this is that the barrier bars disappear when the battle command comes up, so if i move the barrier bars away from the battle commaned menu it looks really odd.
I may need to come up with a method to keep the barrier bars onscreen with the battle command menu to get around this.


Or, re-ordering it like:

NAME | HP/MP | Barrier/MBarrier | Limit/ATB

Using the "double bars" (from barriers) for the last two.

I like that idea. If possible, i second it (so long as it works with the TA patch :D)
I will try looking into a way of keeping the barriers onscreen while the battle command window is up, if not it really looks odd, i tested it this morning and they keep flashing on and off everytime the battle commands come up.
I don't see why it won't work with the TA patch but i will install the TA patch before i release this to see if it will work or not.

very nice, i can't wait to see where this leads. i have a few suggestions.

Name Section
for this i only have one suggestion and that is to lose the Title, as armorvil suggests
Barrier section.
perhaps you can do one bar, and for magic use a green and for physical use a blue (or any two colors), since ff7 supports some transparency i would set there alpha to like 50% and lose the border, that way if they are not active they take up no space also by using the transparency you would be making a third color when both are active. or keep the  double bars but lose the border so again when there is no barrier the area is empty.

hp/mp
i am not a fan of the hp/mp bars when there are no numbers. i think that this will be the hardest area to do only because there are a million ways you can do it each no better then the other.

limit/atb
combine them in to a two high block and drop the borders :-*
I haven't found how to make things transparent yet but i believe the bars for limit,time,barriers are already transparent but the background is not so it is possible to just remove the background to make them transparent but this would mean you have no idea when they are full or empty because all that would be their is a bar, someone could make a bar with only a beginning and a end and that would probably work but this would need someone better and picture editing then myself (i am doing all of this by editing the EXE with very basic ASM and i am not touching any other files)
I may be able to do something like removing the outside borders if i made a double limit and time box, i will have to look into that.

I'd very much like to see the battle interface left intact and just moved to the bottom. If you release this, can you release multiple versions, some with transparency, some without, and some with all the features left and some with various features removed?
Yeah this is a good idea, i will make a first patch with the original layout (like in the picture above), and then make a second one with some of the idea's that have been posted here to try and make a different layout,
do you think i should leave the battle menu where it is to save any trouble that may be caused by moving it or do you think i should try lowering that as well ? the reason i ask is that it will proably take a lot of work to make the command window since if i move one will all the other windows work and will they look out of place and will they glitch (plus it would take a long time to find the values for every single thing in the command window)

Well, this best way to add this would be to make it part of Aali's driver, or a plugin for it.
If they talk it out and make it part of it, I'm 100% the menu wont have any changes in terms of HP, Barrier (...) positioning as that is not the objective of the driver at all.
If it's released as a plugin it can probably accept parameters too to move the stuff around a little.

But this is just me guessing, plus there is still the animation area limit problem to fix first, so 1 thing at a time. :P

Well if Aali could add this to his driver that would be great (it would save a lot of time, and wouldn't require any kind of separate patch, plus i get the feeling Aali may be able to do a better job of the transparency then me since he understands the code a lot better then i).
I am going to look into the animation area problem soon (and the "Eye Opener") although i am not sure if i can fix it.

remove the words limit as well, and incorporate into the actual limit bar itself. Should be easily done by modifying the PNGs. It would be neat if it could be pushed into the corner, but i dont know if that is even possible. I'm really liking what has been shown so far.
Well i suppose the word LIMIT could be put into the limit bar itself but this would require editing the btl_win files in menu_us.lgp which is where the limit bars are kept, but i am sure you or anyone who knows a bit about picture editing could do it (just don't look at me for that)
But pushing the info into the corner is defiantly possible and is a quite interesting idea, i may look into this (i only have it set where i have it on that picture and those video's for my own personal preference), i could even move the info closer together but i wasn't sure on this because it may look a little squashed up.

Only partially related, but where are the default window color digits stored in vanilla FF7?
I am not sure, i never actually found the colour digits, I did once find some of the in-game menu and for the text on the battle command window but i have no idea where the default window colour digits are stored, sorry
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Kudistos Megistos on 2010-06-12 14:55:13
I'd very much like to see the battle interface left intact and just moved to the bottom. If you release this, can you release multiple versions, some with transparency, some without, and some with all the features left and some with various features removed?
Yeah this is a good idea, i will make a first patch with the original layout (like in the picture above), and then make a second one with some of the idea's that have been posted here to try and make a different layout,
do you think i should leave the battle menu where it is to save any trouble that may be caused by moving it or do you think i should try lowering that as well ? the reason i ask is that it will proably take a lot of work to make the command window since if i move one will all the other windows work and will they look out of place and will they glitch (plus it would take a long time to find the values for every single thing in the command window)

Hmmm, you do know that by leaving the interface intact that I meant leaving the blue background intact and not making it transparent, right?

And as for the command window, well, I didn't think about that. It would obviously be a problem, since it goes lower than the battle interface; would it be possible to move the battle interface so that the bottom of the command window touches the bottom of the screen, leaving a barely noticeable amount of black space beneath the normal battle interface/window/whatever you call it?
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Armorvil on 2010-06-12 19:06:41
Since you said you weren't going to try and edit the gauges yourself Kranmer, I thought "hey, why wouldn't I try and edit them ?"
So, I extracted the tex files in menu_us.lgp, converted them to .bmp thanks to img2tex, and started putting numbers in the different bars. So I'd find out which bars were the ones to edit.

I got this :

(http://img580.imageshack.us/img580/7899/image2iw.jpg)

Don't you guys notice something funny ? Hint : it's not the weird colors. I bet the weird colors appeared because I didn't use the right palette to write my numbers on the bars, so it should easily be fixed. No, the funny thing is, the game now uses a second Barrier gauge for both the TIME and LIMIT gauges ! The upper gauge on the right is the Time gauge, while the one just below it is the Limit one.

It's really weird, because I didn't edit anything else - I just wrote numbers on all the gauges in a flashy yellow. Anyways, now I know the Barrier gauges are found in btl_win_b_l.tex.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: sl1982 on 2010-06-12 19:11:58
Yeah, you could have just asked about the battle bars. I have redone most of the stuff in the menu_us.lgp. And yes they do use the same bars. And there are different bars for the limit and experience bars in the menu itself. If you are using the avalanche overhaul you can just edit the png's themselves. You should be able to find them in the textures\MenuArt folder.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: pyrozen on 2010-06-12 19:28:58
Yeah, you could have just asked about the battle bars. I have redone most of the stuff in the menu_us.lgp. And yes they do use the same bars. And there are different bars for the limit and experience bars in the menu itself. If you are using the avalanche overhaul you can just edit the png's themselves. You should be able to find them in the textures\MenuArt folder.

yup, dont even waste your time messing with the TEX files, SL has already provided a much easier option for altering them
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Armorvil on 2010-06-12 19:46:23
Oh, thanks for the info guys. I am guilty of not checking Team Avalanche's section too often, and I'm downloading the great overhaul as I type this.
Still, any idea why the normal Time and Limit bars were removed, and a second Barrier double-bar was added ?... ...It might look good with normal colors.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: sl1982 on 2010-06-12 19:50:56
I think it has to do with the 9999+hp patch
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Armorvil on 2010-06-12 20:12:16
Ha, yes. On a side note, I just installed Team Avalanche's overhaul, and I can't believe I didn't install this awesomeness earlier  :o And I thought the menu looked good before... ...This is pure genius, and it will same me a lot of time in editing some stuff :)
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Kranmer on 2010-06-12 21:58:24
Hmmm, you do know that by leaving the interface intact that I meant leaving the blue background intact and not making it transparent, right?

And as for the command window, well, I didn't think about that. It would obviously be a problem, since it goes lower than the battle interface; would it be possible to move the battle interface so that the bottom of the command window touches the bottom of the screen, leaving a barely noticeable amount of black space beneath the normal battle interface/window/whatever you call it?
Ah i had missunderstood but now i see what you mean, OK i will make 2 patches for version 1, one will have transparency and the second won't.
I am still working on the command window but i have managed to successfully move it down to the bottom of the screen (it was a pain since i had to move LIMIT,THROW,COIN separately to the rest of the text which meant I had to spend ages looking for those values), I just need to move the magic,summon,item,e-skill menu's down to the bottom now and fix DEFEND and CHANGE since they appear way to high and once that is done i should be able to move the help bar down to make it fit better.
Anyway here is what i have got done so far
None Transparent version for you
http://www.youtube.com/watch?v=_24En7_oHFU


And here is the Transparent version for anyone interested, also i have now removed the blue from the top box (the one that lists what skill is being used) and from the help box to make them look a little neater, i am having trouble removing the borders around these so i have had to leave them in (for now at least)
http://www.youtube.com/watch?v=VcoAzAXkDiI
also i am sorry the video quality is lower but i did these on my laptop which has less power so i can't record in 720p.

And also thanks for clearing that up sl1982, i have the TA patch installed in a few of my sandbox's and i have never really had a good look at the files.

For this project i am using a clean 1.02 (i do this to go for max compatibility) with Aali's Custom driver but i will look into adding support for any patch's that are not compatible (for example i tried the YAMP patch and it mostly works but the LIMIT and TIME bar end up in the same place, so i may need to make a separate patch for this)
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: nikfrozty on 2010-06-12 22:08:06
Nice work man!! I like the non transparent one better. :) Anyways you said you can't move the names of the characters to the right end right?? But can you move it to exchange places where the commands are chosen?? Like the FFX one.. The commands are on the left and the names are in the middle just next to the commands. I don't know about other people but it kind of looks proper in my eyes that way.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Kudistos Megistos on 2010-06-12 22:12:58
Ah, that's looking pretty good. As you said, some of the menus are in crazy positions, but if everything can be fixed, we'll be able to win back a lot of wasted space at the bottom of the screen.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Nightmarish on 2010-06-12 22:15:58
Something has to be done with the top and help boxes though.
The borders around it look odd and without borders it might look odd too. Got to see where the top & help box were in FFX (for example).
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Kranmer on 2010-06-12 22:29:33
Ah, that's looking pretty good. As you said, some of the menus are in crazy positions, but if everything can be fixed, we'll be able to win back a lot of wasted space at the bottom of the screen.
well i think everything can be fixed (here is hoping) but it may take a while to fix it all up to look right but i am working on it, and after i get the menu's looking right i will then start work on tying to figure out the animation problem and the "Eye Opener" problem (neither of these are high priority since i can live with it but i would prefere not to), I just hope i can figure those out.

Nice work man!! I like the non transparent one better. :) Anyways you said you can't move the names of the characters to the right end right?? But can you move it to exchange places where the commands are chosen?? Like the FFX one.. The commands are on the left and the names are in the middle just next to the commands. I don't know about other people but it kind of looks proper in my eyes that way.
I doubt i can switch the battle menu with the names, I can probably move the battle menu to the far left (but this would cause problems with CHANGE since it would be off screen) but the character names are a bit of a pain (they don't appear to be on a roller like the limit menu's so its not as simple as just replacing 1 item on the menu with another) i will look further into the character names but the problem i have is that when the character names get to the value of 0x7F they are as far as they will go on the X-Axis, if you try to go above that number it loops back around and you end up with the names back on the left side of the screen.

Something has to be done with the top and help boxes though.
The borders around it look odd and without borders it might look odd too. Got to see where the top & help box were in FFX (for example).
I will have to have a look at the other games help boxes,
I could always just reposition them and not make them transparent so they don't look to odd, i would like to hear more opinion's on this matter.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: nikfrozty on 2010-06-12 22:35:05
Now I must be stupid about thinking these but you know in FF8 when you're running from that machine monster in Squall's seed exam?? When in fight you can't actually defeat it but you have to run away from it. There's a clue or like a help box to on the highest part of the screen so if you do that in ff7 I think it will look good with no box and just words. Just a suggestion..
EDIT:I haven't actually tried defeating the machine thing so sorry for that. Thanks for the correction Kudistos. :) (not also in topic)
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Kudistos Megistos on 2010-06-12 22:37:36
Now I must be stupd about thinking these but you know in FF8 when you're running from that machine monster in Squall's seed exam?? When in fight you can't actually defeat it but you have to run away from it. There's a clue or like a help box to on the highest part of the screen so if you do that in ff7 I think it will look good with no box and just words. Just a suggestion..

[not really on topic]It can be defeated[/not really on topic]
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Timber on 2010-06-13 05:59:21
I can probably move the battle menu to the far left (but this would cause problems with CHANGE since it would be off screen)

Perhaps you could move the CHANGE and DEFEND boxes to be on top of the battle menu, instead of beside it.
I don't think it would look bad.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Nightmarish on 2010-06-13 10:21:53
Or make Change/defend appear in the same position as the battle menu, in the same window (or try to simulate the same window by making a new one exactly on the same spot) just like in FFX. Maybe have the change & defend in the same window, instead of one to the right and one to the left.


You can see here it here:
http://www.youtube.com/watch?v=JqwCDgvo1Kw

While we're at it, would it be possible to do an attack while having a limit break?
I mean, having the 2 commands separated; always having the attack comand active and have limit, for example, on the same window as Defend & change.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: jeffdamann on 2010-06-13 11:55:50
I always use magic or d.blow or something when I dont wanna use my limit
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Armorvil on 2010-06-13 12:47:28
I tried deleting some stuff, and here is the result :

(http://img199.imageshack.us/img199/1803/image2qui.jpg)

I would also like to delete the HP and MP gauges, any idea where those are located ?

EDIT :

And here is what happens if you delete the borders in btlcl_00.png (thanks a lot to Team Avalanche, by the way) :

(http://img84.imageshack.us/img84/573/image3xc.jpg)

Now, with the transparent background Kranmer came up with, as well as with the removal of the HP and MP bars, I think I'd get the menu I'd like  :)
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Kranmer on 2010-06-13 12:53:43
I have spent the morning working on the change and defend box, i have just fixed the them so now it looks better then it did (the picture below is the change box when you are at LIMIT)
(http://img69.imageshack.us/img69/7258/changecorrected.jpg)
now i am going to start work on the sub menu's (magic,summon,item,e-skill, i think these are the only ones that need doing but i am not sure, throw and coin my need doing as well) and see what i can come up with.

Perhaps you could move the CHANGE and DEFEND boxes to be on top of the battle menu, instead of beside it.
I don't think it would look bad.
I might be able to do something like this, i have already had a quick look and it appears i can move the change box over to the right and down so i don't see why i can't move it above, but the Help bar would probably get in the way of doing it with this method. Anyway i will look more into what can be done and what can't be done for the patch after i finish sorting the original battle interface.

Or make Change/defend appear in the same position as the battle menu, in the same window (or try to simulate the same window by making a new one exactly on the same spot) just like in FFX. Maybe have the change & defend in the same window, instead of one to the right and one to the left.


You can see here it here:
http://www.youtube.com/watch?v=JqwCDgvo1Kw

While we're at it, would it be possible to do an attack while having a limit break?
I mean, having the 2 commands separated; always having the attack comand active and have limit, for example, on the same window as Defend & change.
Well it may be possible to add a 4th line to the battle command window with things like change and defend on it but this would look messy when people only have a 1 line battle command menu since it would be very bare with just change and defend at the end, plus i would have to disable the original change and defend.
But it may be possible to put the change menu on the right in the same place as defend but the user will still have to press left to get to change on the right.
Hm as far as i know attack changes to limit as soon as the bar is full, i can make a separate command for limit (so the user can always use limit break, infact i have already done this on my trainer) but i don't know if its possible to make a always attack command (without disabling limit break).

I tried deleting some stuff, and here is the result :

(http://img199.imageshack.us/img199/1803/image2qui.jpg)

I would also like to delete the HP and MP gauges, any idea where those are located ?
Looking nice Armorvil, maybe you should make your own battle interface patch.
I haven't seen the HP and MP gauges in any of the TEX files (they may be there but i haven't seen them) you may be better asking sl1982 if he knows (i have found ways of changing the colour and deleting them and changing their sizes but i don't know where the images are kept or if there is even any images)
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Armorvil on 2010-06-13 13:09:44
Quote
Looking nice Armorvil, maybe you should make your own battle interface patch.

I'll think about it :)

Quote
I haven't seen the HP and MP gauges in any of the TEX files (they may be there but i haven't seen them) you may be better asking sl1982 if he knows (i have found ways of changing the colour and deleting them and changing their sizes but i don't know where the images are kept or if there is even any images)

Well, your method of deleting them should suit my needs just fine. On a side note, I edited my above post to show my battle interface without borders. It might be worth a look :)
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: jeffdamann on 2010-06-13 13:58:32
I tried deleting some stuff, and here is the result :

(http://img199.imageshack.us/img199/1803/image2qui.jpg)

I would also like to delete the HP and MP gauges, any idea where those are located ?

EDIT :

And here is what happens if you delete the borders in btlcl_00.png (thanks a lot to Team Avalanche, by the way) :

(http://img84.imageshack.us/img84/573/image3xc.jpg)

Now, with the transparent background Kranmer came up with, as well as with the removal of the HP and MP bars, I think I'd get the menu I'd like  :)

I love the one with no borders! Are you going to release that? Or at least tell me how to do it!
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Gemini on 2010-06-13 14:11:29
Just remove the borders from that texture. Yeah, it's that simple.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Armorvil on 2010-06-13 17:40:57
Quote
I love the one with no borders! Are you going to release that? Or at least tell me how to do it!

Just replace your btlcl_00.png texture (in your Final Fantasy VII\textures\MenuArt folder) with this one (http://yfrog.com/afbtlcl00p) (right click on the picture, and select "save image"). But it is wise to make a backup of the original, just in case. You also need Team Avalanche's GUI for this to work.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Murnco on 2010-06-13 17:56:57
I have been working on this since yesterday and would like to hear people's opinion's on this, Basically i wanted to move the battle interface to the bottom of the screen (while using Aali's Custom driver new battle interface it isn't at the bottom of the screen) so i managed to move the interface to the bottom of the screen successfully but lost transparency, so i came up with a method of removing the background so it wont need to be transparent, here is the result
(http://img228.imageshack.us/img228/7012/removedbattlebackground.jpg)

I was wondering if you could post the edited files so I can apply this particular UI to my game. Do I just need to override a .png file in the Final Fantasy VII\textures\MenuArt folder for that too? I'm sick of the gap at the bottom.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: nikfrozty on 2010-06-13 17:59:39
I have been working on this since yesterday and would like to hear people's opinion's on this, Basically i wanted to move the battle interface to the bottom of the screen (while using Aali's Custom driver new battle interface it isn't at the bottom of the screen) so i managed to move the interface to the bottom of the screen successfully but lost transparency, so i came up with a method of removing the background so it wont need to be transparent, here is the result
(http://img228.imageshack.us/img228/7012/removedbattlebackground.jpg)

I was wondering if you could post the edited files so I can apply this particular UI to my game. Do I just need to override a .png file in the Final Fantasy VII\textures\MenuArt folder for that too? I'm sick of the gap at the bottom.
If you're talking about moving the battle menu bar to the lowest level then no it is not just replacing .png files. Kranmer edited some thing in the .exe for that and he's still working on it to make it look better.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: pyrozen on 2010-06-13 18:56:39
how are you planning on implementing these patches? Something similar to the way the YAMP patches were installed i guess?
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: jeffdamann on 2010-06-13 19:28:37
Thanks for the info on removing borders. One more thing. How do I remove the holder bars(lack of better name..) for Barriers/Limit/ATB?
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: nikfrozty on 2010-06-13 19:34:50
Thanks for the info on removing borders. One more thing. How do I remove the holder bars(lack of better name..) for Barriers/Limit/ATB?
From what I see in the texture folder in the menu arts folder the textures for those are btlbh_01.png and btlbh_07.png(for the barriers).
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: jeffdamann on 2010-06-13 20:04:16
Now all I need is to know what to do to those and which ones are limit and time....

Also replaced the file for  the borders and now I get a missing texture error even though Im looking now and its clearly there and spelled correctly(On a side not the other files are 1024x1024 and the one you gave is 640x640, is that an issue?) Anyway I REALLY liked how yours looked in that post and I would like to make mine look that way as well.

BTW what were your RGB's on each corner? I like your menu coloration!
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: sl1982 on 2010-06-13 20:50:50
The bars themselves are not textures. If i were to take a guess i would say they are a vector colored poly hidden somewhere in the battle lgp. I may be way off base though.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: halkun on 2010-06-13 20:50:59
I think textures have to be in a power of 2
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Aali on 2010-06-13 20:59:25
Texture dimensions have to be a power of 2 to be compatible with older hardware and drivers. At the moment it's not difficult to find cards that don't support NPOT textures though, so if you intend to release something it would be best to resize accordingly.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: jeffdamann on 2010-06-13 21:01:42
Not the bars themselves, but the gray object that holds the bars.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Armorvil on 2010-06-13 21:05:19
I posted the texture at the right size. I guess the problem is that imageshack/yfrog.com resizes it on the main page.
Try to zoom on it, Jeff, and save the big texture instead. I guess it should fix the problem.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: jeffdamann on 2010-06-13 21:20:36
Will do..also as I said what can I do about the Barriers/Limit/ATB Gray bars....
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Armorvil on 2010-06-13 21:28:02
I was just uploading the images as you typed that ;)
You can find my btlbh_01 and btlbh_07 here (http://yfrog.com/1abtlbh01px). Just remember to zoom on each pics before downloading them.
I just hope Nikfrozty is right about the important files being those 2. I don't know which do what : I just edited all of them. So if it still doesn't work after trying those, tell me and I'll just rar my menu textures and upload them all at once.

EDIT :

Actually, to get this out of the way, I just uploaded all of them to megaupload. Link here (http://www.megaupload.com/?d=X6IWDGW4).
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: jeffdamann on 2010-06-13 21:33:39
Allright Ima do all this now.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Kranmer on 2010-06-14 00:46:50
OK i have just finished resizing the magic menu and e-skill windows (or at least i think i have), I will start work on summon,item,limit and coin tomorrow (throw uses the same as item so i don't need to worry about doing that)

how are you planning on implementing these patches? Something similar to the way the YAMP patches were installed i guess?
I had planned on just releasing a patch using the same program Saint used for his high res patch or maybe with codefusion3 (don't confuse this with the other program called "code fusion"), Or i could make a installer what would copy the patch to the FF7 folder and patch the EXE for you, or i could try making a loader so that people won't have to patch their EXE's they just run their game from the loader instead.
Which would you prefere ?

I was wondering if you could post the edited files so I can apply this particular UI to my game. Do I just need to override a .png file in the Final Fantasy VII\textures\MenuArt folder for that too? I'm sick of the gap at the bottom.
I haven't released it yet, its still just a WIP, i may make a ALPHA release when i get the sub windows sorted (like summon,item etc).

I think textures have to be in a power of 2
Was this directed at me or at jeffdamann ? (i just want to be clear on this)

I was just uploading the images as you typed that ;)
You can find my btlbh_01 and btlbh_07 here (http://yfrog.com/1abtlbh01px). Just remember to zoom on each pics before downloading them.
I just hope Nikfrozty is right about the important files being those 2. I don't know which do what : I just edited all of them. So if it still doesn't work after trying those, tell me and I'll just rar my menu textures and upload them all at once.

EDIT :

Actually, to get this out of the way, I just uploaded all of them to megaupload. Link here (http://www.megaupload.com/?d=X6IWDGW4).

Some nice work there Armorvil, when i complete this (version 1 at least) i will try your modified PNG's, but from what i can see from your screenshots they look pretty good (but i am unsure how the bar's will look without a background, without a background they may be hard to see).
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: jeffdamann on 2010-06-14 01:19:31
Bars look AWESOME with no background, however I feel in the MENU that the letters should be moved because they look out of place with the bar.

And if you dont like the transparent bars, it might be nice to see the proper parts on the prper file replaced with a new darker bar that only rests behind other bars.

I mean something similar to ff9's bars. Notice how they have to fill a black space but DO NOT HAVE BORDERS?(I use caps instead of bold...)
Maybe that would look nice
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Bosola on 2010-06-14 17:51:31
I'm guessing this would be quite tricky to implement, but how feasible are dynamically changing bars? I remember Eight using different colours to signify haste / slow / stop states on the time bar. We *should* know where in the memory map Status:Haste / Slow / Stop are, though.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: sl1982 on 2010-06-14 18:20:23
Bars look AWESOME with no background, however I feel in the MENU that the letters should be moved because they look out of place with the bar.

And if you dont like the transparent bars, it might be nice to see the proper parts on the prper file replaced with a new darker bar that only rests behind other bars.

I mean something similar to ff9's bars. Notice how they have to fill a black space but DO NOT HAVE BORDERS?(I use caps instead of bold...)
Maybe that would look nice

This could be easily done if you modify the png's and get rid of the surround on the limit bars and make behind it black.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: jeffdamann on 2010-06-14 19:10:02
I know, I would do it myself but I cant even tell a diff in the original files and the ones I replaced em with, so I have no Idea what to edit.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Kranmer on 2010-06-15 00:53:40
OK guys this is just a progress report, So far i have found all the values for magic,summon,item,e-skill,Change,Defend and i have nearly finished limit break sub menu, i just need to find the background values (the pink doesn't move with the box so i need to find the values for it separately).
Tomorrow (well later today now since its 1.53am) i will be working on coin and the magic sub menu for status (like when you are using cure etc) and the manip menu then i will try and finish off limit break, and i think that will do it for menu's, i will then need to start work on the eye opener and the flash animation but i am not sure if i can do anything about these (i mean i may not be able to do it, i am not saying its impossible for anyone else to do it).
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: obesebear on 2010-06-15 01:11:38
What flash animation?
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Kranmer on 2010-06-15 01:19:27
i ment the spell flash, if you look at the 2nd video on the first post of this thread, where i summon Knights of Round whenever the spell flash's a small bar appears in the middle of the screen where the old menu was (i am not actually sure if its the spell's fault or the animation's fault, if anyone does know more on this please let me know)
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: obesebear on 2010-06-15 03:05:49
I don't think they would constantly code each animation to stop at that point.  I'd guess it's more likely that the flash and eyeopener and other animations like that are told to stop at that point.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Timber on 2010-06-15 03:38:43
i will then need to start work on the eye opener and the flash animation but i am not sure if i can do anything about these (i mean i may not be able to do it, i am not saying its impossible for anyone else to do it).

Also note that the new battle interface shows strange graphics at the bottom when summoning Odin.
But yeah I think the Odin glitch and the 'white flash' are the only problems found so far.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: nfitc1 on 2010-06-15 03:39:26
I didn't think the viewing render went below this line. I guess if this works I'll have to change the way PrC displays the camera angle views as I think many of them would want to be changed if this could work. Lots of wasted space at the bottom of the screen otherwise.

The camera's center is also meant to be at the center of the viewable area. If that could be changed this would be wonderful!
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Kranmer on 2010-06-16 14:59:26
OK i have Resized & Moved all the text etc for all the battle menu's now (at least i think i have, i don't think i have missed any) so they are at the bottom of the screen, i have also found the values for the "Eye Opener" but i can't get it to look exactly like the original since it won't go below a certain point but i have managed to move it so it doesn't look as bad as it did.
Also for the Transparent version i have left colour in the help box and the top box since it didn't look right in the last video.
None Transparent
http://www.youtube.com/watch?v=14YPb9GP5rs

Transparent
http://www.youtube.com/watch?v=Q4CRzCx6R4Y

I am still looking for that white flash animation but so far i haven't had any luck, if i can't find it i may have to release it as is (like in those video's)
If any one can see anything i have missed let me know (or if you can think of anything i can do to improve it let me know)
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Kudistos Megistos on 2010-06-16 15:01:05
Hmmm, I'm not sure if anyone else has brought this up yet, but the title of this thread should really be changed to "Battle Interface Reconstruction" ;D
Title: Re: Battle Interface Reconstruction [WIP]
Post by: Kranmer on 2010-06-16 15:03:37
Hmmm, I'm not sure if anyone else has brought this up yet, but the title of this thread should really be changed to "Battle Interface Reconstruction" ;D
Hahahahahaha, i hadn't noticed, I have fixed the name now. Thanks
Title: Re: Battle Interface Reconstruction [WIP]
Post by: dragowulf on 2010-07-01 22:10:02
Honestly, I prefer something new.  Yeah nostalgia blah blah blah.  Come on, we don't need frames or borders.  Give me the bare basics and I'm good.  I prefer the newer FF game battle interface style.

Quick mockup.  Easy, light, why not?  Just need to add the other stuff and it would look awesome.
(http://i10.photobucket.com/albums/a143/innocent974/Untitled-4-1.png)

It doesn't need to be all fat and take up the majority of the screen.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: jeffdamann on 2010-07-01 22:20:27
I sort of agree, put a simple Hp, Mp, time display on the right(find a place for barriers, and Then make the command windows coincide with that same area of screen and we could save the whole bottom-left corner of the screen.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: Kudistos Megistos on 2010-07-01 22:25:37
Yeah nostalgia blah blah blah.

Nice attempt at poisoning the well against anyone who disagrees with you. Honestly, I think we need something that fits with the visual style of the rest of the game. Yeah neophilia blah blah blah, Come on, we don't need anything that looks out of place in the game.

Make some new fonts and do a menu overhaul and your new interface might work. ;D
Title: Re: Battle Interface Reconstruction [WIP]
Post by: dragowulf on 2010-07-01 22:33:20
Yeah nostalgia blah blah blah.

Nice attempt at poisoning the well against anyone who disagrees with you. Honestly, I think we need something that fits with the visual style of the rest of the game. Yeah neophilia blah blah blah, Come on, we don't need anything that looks out of place in the game.

Make some new fonts and do a menu overhaul and your new interface might work. ;D
Look, yes I love the game, but if you're going to improve on the graphics make it better, not the same with a little flash and transparency.

I'm not for sugar coating a turd, because after all...it's still a turd.

I already have fonts and I can make graphics.  I just have no idea how to do the rest, otherwise I would.  The mockup didn't just come out of my ass (although it took like 5 minutes to do).

Just sayin.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: Kudistos Megistos on 2010-07-01 22:39:17
Did you read the bit about fitting with the rest of the game's visual style? Radical overhaul of the battle interface would make it look out of place with the speech boxes and the game's menu, which are the the same style. This will be especially noticeable if a different font is used. You'd have to do a complete overhaul of the game's menus and speech boxes as well.

And some people like the old style. Don't talk about your ideas as if they are objectively superior and anyone who disagrees has some sort of psychological disorder.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: Timber on 2010-07-02 07:54:58
Relax guys, kranmer has already said he will release an original style one, and is looking into the possibility of making a new interface as well.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: Nightmarish on 2010-07-02 12:15:09
Honestly, I prefer something new.  Yeah nostalgia blah blah blah.  Come on, we don't need frames or borders.  Give me the bare basics and I'm good.  I prefer the newer FF game battle interface style.

Quick mockup.  Easy, light, why not?  Just need to add the other stuff and it would look awesome.
(http://i10.photobucket.com/albums/a143/innocent974/Untitled-4-1.png)

It doesn't need to be all fat and take up the majority of the screen.

I actually like it. Might need a tweak but looks interesting.
Maybe both could be done and installed as the user wish.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: nikfrozty on 2010-07-02 12:35:13
Honestly, I prefer something new.  Yeah nostalgia blah blah blah.  Come on, we don't need frames or borders.  Give me the bare basics and I'm good.  I prefer the newer FF game battle interface style.

Quick mockup.  Easy, light, why not?  Just need to add the other stuff and it would look awesome.
(http://i10.photobucket.com/albums/a143/innocent974/Untitled-4-1.png)

It doesn't need to be all fat and take up the majority of the screen.

I actually like it. Might need a tweak but looks interesting.
Maybe both could be done and installed as the user wish.
But if the text is done like that it will also change the text in the menu and field text right?? We'll just have to find a good replacement that can look good in the field and in battle. :)
Title: Re: Battle Interface Reconstruction [WIP]
Post by: dragowulf on 2010-07-03 04:22:36
Something like this:
(http://img252.imageshack.us/img252/2649/cloudmiss1.jpg)
(http://img149.imageshack.us/img149/6883/sephirothscreen1.jpg)
(http://img264.imageshack.us/img264/6387/magicmenu.jpg)
(http://img204.imageshack.us/img204/9105/guix11.jpg)
(http://img31.imageshack.us/img31/7040/uileviathan.jpg)
Title: Re: Battle Interface Reconstruction [WIP]
Post by: Mirenheart on 2010-07-03 05:46:42
well, the shots are obviously Advent Children, but that would be an awesome interface mod to have. Especially in this day and age. Yeah, some people really enjoy sticking to the original, but not everyone does. Me, I don't care. I've played the game so much that I'm willing to try just about anything new for it.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: The Seer of Shadows on 2010-07-03 11:25:56
Advent Children Complete, actually ;D

That would be one ambitious overhaul project of the Battle "Inferface" ;)

Apart from looking completely out of style with the rest of the game, you would have to edit... well, everything if you wanted to accomplish something remotely like that in game.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: 3py0n on 2010-07-04 18:12:47
wow that looks amazing haha so clean and well put-together.  It would even look like an actual game!!! lol too bad it's not :P But nice UI indeed.  Though some of it is not as intuitive like the numbers beside the summons (I don't know why but I just don't know what they stand for aside from MP used lol)  But I really love the look and feel...fan-freaking-tastic.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: nikfrozty on 2010-07-05 11:55:21
I've been looking to the pics that was posted and I knew it was very hard to do but I found at least one thing that could be done now. Take a look at the hp/mp bars. Its colored blue but it has a little design in it like another texture. Can it be done in the game?? In the battle the limit bars are colored plain blue or red. It will definitely look good if it has a little design to it like other texture for some parts of the bar.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: The Seer of Shadows on 2010-07-05 12:56:35
I doubt it, but I don't know for sure.  I like that idea, though.

Really, anything can be done to the game in theory.  It becomes a question of how tiresome the modding process would be, and whether or not anyone with the skills would actually be willing to do it.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: neox1234 on 2010-07-09 20:15:22
Hi! I have a little problen with the armorvil's Battle interface :S

(http://img248.imageshack.us/img248/5797/bipc.jpg)
The black borders between the windows.

How i can solve this? thanks.

PD:Srry for my bad english
Title: Re: Battle Interface Reconstruction [WIP]
Post by: Kranmer on 2010-07-09 21:44:06
@ neox1234
you need to enable the new battle interface in Aali's Driver, To do this open up the ff7_opengl.cfg and edit the line
new_battle_interface = off
to
new_battle_interface = on

@ dragowulf
well i have yet to find a way of moving linked things separately, Things like the names are linked so i can move the names as a whole anywhere i want, i can even edit the space between them (make them further apart or closer together) but i have yet to find a way of moving just 1 name at a time so the first picture is out of the question (for now at least, if anyone does know how to do it let me know). Plus like "Kudistos Megistos" pointed out to make it look like that i would also have to do a font and that is also something i have no intention of doing.
Also those 2nd pictures are a mock interface and currently it would be next to impossible for me to implement (i am not saying its impossible for anyone but far beyond me and my limited skills, try asking TA)

@ nikfrozty
I don't know where the graphic for the HP and MP bars are, i have found a value that can manipulate its colour (i mean it looks the exact same as before but a different colour like red or black), so making better HP and MP bars is beyond me (i can manipulate the size as well like in the first post in this topic but i cant add new stuff like your asking).

Also i thought i should let people know i have been busy on a few other things and i haven't made much progress with this, i am still working on it in my spare time but the white flash after certain spells is still alluding me. Hopefully soon i will have more spare time to finish this up and start work on a different interface.
I also still need to also figure out when i do a new interface what am i going to do with the barrier option, it disappears when the battle commands come up, so if i move it away from where it is currently you will constantly see it appear and disappear. So if anyone has any idea's on this please post them here. Thanks.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: sl1982 on 2010-07-09 23:33:55
I've been looking to the pics that was posted and I knew it was very hard to do but I found at least one thing that could be done now. Take a look at the hp/mp bars. Its colored blue but it has a little design in it like another texture. Can it be done in the game?? In the battle the limit bars are colored plain blue or red. It will definitely look good if it has a little design to it like other texture for some parts of the bar.

If you are using avalanche then just take a look at the images in there. I cant remember offhand which ones contain the hp.mp bars but they are there.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: neox1234 on 2010-07-10 00:58:35
@ neox1234
you need to enable the new battle interface in Aali's Driver, To do this open up the ff7_opengl.cfg and edit the line
new_battle_interface = off
to
new_battle_interface = on

@ dragowulf
well i have yet to find a way of moving linked things separately, Things like the names are linked so i can move the names as a whole anywhere i want, i can even edit the space between them (make them further apart or closer together) but i have yet to find a way of moving just 1 name at a time so the first picture is out of the question (for now at least, if anyone does know how to do it let me know). Plus like "Kudistos Megistos" pointed out to make it look like that i would also have to do a font and that is also something i have no intention of doing.
Also those 2nd pictures are a mock interface and currently it would be next to impossible for me to implement (i am not saying its impossible for anyone but far beyond me and my limited skills, try asking TA)

@ nikfrozty
I don't know where the graphic for the HP and MP bars are, i have found a value that can manipulate its colour (i mean it looks the exact same as before but a different colour like red or black), so making better HP and MP bars is beyond me (i can manipulate the size as well like in the first post in this topic but i cant add new stuff like your asking).

Also i thought i should let people know i have been busy on a few other things and i haven't made much progress with this, i am still working on it in my spare time but the white flash after certain spells is still alluding me. Hopefully soon i will have more spare time to finish this up and start work on a different interface.
I also still need to also figure out when i do a new interface what am i going to do with the barrier option, it disappears when the battle commands come up, so if i move it away from where it is currently you will constantly see it appear and disappear. So if anyone has any idea's on this please post them here. Thanks.

mm, ok thanks I will download the newest version of Aali's Driver because I have the one that comes with the remix patch, Thanks! ;)
PD: srry for my bad english... xP
Title: Re: Battle Interface Reconstruction [WIP]
Post by: Nightmarish on 2010-07-10 06:07:24
Is it possible to make the boarders look like the window itself? It's a bit weird to have such a gap between the two windows.
Would actually be nice if we could turn the borders to look like the window itself instead of removing it.

Don't know if i'm explaining myself good enough.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: nikfrozty on 2010-07-10 12:04:41
Is it possible to make the boarders look like the window itself? It's a bit weird to have such a gap between the two windows.
Would actually be nice if we could turn the borders to look like the window itself instead of removing it.

Don't know if i'm explaining myself good enough.
I think what you mean is connecting the two windows so that there will be no gap between them?? And you want to make the border of that part to be the window itself in order to do that.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: Nazta on 2010-07-23 07:22:59
I don't know what I'm doing wrong...
Got Aaili's drivers [0.7.8b] + Avalanche.
But it seems the game isn't using the MenuArt folder at all.
{Thus changing the pngs doesn't do anything}

Anyone know why? :/
Thanks.

By the way, I LOVE the border-less battle menu.  ;D
Title: Re: Battle Interface Reconstruction [WIP]
Post by: nikfrozty on 2010-07-23 13:07:34
I don't know what I'm doing wrong...
Got Aaili's drivers [0.7.8b] + Avalanche.
But it seems the game isn't using the MenuArt folder at all.
{Thus changing the pngs doesn't do anything}

Anyone know why? :/
Thanks.

By the way, I LOVE the border-less battle menu.  ;D
I think changing the files in the texture folder will not work if you touch or modify the lgp first before the textures after you install the TA patch. Did you modify menu_us.lgp before changing the files in the texture folder?
BTW you posted on the wrong thread. It will be moved anyways but its best to be warned.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: Kranmer on 2010-07-23 13:29:47
I don't know what I'm doing wrong...
Got Aaili's drivers [0.7.8b] + Avalanche.
But it seems the game isn't using the MenuArt folder at all.
{Thus changing the pngs doesn't do anything}

Anyone know why? :/
Thanks.

By the way, I LOVE the border-less battle menu.  ;D

I think the answer is the menuart's are cached, so first delete the contents of the folder "cache" then change the PNG then boot the game and it should work.


Also for everyone else, i am not having any more luck with the white flash during certain spells and i am not having much luck removing the boarders from just the help bar (i can remove all boarders but i dont want to do that), so i may have to make a first beta without these things being sorted.
Title: Re: Battle Interface Reconstruction [WIP]
Post by: Timber on 2010-07-23 13:53:03
Also for everyone else, i am not having any more luck with the white flash during certain spells and i am not having much luck removing the boarders from just the help bar (i can remove all boarders but i dont want to do that), so i may have to make a first beta without these things being sorted.

A beta version would be great! :)
It's still an improvement over the normal 'new battle interface', which people use anyway, despite the flaws.

Also I noticed you didn't mention the 'eye opener', does that mean you managed to fix it?
Title: Re: Battle Interface Reconstruction [WIP]
Post by: Kranmer on 2010-07-24 00:31:24
Also for everyone else, i am not having any more luck with the white flash during certain spells and i am not having much luck removing the boarders from just the help bar (i can remove all boarders but i don't want to do that), so i may have to make a first beta without these things being sorted.

A beta version would be great! :)
It's still an improvement over the normal 'new battle interface', which people use anyway, despite the flaws.

Also I noticed you didn't mention the 'eye opener', does that mean you managed to fix it?

I haven't really sorted the eye opener yet, i personally think i have made it look a little better (this is my opinion, if you feel it looks crap the way i have done it just say and i will revert for the next version) but its not sorted, i have the values for it but i cant get it to look right (probably because it wasn't designed to go any lower), i will need to make a To-Do list when i get more time (its 1.20am here so i am not doing it now).
And remember this IS NOT FINISHED
anyway here is a Alpha release (it was going to be beta but since there is so much unfinished stuff i am calling it Alpha)
http://www.mediafire.com/?icin543yjdnqbjq
Also some quick notes,
1. This is needs to be used 1.02 and with Aali's Custom driver with New Battle Interface switched on to work correctly
2. This works with the Team Avalanche 0.9 and with the 9999 Limit Break YAMP patch (if you use the fix included for the YAMP patch, and the YAMP patch needs to be applied before this one) but this WILL NOT WORK with the built in 9999 patch in the latest version of Aali's Driver (this is because his values override mine).
3. This installer by default will patch the FF7.exe with my new battle interface, you don't need to select any settings, the settings are all optional just run the installer and it should detect where ff7 is installed but if not redirect it.
4. BACKUP YOUR EXE BEFORE USING THIS or use my backup setting in the installer.

And anyone who tries this please let me know how you get on, and any idea's on how to improve the patch or the installer are always welcome.

EDIT:-mediafire seems to be down right now so here is a mirror
http://www.megaupload.com/?d=18HHQAZ1
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Armorvil on 2010-07-24 19:12:39
Awesome !! (and thank god for your mirror, by the way ;) )

It looks perfect in my game, and I really don't know how you could improve it. I also like what you did with the eye-opener. It doesn't look weird when a battle starts anymore - even though there is still an horizontal line delimiting the battle interface. Combined with the modified PNGs I posted in this thread, I get this :

(http://img295.imageshack.us/img295/9003/image2ab.jpg)

And I love it. Thank you very much for your hard work Kranmer, even though it's only an Alpha (!). I'm gonna enjoy this new patch tremendously.  ;D
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2010-07-24 19:31:26
im glad its working for you Armorvil and i am also glad you like what i did with the eye opener, i was wondering what other people would think about it so thanks for that,
1 small thing though, on that screenshot the HP+MP bars seem to be going through the text and the time and limit bars should be further down since one appears to be cut off, this shouldnt be happening. Are you using Aali's custom driver 9999 Limit Break patch ? my patch isnt compatable with Aali's version yet, you need to use the original one,
If you are not using Aali's custom driver 9999 then there is a serious problem.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Armorvil on 2010-07-24 19:59:06
Yeah I was still using Aali's break 9999 limit, when I made this screenshot. I was so eager to try your patch, that I launched the game without checking my config first :P. And when you said "it's not compatible", I expected the game to crash or something, not to experience minor graphical glitches like those ;) Of course, the HP / Time / Limit gauges are better placed with only Dziugo's break 9999 limit patch (and actually, I noticed that with Aali's, the gauges for the third character (Tifa in my screenshots) disappear completely. So yeah, you can't play with it enabled (too bad, I like the fact that the HP & MP bars were behind the numbers, in Cloud and Aeris' cases).

I edited my above post with a screenshot showing the real results. Now, if only the HP and MP bars could be removed... ...I think they make the bottom of the screen too busy, somehow.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2010-07-24 20:45:45
Ah OK i should have maybe been a little more exact about what would happen if you used Aali's 9999, but yeah basically its just those glitches,
And That's a nice screenshot, its really looking a lot better now.
Well if the HP and MP bars really bug you that much i can make you a quick patch to get rid of them off screen if you want.

EDIT:-
Here is the HP+MP bar remover
http://www.megaupload.com/?d=QBYCROUD
Let me know how you get on.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Armorvil on 2010-07-24 21:44:28
Ah ah ah !... ...What can I say ?... ...You, sir, rock my socks ! It works amazingly well, and I can't believe you managed to remove the bars so easily =D You're my new hero now ; can I kiss you ?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: obesebear on 2010-07-24 21:49:59
Ah ah ah !... ...What can I say ?... ...You, sir, rock my socks ! It works amazingly well, and I can't believe you managed to remove the bars so easily =D You're my new hero now ; can I kiss you ?
Well let's have a look!
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Armorvil on 2010-07-24 21:50:56
All right :)

(http://img217.imageshack.us/img217/895/image2yi.jpg)

EDIT:

This one shows the difference a little better, maybe :

(http://img803.imageshack.us/img803/940/image2v.jpg)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2010-07-24 22:08:00
nice thanks for the screenshots Armorvil, i can see a few things that may need to be sorted, since the HP+MP bars have been removed the HP and MP numbers look a little high so i will correct them at some point, also without boarders the text at the top of the screen (Flare Crown) looks a little out of place so i may move that to the top of the screen, or do you think it would be better to leave that where it is and move the help bar to the top of the screen ? or should i just leave both where they are ?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Armorvil on 2010-07-24 22:19:00
I like the idea of the help bar being moved to the top of the screen, yes. Kinda like how the most recent FF titles do it (FFX and XII, at least). But wouldn't it conflict with the battle text (such as "Attack while its tail's up !") ?

As for the attack names, yes, maybe it would look better if they appeared at the top. But as I said, if this means that the battle text or the help bar would appear below them, then I'm not too fond of the idea. If the battle text isn't a problem (after all, they should normally never be displayed at the same time), maybe the attack names at the top and the help bar in its default position would be acceptable ? It's the best config I can think of, right now.

Quote
nice thanks for the screenshots Armorvil, i can see a few things that may need to be sorted, since the HP+MP bars have been removed the HP and MP numbers look a little high so i will correct them at some point,

You're welcome Kranmer, and yes, it's true that the HP and MP numbers aren't exactly aligned with the characters' names. Not a big deal, though.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2010-07-25 13:54:52
Thanks kranmer, the installer worked flawlessly. Good stuff.

In regards to the eye opener, I don't see much that has changed?
On mine, it just looks like the bottom 'eye lid' is now a hard line, instead of a fade.

Is it possible to remove the eye opener altogether? It doesn't really work with the new battle interface, especially transparent version.
Ideally, I think fading in would be best, like FF8, though I can't imagine that would be easy to do.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2010-07-25 18:40:30
@Armorvil - OK i have tried moving the text at the top higher and i have corrected the HP+MP numbers to be a bit lower now that the bars are gone, you can try the patch here
http://www.megaupload.com/?d=YONAEPHJ

@Timer - I am glad the installer worked alright, i will look into removing the eye opener, i will post a update later if i am sucessfull or not, if i am sucessfull i will also post a youtube video showing you how it looks disabled (i cant do it right now because i am working on editing the Next Level bar after battle for seif but i will get on it right after i finish this), i doubt i can do a fade but i will look into this and see if i can but i wouldnt hold my breath.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Armorvil on 2010-07-25 20:32:54
Thank you very much Kranmer :D. As you can see, it works great :

(http://img408.imageshack.us/img408/6421/image2ap.jpg)

I think that the HP and MP are still a little higher than the character names, but it's barely noticeable. Great work, as usual.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2010-07-25 23:02:46
@Armorvil - Ah yes the names do look slightly off, i will correct that at some point, But everything else is looking pretty good in that screenshot, on a side note what is that blur around the text ? are you using a bloom filter or is it a side effect of the screenshot program ?

@Timber - Ok i have uploaded a video below showing the removed Eye Opener, Let me know what you think and if i should add it as a option to the installer in the next release ? (i can make a temp patch before then like i have done for removing HP+MP bars etc so you wont have to wait until the next installer)
http://www.youtube.com/watch?v=L5tBgbOam8g
also sorry about the low quality video but i was kind of in a hurry when i did it.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Armorvil on 2010-07-25 23:14:38
Yeah, it's the Bloom effect ;)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2010-07-26 00:29:14


I think that the HP and MP are still a little higher than the character names, but it's barely noticeable. Great work, as usual.

I'd say it is very noticeable.  I use adobe and place selection line under it to make certain.  Edit.  Kranmer already responded.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: obesebear on 2010-07-26 01:56:58
The removed eye opener is very nice. 
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: showerhead88 on 2010-07-26 02:53:21
(http://img837.imageshack.us/img837/6991/vlcsnap2010072522h55m04.jpg)
I am currently using armorvil's menu art and kranmer's patch in battle and it doesn't show the life gauges for everyone in the party. For example, I had Barret and Cloud in my party and the life gauge showed for Barret but on Cloud's slot. It's really complicated to explain but when I am using just Cloud in my party, it doesn't display the gauges at all. Here's a video to display my problem:
http://yfrog.com/2dff7helpz
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2010-07-26 09:24:08
@ showerhead88 - i would guess from looking at the picture that you are using Aali's Custom Driver 9999 Limit Break, my patch is NOT compatable with it (i did put that in the notes of the release), if you must use a 9999 limit break you must use the original patch and disable the option in Aali's Custom Driver. (also you must apply the 9999 Limit Break patch BEFORE you apply my patch otherwise it will mess up).

@ obesebear - Thanks for the input, i will release a patch later to disable the eye opener for anyone interested.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2010-07-26 09:35:11
@Timber - Ok i have uploaded a video below showing the removed Eye Opener, Let me know what you think and if i should add it as a option to the installer in the next release ? (i can make a temp patch before then like i have done for removing HP+MP bars etc so you wont have to wait until the next installer)

Wow, that looks much better! Certainly add it to the next version of the installer as an option, and possibly have it ticked as default, I doubt anyone would rather use a broken eye opener.

If you could add a slight fade-in as well, that would be simply amazing!

Also I'm wondering, did you take any inspiration from the first page of this thread, and plan to reconfigure and make a totally new interface?
Or is the disappearing Barrier bars still an issue?
I really think it has a lot of potential! :)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2010-07-26 09:43:59
@Timber - Im glad you like it, Yeah i suppose i could add it as a default on option to the next release when i make the next release,
I am still looking into the fade-in but so far i am having no luck, it is most likley going to be beyond me.
I am planning on trying different things like on the first page but i would like to get the current one working first before i start modifying it heavily (although most things i think are done now but there are still a few things left undone, like battle arena slots and limit break slots are higher then the rest of the menu, and the white flash is still a problem and a few other small problems with alignment like with the names that need tweaking)
The disappearing bars is still a issue, i have found 1 way around it but it also breaks the name flashing of the active user so i need to look into that more (unless you dont mind the name not flashing ?).
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2010-07-26 10:45:15
I am still looking into the fade-in but so far i am having no luck, it is most likley going to be beyond me.

Just throwing some ideas out there, may not be possible at all:

There is a fade-out at the end of battle perhaps looking at how this works would help.
The field screens also use fade-in and fade-out.

Quote
The disappearing bars is still a issue, i have found 1 way around it but it also breaks the name flashing of the active user so i need to look into that more (unless you dont mind the name not flashing ?).

Naa the active user name flashing is too important for gameplay I think :)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2010-07-26 10:52:36
@Timber - Yeah i will look into it a bit more to see if i can do anything (just don't hold your breath), Its definitely possible to fade in but i just dont know if its possible for someone like me to do.
I thought it would be important for some people to see the flashing name that's why i am still looking into it.

Also here is the Eye Opener Remover for anyone interested (just a patcher like the HP+MP remove patch)
REMEMBER TO BACKUP YOUR EXE FIRST (just incase)
http://www.megaupload.com/?d=A9EBVRBY
Let me know how you get on if it use it.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2010-07-26 15:54:44
Also here is the Eye Opener Remover for anyone interested (just a patcher like the HP+MP remove patch)
REMEMBER TO BACKUP YOUR EXE FIRST (just incase)
http://www.megaupload.com/?d=A9EBVRBY
Let me know how you get on if it use it.

Works great, thanks :D
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Armorvil on 2010-07-26 18:35:53
Also here is the Eye Opener Remover for anyone interested (just a patcher like the HP+MP remove patch)
REMEMBER TO BACKUP YOUR EXE FIRST (just incase)
http://www.megaupload.com/?d=A9EBVRBY
Let me know how you get on if it use it.

"The file is currently unavailable" =/
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2010-07-26 19:31:37
Also here is the Eye Opener Remover for anyone interested (just a patcher like the HP+MP remove patch)
REMEMBER TO BACKUP YOUR EXE FIRST (just incase)
http://www.megaupload.com/?d=A9EBVRBY
Let me know how you get on if it use it.

"The file is currently unavailable" =/

yeah the link seems to be unavailable now (seems to be megaupload's problem) here is a mediafire link
http://www.mediafire.com/?bfo292hv1wfx3l8
and if you need more mirrors just ask and i will make some more
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Armorvil on 2010-07-26 19:38:12
Thanks, I got it now :)
Awesome patch once again ! Your work never ceases to amaze me, Kranmer :D
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: GI-Jimbo on 2010-07-27 17:33:44
This project is really amazing I just really wish I could get it to work correctly. I installed armorvils menuart and all of kranmers  updates to the new battle interface but I keep getting this. I want to know if there is something I have to do to change  the boxes around limits and time or if I installed something incorrectly.  I looked in the textures folder but there is a lot of boxes I'm not sure which ones to edit.

(http://img714.imageshack.us/img714/6132/problemf.png) (http://img714.imageshack.us/i/problemf.png/)

Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Armorvil on 2010-07-27 18:23:31
Just to clarify something, it's not my menuart - it's Team Avalanche's. The only thing I did was delete the HP, MP, Time, etc indications, as well as the borders from some PNGs. Gotta give credit where it is due ;)

As for your problem, if you downloaded the PNGs I uploaded to megaupload earlier in this topic, you just have to copy and paste them in your textures\menuart folder. If I'm not mistaken, that should remove the borders around the gauges.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: GI-Jimbo on 2010-07-27 18:46:27
I actually just tried delete some things and by trial and error I got it but thanks a lot. One thing I still can't seem to do though is make the "attack box" transparent. I enabled the make all dialog boxes transparent in the driver options but I can't seem to get that box to work.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2010-07-27 19:14:52
I actually just tried delete some things and by trial and error I got it but thanks a lot. One thing I still can't seem to do though is make the "attack box" transparent. I enabled the make all dialog boxes transparent in the driver options but I can't seem to get that box to work.

To make the attack command box transparent you need to use the old shaders (the shaders folder from a old version of Aali's Custom driver like 0.7.7) with 0.7.8,
Aali mentioned this here
http://forums.qhimm.com/index.php?topic=10191.msg142395#msg142395
Also there are side effects to doing this (like clouds head on the world map being transparent)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: AngeBleu on 2010-07-28 10:20:40
I want to have this: http://img714.imageshack.us/f/problemf.png/

What patches do we instal for have this ?
Can you make a tutorial (video if it's possible), because, I tested it ,and it doesn't work  :|
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: GI-Jimbo on 2010-07-28 16:53:40
To be honest all the resources you need are right here. I would go on page one and read kranmers first post. Make sure you have all the necessary requirements he listed before installing his patch.  Once you meet those requirements install his patch and check in game you should have a transparent battle interface. Then if you keep looking on these pages you will see that kranmer added many updates to his patch such as no hp bars,no eye opener etc. Install those to you liking and you should be fine. The only other thing I did was download Armorvils edit of the TA Menuart which is also found on a page in this topic.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: Bosola on 2010-07-28 20:19:05
Only partially related, but where are the default window color digits stored in vanilla FF7?

Anyone know this? Just out of curiosity.
Title: Re: Battle Inferface Reconstruction [WIP]
Post by: nfitc1 on 2010-07-28 21:35:18
Only partially related, but where are the default window color digits stored in vanilla FF7?

Anyone know this? Just out of curiosity.

Are you asking for the PC or PSX?

On the PC it's in menu_[region].lgp. The relevant files might be btl_win_*.tex or [region]font_*.tex. I don't know which you're asking for.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Bosola on 2010-07-29 11:33:17
PSX. Actually, anyone just know the RGB values? I could probably search for them myself.

I've always wanted a hex editor that can mark up the locations of multiple values, and mark up areas where certain values are in close proximity to one another. Anyone know of such a hex editor?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: halkun on 2010-07-29 16:46:53
The data is all compressed on a PSX do there really isn't anything "next to each other"

The initial color data is located in an initialization function to create the savemap. It's created from hard coded static variables somewhere in the kernel and then the bulk of the initial save map is copied from section 4 of kernel.bin after that.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Bosola on 2010-07-29 16:55:52
The data is all compressed on a PSX do there really isn't anything "next to each other"

The initial color data is located in an initialization function to create the savemap. It's created from hard coded static variables somewhere in the kernel and then the bulk of the initial save map is copied from section 4 of kernel.bin after that.

Why didn't I think of checking the savemap resources first? So, section 4 of the kernel is basically a big savemap, offsets 0x48 - 0x54 being the RGB values? Gotcha.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: halkun on 2010-07-30 05:53:10
section 4 of the kernel.bin in the initial values for the game, but not the whole savemap, just the top chunk of it.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction Help
Post by: Nywie93 on 2010-10-03 19:07:25
Hello i have problem for patch.
Can not find the file . Search the files
I go to SquareSoft FFVII and i select FF7.exe
Can not acces the file , Maybe it in use
Please Close the file before patching
But my file FF7 is not used OO
What the problems please
bye
Edit2: Filesize Check Failed
nothing patched
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction Help
Post by: Covarr on 2010-10-03 19:11:54
Hello i have problem for patch.
Can not find the file . Search the files
I go to SquareSoft FFVII and i select FF7.exe
Can not acces the file , Maybe it in use
Please Close the file before patching
But my file FF7 is not used OO
What the problems please
bye
I can think of two possibilities:
1. FF7 is in the Program Files directory. You need administrator access to edit anything in there, if you're using Windows Vista or 7. Make sure to run the patcher as administrator.
2. FF7 has a habit of not closing properly on some systems. If you've played it recently, try restarting your computer.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Nywie93 on 2010-10-03 19:16:10
i have french version , this is not compatible no?
(yes i have test to the FF7 english remix is done sorry for post :/)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2010-10-03 21:30:21
i have french version , this is not compatible no?
(yes i have test to the FF7 english remix is done sorry for post :/)

I don't think this is compatible with the french version (i haven't tested but i suspect the EXE is too different), i can look into making a french version of this at some point if you want me to (although it may be awhile until i get around to it),
I am currently working on making a Italian version of this (at "indrema"'s request) but there seems to be quite a few different things in the EXE (also my virus scanner keeps going crazy on the Italian EXE is detected as a virus on my scanner)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Gemini on 2010-10-03 21:46:16
The Italian exe is actually a Spanish EXE with altered messages. You can work directly on that one and avoid all the virus false positives.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2010-10-03 21:51:43
Thanks for that Gemini, i didnt realise the Italian EXE was a modifyed Spanish EXE, that should save time if i need to do both Spanish and Italian versions of this patch, And i knew the Spanish version gave false postives and i guess thats why i am getting the same problem with the Italian EXE so thanks for clearing that up.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Gemini on 2010-10-03 22:42:55
Weird, I thought it was giving you false positives because the exe was modified by external data. Oh well, I guess there's something rotten in the original file anyway. ???
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: indrema on 2010-10-04 19:27:24
i have french version , this is not compatible no?
(yes i have test to the FF7 english remix is done sorry for post :/)

I don't think this is compatible with the french version (i haven't tested but i suspect the EXE is too different), i can look into making a french version of this at some point if you want me to (although it may be awhile until i get around to it),
I am currently working on making a Italian version of this (at "indrema"'s request) but there seems to be quite a few different things in the EXE (also my virus scanner keeps going crazy on the Italian EXE is detected as a virus on my scanner)

Always TNX for your hard work ;)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Bosola on 2010-10-05 13:34:42
Weird, I thought it was giving you false positives because the exe was modified by external data. Oh well, I guess there's something rotten in the original file anyway. ???

?

What, does the exe have a checksum somewhere? Or does the Italian just fill strings with pointers etc. to some 'alien' source (something appended to the binary)?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2010-11-16 12:34:31
OK guys just a quick update, i am hoping to release 0.3 soon (i have been kind of busy recently so i haven't had much time to work on it), 0.3 be mostly the same as 0.2 but now i have got the Battle Arena and character limit slots to the bottom of the screen and i will include the extra patch's included in this thread (like "No Eyeopener" etc), But i still have not been able to make any progress on the White Line during Limit breaks and the KOR summon.
I have also been having a crack at a new interface, its still a WIP but here it is so far
Without TA 2.0.7
(http://img507.imageshack.us/img507/2712/nbi03newinterfacetest5.th.png) (http://img507.imageshack.us/i/nbi03newinterfacetest5.png/)
With TA GUI 2.0.7
(http://img233.imageshack.us/img233/8622/nbi03newinterfacetest3.th.png) (http://img233.imageshack.us/i/nbi03newinterfacetest3.png/)

I may release a beta of that if anyone would like to test it when i release 0.3, it will only be a beta since there are still quite a few things that need fixing in it, like HP bars disappear when the battle commands come up (although i have nearly fixed that as shown in those pictures but it does sometimes still glitch) and CHANGE is off screen right now but that should be a easy fix, and i need to make CHANGE and DEFEND transparent as well (if i can) since they still appear in the normal boxes. And for the new interface i couldnt decide where to put the barrier bars so currently i have them behind the Limit and Time bars but if anyone has a better idea i will take it into consideration.
Also the new interface is currently only for the normal 1.02 English game and isn't compatible with the 9999 Limit break patch yet (i intend to add support in the future but right now it isn't supported since this is only a test version) but it should be compatible with other patch's that dont alter the battle interface in anyway.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2010-11-16 14:56:57
Thanks for the update, nice to see your progress.

For your new interface, here are my suggestion of what I think would look good:

- Move the Name/HP/MP/Bars to the left side of the screen, and the Battle Menu to the right side of the screen.
- Keep the Battle menu in a box, but make the box semi transparent.
- Need the HP and MP bars back, especially now that there is no MaxHP number.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2010-11-20 17:40:07
http://lh3.ggpht.com/_Ed2n6bX4DDM/TOgVklvA2HI/AAAAAAAAADE/xm-H8zhd-ag/coin.PNG

I have corrected the command menu and the coin menu (with a little knowledge from aali also).  The main battle menu is now done.  But half the job and testing still to do.

The cursor on above picture is to be moved slightly.

Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: djkoopa on 2010-12-17 20:23:28
Just a quick question - is it possible to have the battle menu moved to the bottom of the screen, but keep the semi-transparent background of the new battle menu interface from Aali's driver?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: kela51 on 2010-12-27 22:44:44
hello guys!!
is it possible to make this mod for limitbreak patch please ? and if it's possible to make a good tutorial for what patch do we install step for step. I would like to have the same as that picture: http://img714.imageshack.us/i/problemf.png/
thanks!!

kela51.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2010-12-28 14:38:34
At the end I or Kranmer may look at it, but for now we are sorting the main patch.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: kela51 on 2010-12-28 15:12:22
ok man!!
thanks!! ;)

kela51.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2010-12-29 17:09:18
I am gonna do as much as I can on this in next few days but I will be needing Kranmer's help. Havent seen or heard from him in 1 month, so hope everything is OK :)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Harruzame on 2010-12-30 05:05:43
Hello Sir Kranmer!

i noticed that mega upload seems to not work with me.. I hope you can provide some other mirrors to your project..

I Really want to use this ingame..Pls Sir..

thank you for all your hard work!
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-01-24 00:14:38
OK I have started work on this again and hopefully I can get it to where it needs to be.  There are some problems, but Kranmer is not here atm to help with that (he has vanished), so we will see what happens.  To do:

1.  Normal menu realigned
2.  Normal menu with 9999 Fix realigned
3.  New menu FF8/FF9 style
4.  Merge with Menu Reconstruction mod

And this has been done:

1.  Battle Arena realigned
------------------------------


From this point on, Team Avalanche font is supported only, same with our Menu Reconstruction mod.  The old font will still work 95% of the time but it will have some issues.  So best to just use TA font with this.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2011-01-26 00:06:03
Awesome DLPB, looking forward to it! :D
Shame kranmer has vanished though :(
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Terid__K on 2011-01-26 01:07:03
Team Avalanche font is supported only, same with our Menu Reconstruction mod.  The old font will still work 95% of the time but it will have some issues.  So best to just use TA font with this.

I'm currently using the menu reconstruction mod, and I was kinda hoping you would fix the dialogue cursor with the regular fonts. Is that really not an option?

Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-01-26 09:10:49
I have given up supporting the original font because the battle menu would also need a lot of changes. :)  It is just duplicating my work load.  And let's face it, the original font and graphics are crap.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-03 20:05:53
Just an update here.  Since Kranmer left I have had to try and find the remaining values and I had limited success.  Aali has helped me locate the others and so it should be plain sailing now. Because of how I want this to look, I have had to edit Team Avalanche graphics somewhat, The barriers and Limit/ATB bars are actually too big for the insides and the NAME BARRIER words are too large (they are perfect to the original, so what I should say is they are too big in the original game)

I will be talking to sl1982 later about that.  All in all though it is going pretty well, it is just a matter of making all this come together now and work.

As you can see, it looks better this way.  Well.  I think it does!

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/ff7battle.png)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2011-02-04 00:24:51
Just an update here.  Since Kranmer left I have had to try and find the remaining values and I had limited success.  Aali has helped me locate the others and so it should be plain sailing now. Because of how I want this to look, I have had to edit Team Avalanche graphics somewhat, The barriers and Limit/ATB bars are actually too big for the insides and the NAME BARRIER words are too large (they are perfect to the original, so what I should say is they are too big in the original game)

I will be talking to sl1982 later about that.  All in all though it is going pretty well, it is just a matter of making all this come together now and work.

As you can see, it looks better this way.  Well.  I think it does!

Nice work DLPB its coming along nicely, and just so people know i havent left i have just been away from home for awhile, but i am back now.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-04 00:28:53
 8)  Just as I was about to seize control!   :o


Welcome back :)  Also, it is Dan to you :P

edit, I stayed up a while to complete some more changes.  Note that the grey writing is now smaller and cute and the Defend and Change boxes go inside the menu at the same location as the menu writing.

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/Untitled-2-1.png)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2011-02-04 12:18:34
Glad to be Back Dan, ah its good to see those values for Change and Defend worked alright (i was tired last night and wasn't 100% sure), it's looking pretty decent with the new changes you made.
Also i have done a bit of work on the limit box background today, i think i have gotten it correct but i will let you be the judge
(http://img190.imageshack.us/img190/9380/limits.png) (http://img190.imageshack.us/i/limits.png/)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-04 13:22:46
HOW did you do it!

 :evil: 

However the box is being expanded even for 1 limit break ;)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: pyrozen on 2011-02-05 00:22:52
awesome! I can't wait until it is final finished, i've been anticipating the combined version of this forever! I assume the compatibility with 9999-breaks will be fixed?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-05 00:33:45
Yup.

Realigned Battle Interface No 9999
Realigned Battle Interface With 9999
New Battle Interface No 9999
New Battle Interface With 9999

That's the core of it.  Then I am sure Kranmer wants to add a few little tweak options too.  The Realigned Battle Interface No 9999 is almost done.  When that is done, we will do some testing, then I can add 9999 to it, and perhaps make a release.  The New battle interface (ff8 style) comes after, and will take a bit of designing so it looks great. I am working on the menu at this minute and all is going well.  Kranmer has sorted the final values and problems out, and so now it SHOULD be easy.

The hard part will be merging it with the Menu mod and making sure the uninstaller works properly.  We have changed so many things I am having to do a juggling act to remember it all.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2011-02-05 01:24:23
The New battle interface (ff8 style) comes after, and will take a bit of designing so it looks great. I am working on the menu at this minute and all is going well.  Kranmer has sorted the final values and problems out, and so now it SHOULD be easy.

Woohoo! That will be incredible!

Any progress on the eye opener / white flash problems?
FF8-style battle fade-in would be awesome.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-05 15:28:13
These menu words were more difficult than I thought they would be.  They are inconsistent, probably  because they have be stretched to fit.  But now I am using them smaller size, I can correct the letters to be consistent.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-08 02:58:30
Won't be long until the realigned battle interface is released.  Just a few problems we are ironing out:

1.  The eye opener to battle needs a bit of tweaking, it also looks nothin' like the PSX version anyway.  Bad port?

2.  The MPneeded numbers do not have leading 0's, I am told the beta version did and ideally we need them back.

3.  The White/Red coloured flashes (like the one when you get a critical hit) do not reach the new menu.

4.  The command menu is not as good as I would like, the text sometimes looks bunched up but to be honest that's the crap design we are dealing with.

5.  Cursors flash a little too slow when selecting multiple allies or enemies.

It is still 5X better than the abomination that is the original menu.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-11 01:32:51
Menu and Battle Interface Mod 005

Here (https://docs.google.com/leaf?id=0B1JH_wU1qqN4NmYzZDNmMWQtNjZkMy00MzUxLTkyNWQtNDllYjI4ZjU2ODRm&sort=name&layout=list&num=50)

They are now merged into 1 installer.  I am not sure whether Kranmer wants his own installer separate but I am guessing he will go with this one as well.  It seems much more logical.

This release will do everything 004 did with the added bonus that it will also patch the battle interface to correct alignment issues.  It is likely that 006 will come very soon to correct a few small problems and add a few tweaks to this release.  007 will be the new battle interface (contrary to what the readme says).

I will then adapt this for the retranslation project as well.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-12 03:12:59
I have been doing some donkey work for you Kranmer :)  See below:

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/newtest1.jpg

I have added 3 codecaves to move the character names and word "name" to the right.  I have corrected most things with the main menu and I am placing them correctly on the left.  Not much left to do there.   I have also added Aali's fix for the HP there too.  I think given space remaining, we will be forced into doing what the 9999 patch does and placing ATB and time in the barrier graphic.  I had an idea though... we can edit that barrier graphic so we can make it look a bit better :)

All in all it will look pretty good, plus I am sure we can add options like making the command menu fully transparent etc. 

The only bad thing is how crap and shoddy the menu looks with "Summon" and "Slash All"... the words are too long really. 

edit:  In fact we may need to edit it so we can place the graphic under the character names...  it looks to me like we are totally out of space otherwise.  It is that craptastic menu.  We will have to work on a nice design :)

http://www.shamusyoung.com/twentysidedtale/images/ffx_battle1.jpg

Maybe not a bad idea either...
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-14 01:06:23
With kranmer's values, I have successfully placed all the commands on the left, although to be honest I have a feeling I will have to edit some of the graphics a bit and test some new stuff out to make it look better.

I have turned my attention to experimenting with FFX interface.  Below is how it is looking. 

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/ffxstyle.png)


There are a few things that will need addressing.

1.  The character names are left aligned and this need to be right aligned.
2.  The time and limit bars are not long enough (kranmer has a fix for this)
3.  The Numbers, I would prefer to be slightly transparent, we will see how that goes.
4.  HP and MP need to be on every line, but with a bit of editing of the graphic file, this is doable.
5.  The time and limit bar may need a tweak to their colours.  Gets a bit messy at the moment.

All in all though, it is taking shape.

How it will look:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/newffx.jpg)

edit:

and yes it is all being moved to the right at the end.

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/HPMP.png)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: cloud1414 on 2011-02-14 05:15:25
Oh wow, amazing :D
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kemlin on 2011-02-14 08:12:07
Amazing work. Absolutely amazing.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2011-02-14 13:28:42
Wow guys, your progress is simply awesome. I'm loving it!

Is it possible to have some graphics behind/around the time/limit bars? Like the FFX limit bar?
Just so it looks like a bar really 'filling', instead of just lines.

Also - any thoughts on a good spot to put the Help text?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-14 15:03:05
Yes it is possible to place a bar behind it (edit graphic and then tweak the exe to know it is there), but the problem is, it will probably have to be 2 bars, 1 for ATB and 1 for limit.  Might look a bit messy, but it can be done.  I will experiment later.

The help bar needs to go (the text needs to stay) , and so do the borders probably, I will look into that too.  It is going to take a bit of time to work it out graphically.

edit:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/newwithbar.png)

somethin like that?

I am working on it:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/new2.png)  I will change these bars to look better.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: philman on 2011-02-14 20:46:06
it's very good in my opinion  ;D

but...what will happen to barrier bars? or the intention it's remove barrier bar too?(with this will look more FFX but the people don't will know when barrier and mbarrier is gone  :()
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-14 21:02:26
I think given it is a status, it should be obvious.  The barrier status isnt really needed at all and if I added that too it would be cluttered beyond belief. I am sure kranmer is going to want to experiment on his own interface too and maybe he will find a way to make it work...
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kemlin on 2011-02-14 21:14:32
Perhaps put the bars underneath the characters' names? Instead of having a "fill up" bar, though, simply have the bars appear when the statuses are inflicted and disappear they go away.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-14 21:32:09
that can happen but it looks crap.  All these ideas work but if they don't look good then there is no point. :)  It isn't even needed, you know when it has ran out, cause the animation isnt there any longer.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-14 23:45:02
(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/555.png)

Working on the bar.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kemlin on 2011-02-14 23:59:03
that can happen but it looks crap.  All these ideas work but if they don't look good then there is no point. :)  It isn't even needed, you know when it has ran out, cause the animation isnt there any longer.

A fair point. Other Final Fantasys lack the barrier bar, as well, so it's a logical leap to make in any case...

I like the translucency effects you've added to the bars. It looks nifty.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-15 00:21:19
:P the inner bars already had them :)  It is just against the other background it isn't noticed  8-)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kemlin on 2011-02-15 00:36:39
:P the inner bars already had them :)  It is just against the other background it isn't noticed  8-)

In the original game? That's quite a surprise! I would have never guessed.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2011-02-15 00:43:36
Yup that's what I was talking about, looking great!

Though I must say I did like the un-aligned bars style you were doing before, so something like this possibly?

(http://justincoutts.com/files/ss/SS-2011-02-15_12.36.43.png)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-15 01:03:20
Yes I think there is room to experiment with that.  This is the *finished* one, and by that I mean it is completed but graphics can be altered.

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/777.png)

 There are obv a few things wrong here:

1.  The inner bars are not bright enough and need to be better coloured.  This can be fixed but need aali help.

2.  The character names are not right aligned.  Not sure what can be done, I am guessing with a lot of ballache, aali can sort that?  I hope he will :P

3.  The inner bars are not yet extended.  Kranmer knows what the sh*t is there and will sort it.

cleaned
(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/Untitled-4.png)

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/888.png)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2011-02-15 03:23:49
My Suggestions:

- The time/limit bars are too close to the numbers, looks a bit cluttered, even a pixel or 2 separation may look good.
- The character names look too high, I can see you are aligning with the numbers, but it doesn't look quite right to me.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-15 03:28:20
1.  That is how they are on FFX, and there isnt much difference even with 1 pixel separation to be honest.  Doesnt make much difference though I will demonstrate it later time.

2.  The names are actually probably too low rather than too high.  If I place them higher it looks equally as bad.  Have a go at editing the pictures and see what you can do.

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/345.jpg
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2011-02-15 03:52:04
1. Yeah, though I don't really like it on FFX either :P I just preferred the small gap you had in previous pics :)

2. Ok, I tried aligning the names to the bottom of the first bar, like FFX:

Original:
(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/888.png)
Names moved down slightly:
(http://justincoutts.com/files/ss/new.png)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-15 03:55:50
I cant agree that looks better  :P

http://www.jordanfinley.co.uk/wp-content/uploads/2011/01/600full-final-fantasy-x-screenshot.jpg

X agrees with you somewhat though.  So we will take that to a vote at the end.  Either way, this is a massive improvement.  I just need aali and Kranmer now to add the finishing touches.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2011-02-15 04:07:49
Haha fair enough.
May look different when right-aligned too, who knows? So yeah best to decide at the end.

It's definitely a big improvement either way, I'm just being picky coz I like it :P
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-15 04:11:53
No I like that :)  I certainly missed that X had done the same.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2011-02-15 13:22:18
Hi Dan, Nice work on the new interface, and i have just finished finding the length of the bars, they do need codecaving but it should be easy to do (just do the normal "add eax" codecave)
The addresses are
006DD6B4 for limit bar
006DD5CC for green time bar
006DD57B for yellow time bar
I think that's all but i have missed any let me know, also i will look into how to change the colour shortly.
Also i have made no progress on the other things you asked me for (the battle command window re-size, how to remove the borders from the help bar, how to move just the top text, i may be close on removing the borders on the help and top bars but i have had no luck yet with the other problems)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-15 16:19:47
006DD6B4 for limit bar
006DD5CC for green time bar
006DD57B for yellow time bar

<  There are 3  times?  Inactive, active and moving.  So should be 4 code caves.  I am not sure how you code them for eax register, especially since altering them appears to move all 3 bars to the same length (regardless of what progress they have)?

I remember you knowing how it is done....

Perhaps send me a patch, the current address for codecaves now starts at :  0000037d / 0040037d, because I added a few others to sort the menu :)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-18 03:20:03
I have coded the bars to work.  It has taken me learning the basics of a new language over 3 days but I did it :P

Now all we need is the colour changing and someone to look over the graphics and it will actually look pretty damn neat!

 :o

The battle interface, main display is pretty much finished.

https://docs.google.com/leaf?id=0B1JH_wU1qqN4YTU0Mzc2ODktYjRkNC00N2M4LTk3M2EtY2IyMDg4YTQzZDE5&sort=name&layout=list&num=50


Please test, backup your exe and the 2 graphic files first.  Place the graphic files in mods/avalanche/menu

If anyone wants to have a dabble at changing the graphic files, feel free to do so and post me picture.  And yes I am adding 1 pixel to the end of the bars already.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2011-02-18 12:06:08
I gave it a whirl, and it looked really odd to me, but I couldn't figure out why.
Then I finally realised, it's because the limit bar is before the time bar!

IMO it looked much better the other way, same style as FFIX bars basically.
Looking at it know, I really like how the FFIX time bar is 'on top' of the limit bar too, make its look less flat.
I think that could look pretty nice.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Hellbringer616 on 2011-02-18 14:58:11
Looks great, in the beginning of the game when Clouds name is Ex-Solder, his name runs into the HP/bar area
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Gemini on 2011-02-18 15:47:02
Which is why names should be right-aligned.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-18 16:16:42
Yup.  The names need right aligning before this mod will work, but such a thing is outside my hands.  I have to hope aali can show me how to do it :)

edit:

I can move the character names separately to the right by editing code.  That is simple, it gives the 2 inactive names 0 or 1 as an identifier, and from that you can change the maths so that 1 player gets say X=200 and another X=210

But the problem there is, right aligning has to be based on character length....  I can probably find a way to make it know how many characters are being used and edit the maths to work but each character has a different length?  In that case, I do not know how to calculate how long the name actually is.

llllllll is shorter than DDDDDDDD, at least I think so... if it is equal spaced then I would have a chance.

edit:  obviously.  Not equal spacing.  I am afraid the only hope is probably aali...
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-20 05:31:35
Ok I have taken into consideration what people have said and I have gone back on the character names being too high also.

This has :

Character names lower down
Inactive characters grey not white
Blink rate reduced.
Moved to the right.

I will now swap Limit and Time around :)  I think that is about all I can do.  If someone wants to see if they can edit the HP MP graphic a tad if need be, feel free to do so and show me :)

When we have finished the left side menu I will release another test.



This one changes the borders (shoddy so far), and I think illustrates the benefit in editing those big fat borders out and making the command window transparent.

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/5677899.jpg)

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/66575745658999.jpg)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: TinySarabia on 2011-02-20 06:37:43
This is good man... Awesome.. :o
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-20 06:41:48
Well I mean look at FFX, that doesn't use stupid fat borders:

http://www.futuregamez.net/ps2games/ffx/ffx5.jpg
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: kela51 on 2011-02-20 07:26:36
i like it!!! :D
very impressive!!can't wait.....


kela51.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Nightmarish on 2011-02-20 12:53:55
From the pics maybe its a drawing bug, but it seems if the bars are separeted by 1 pixel it looks better (the hp bar from the atb bar).
Also i love your windows.  Reminds me of FF6 (and 8 i think).
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-20 19:55:42
No it is deliberate, there is a grey line between the ATB and Limit.

IMPORTANT:


Due to the ridiculous nature of how things are ending up with all the options, corrections, conflictions and so forth (believe me, I need to be kasparov to keep track of it all), I am now ending support for the following:



I have had to take this action to reduce the workload and because supporting old options just for the sake of appeasing purists is not something I find worthwhile when trying to better the game.  The game as it was, is not exactly brilliant, and sticking with such a design is counterproductive to improvement.

Team Avalanche graphics are largely being kept the same.  The following changes have so far been made:

1.  The cursor hand is smaller. 
2.  The red arrows indicating "All" is smaller.
3.  The borders are far smaller.  See above.
4.  The MP HP, LIMIT, NAME graphics are smaller and less intrusive.  With the newer interface the MP and HP are coloured.

5.  The Bars on the menu and in battle have been slightly altered to fit in with the new thinner border style

If anyone wants the original feel, they are free to use the last installer.


And since I am abandoning TA original graphics, this is what it looks like now, in progress:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/4646466646464764.jpg)

I will increase the limit and time boxes.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2011-02-21 13:55:23
Awesome, I agree that the FF7 fat borders look horrid lol.
Looking forward to what you come up with.

2.  The red arrows indicating "All" is smaller.

You know, I remember the first time I played FF7, I had no idea what those red arrows meant haha.
I wonder if there is a better graphic we could use?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Bosola on 2011-02-21 18:31:40
Nice, but I'm not that keen on the bright red line under the limit bar. Others may think it adds definition, though.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Covarr on 2011-02-21 19:10:54
As much as I like the thinness of the new borders, I can't say I like the pure blackness of them. Give them some personality or something. Even two pixels thick is enough for a bit of depth.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-21 21:10:49
Nice, but I'm not that keen on the bright red line under the limit bar. Others may think it adds definition, though.

That red line is just the inside showing through, the outside box needs expanding over it :)

As for personality of the black borders, being they are so thin, whenever I try to make it look a little more presentable the difference is poor.  I will upload the file soon and you may have a go at making it look nicer...  I don't know how much difference it will really make.

Also aali has kindly given me some code he made to create the right alignment.

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/333333333333.jpg

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/888888888888.jpg

and getting better with the original:

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/99999999.jpg
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-23 15:49:20
Covarr has supplied me with some improved borders which I will add as an option.  For now this is the basic interface in progress:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/Untitled-2-2.jpg)

I will be back to this thread when installer is updated and this is ready for release.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Bosola on 2011-02-23 16:30:38
How mind-bendingly difficult would it be to place the barrier gauges in callouts above the characters, adapting the "Target" cursors?

Just one way of cleaning up the interface.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-23 16:32:56
I am not sure...  if you mean above the actual models, I have no idea.  I could not do it for sure.  Aali probably could we some rewriting.  In this original interface it doesnt really matter....  but with the newer one, it would be helpful.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Bosola on 2011-02-23 16:39:39
It wouldn't involve changes to the original models, but rather to the 'Target' callouts. Let me show you what I mean:

(http://www.gamershell.com/static/screenshots/2487/39213_full.jpg)

Don't know how easy this would be, though. You'd have to make the target indicators take three new different sources that would change as barrier statuses evolved. Not trivial...
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-25 12:02:52
and what if there arent 3 targets in a battle?  That idea is defo a no flyer... Unless you mean we alter it so that it still works with them, but I am guessing to do all that for measly barriers is indeed too much work.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Armorvil on 2011-02-26 19:48:44
Another possibility would be to display the enemies' Barrier gauges in their "target" cursors. Or their HP gauges. Not as useful or interesting as Bosola's idea, but it would still be nice if doable, IMO. I don't think it's doable, but I just wanted to throw the idea around.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Bosola on 2011-02-26 21:24:48
Couple of thoughts:

1. I don't need to know my exact Max HP. All I really need to know is my current, though a proportion meter is quite nice too. I can usually guess the max HP values, because character HPs don't vary that massively from a 'common value' at each point in the game.
2. Time gauges aren't that important; timing moves isn't all that crucial anyway. I only really watch the time gauges as I'm waiting for anyone's turn, so you could probably lay the command menu on top of it.

So, if I find a way to put the barrier gauges somewhere else (makes sense considering they don't appear all the time), I could get something like this:

(http://i.imgur.com/3L6dU.gif)

Reactions?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kudistos Megistos on 2011-02-26 21:27:27

http://i.imgur.com/3L6dU.gif

Reactions?

It looks like a fresh install of Windows XP overdosed on meth :'(
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-26 21:36:14
It wouldnt be too bad except the command window ends  up much longer and you would constantly be pressing to remove it, also wouldnt fit on left.  It could be done, but I personally find the ends not justifying the means.

Kranmer might dabble with it though.  I am gonna finish off the original and the FFX one, and then we can probably add newer idea too if there is a will to do it.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Bosola on 2011-02-26 21:49:26
Ah, I'd forgotten that the command window soon expands. Back to the drawing board.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-26 22:09:18
That crap menu is really annoying, wish we could just change it to be more friendly.  But well, it doesnt look too bad anymore with small borders and how I have positioned it here...  as you will see soon enough :)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Nightmarish on 2011-02-27 04:58:27
Just wondering why you using a grey line to separete the bars instead of using 1 or 2 transparent lines  :-o
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-02-27 10:39:33
Looks worse without grey line imho.  Looks nice to do it a bit more proper.  Transparent line is a tad cheap.

Feel free to edit the graphic in Photoshop or something.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-03 18:26:42
I have decided to do something about the red arrows on the new interface and I think this is ok...

(https://lh4.googleusercontent.com/_Ed2n6bX4DDM/TW_q4WczRII/AAAAAAAAADs/V8Jb3OCCYE4/s800/77.jpg)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kemlin on 2011-03-03 20:38:28
It's simple, straight forward, and blends with the rest of the theme you've developed.

I like it.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: pyrozen on 2011-03-03 21:24:50
i really like everything i have seen in here, quit teasing me and give us a release already!
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Prince Lex on 2011-03-03 21:33:08
I have decided to do something about the red arrows on the new interface and I think this is ok...

(https://lh4.googleusercontent.com/_Ed2n6bX4DDM/TW_q4WczRII/AAAAAAAAADs/V8Jb3OCCYE4/s800/77.jpg)

I have to say, this is the one I would use, I think it's fantastic. Is there a way to make the pause box and the menu transparent though? I definitely think there should be a border around the menu, I just wish the background wasn't solid ^_^
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-03 21:39:18
I am begging aali as we speak....
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: ice_cold513 on 2011-03-03 21:44:53
Well i for one like the new layout. I also can't pick any bad points....... What about the mini info tap thats normally above the that menu ???
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: sl1982 on 2011-03-03 21:50:43
I think that the info tab should be moved to the top. I dont think it will look right at the bottom with the new changes. Unless the info bar got rid of the border and background.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-03 21:54:12
That is still there when you press for it :)

edit.  There are options to remove the background and borders of the help menu.. so you can choose to move them. Unfortunately moving to the top is not a good idea because thats where enemy moves and current actions are.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: sl1982 on 2011-03-03 22:46:14
Sorry I meant below that, I should have clarified.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2011-03-03 23:22:27
thats where enemy moves and current actions are.

Speaking of the 'enemy moves' bar, it could probably stand to be moved up slightly.
Looking at this pic, could do the same distance gap that is between the help bar and the menu, to look nice and uniform:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/5677899.jpg)

I don't think moving the 'help bar' to the top is a good idea, keeping it where it is will make the 'battle scene' look better as a whole, because of the way the camera is designed ( we are not supposed to see anything down there to start with :D ).
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-03 23:28:24
Yeah thats not complete, I will move the top bar and also make it thicker.  Not done yet :)

edit:

also Aali has fixed the issues with colour for the bars, but the transparency will need a bit more work.  Using it on all windows provides a lot of problems, so it will have to be specific... probably just the command window, although I'd like it to work properly on Magic, E Skill, Summon and Item as well.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-07 02:38:29
The menu project is on hold until the font has been remade.   The current font cannot be used with this project because it is wrong, and if I start using the TA one it means tons of hex changes later on to correct it back out to the new one. 

It is pointless me releasing this mod until I am satisfied that the results will meet my standards.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: sl1982 on 2011-03-07 02:55:14
The font will not be remade again. You are welcome to make one yourself.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-07 03:24:27
I am on it.  8)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-07 23:10:00
Correction to that, the menu font is the problem that will need tackling the most.  Me kranmer and aali have sussed how to edit the spacings of the text now, so it is just a matter of editing the table from window.bin

May take a while to debug.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: The Skillster on 2011-03-08 00:24:37
thats where enemy moves and current actions are.

Speaking of the 'enemy moves' bar, it could probably stand to be moved up slightly.
Looking at this pic, could do the same distance gap that is between the help bar and the menu, to look nice and uniform:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/5677899.jpg)

I don't think moving the 'help bar' to the top is a good idea, keeping it where it is will make the 'battle scene' look better as a whole, because of the way the camera is designed ( we are not supposed to see anything down there to start with :D ).
Haven't been on here in over a year, my first look at the progress so far and if that is an actual in game shot, then my, my, that is impressive!!

Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-08 01:19:56
(http://img191.imageshack.us/img191/4065/copyofnewt.png)

As you can see, the font spacing issue is being repaired.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Hellbringer616 on 2011-03-08 11:10:51
I just want you to know for that, i love you 8) haha
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Bosola on 2011-03-08 12:35:54
As you can see, the font spacing issue is being repaired.

The spacing is better, but I think the letters are still a little out of proportion. Specifically,

* 'c' is a little bit too narrow, compared to letters like d and e
* 't' has a long tail, and the crossbar looks a little low
* To me, the cross in 'k' is a bit too low, and the letter itself is a bit narrow
* Is it me, or is the stick of 'r' a bit thin?

You also mentioned, in your message, using outlines and shadows. Given that the letters are quite compact, I think drop shadow, as in the example above, might look a little better.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-08 15:43:48
Ah but we can now alter it any way we want :)  we can make it as we please.  I am thinking that the whole font needs redoing, a tad smaller than the original and with outline.  But how to do the outline is the question.

It has to be re done because the letters have been stretched to fit and so it looks wrong.  The K is too thin, the M is way too big etc.  The font needs redoing.

From what I can see Verdana is the best. I tried arial, verdana and Frutiger

verdana (at 960*720):
(http://img849.imageshack.us/img849/5664/shade.png)

Arial (at 1280*960):
(http://img46.imageshack.us/img46/1420/fontarial.png)

edit:

I have now tested a LOT and I think I have what is good enough to be used.  I will upload something soon.

Edit 2:

This is my final font (1 pixel gaps below, prob correct)

(http://img135.imageshack.us/img135/9047/newnew.png)

(http://img836.imageshack.us/img836/6145/newfont22.png)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-09 03:58:11
The new font is done.  Below is unfinished table and still requires a few tweaks but this is the base of it :

(http://img38.imageshack.us/img38/3143/newestg.png)

(http://img839.imageshack.us/img839/7859/battlemenuwithnew.png)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kίпg Ģµяµ on 2011-03-09 04:01:58
Now those look really nice
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: drfeelgud88 on 2011-03-09 05:32:56
Upon my return, I have looked over that which I missed in this thread and I have to say, WOW. You guys are doing well on this and I look forward to seeing more. :D
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kemlin on 2011-03-09 07:56:01
I must concur with previous sentiments. You've taken something that was already good and refined it even further...the hallmark of a true artist.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-09 08:37:09
Thanks :)

Team Avalanche won't support this font because it isn't faithful to the original game, but, I will create an installer of the font for everyone.  A few tweaks to the exe and to window.bin are needed., along with the texture files.

To be honest, if you are not using English game, there may be problems (alignment issues).  The menu reconstruction can easily sort these, so of you are using english game you are fine.

In other good news, I managed to recode a small section so that it now uses the maths of dialogue font on the menu, so now both menu and dialogue use the same font and size.  That also means I did not have to edit a_h and b_h font textures.

All a_h and b_h textures are no longer needed, the exe has been altered to use a_l and b_l


How it is looking:

http://img842.imageshack.us/img842/2493/40273697.png
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: drfeelgud88 on 2011-03-09 16:50:20
How it is looking:

http://img842.imageshack.us/img842/2493/40273697.png
I like the way it looks.

Although, does the "o" in "Meteor" on the second line seem a bit, smaller than the other letters?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-09 17:09:21
It is smaller... that's just something that had to happen or it would not fit.  I will try to make it look less obvious.  There is no way to make the o fit at the correct size..  the game will not allow it, even with the table edits I can make.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: WatashiWaZero on 2011-03-09 17:22:51
Going a bit off topic.  The second sentence doesn`t sound right.  I don`t know if that was how it`s suppose to be or if you changed it as a part of your retranslation project.

Instead of : "I see Meteor staring me right in the face."

It should be : "I see Meteor staring at me right in the face."

Overall, the new font looks extremely nice and sleek.

@DLPB
If you`d like, I can help you go over the translation project once more.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-09 17:30:24
That is the original text ;)  The retranslation project is on hold (the actual dialogue translating isn't).  Do you speak good Japanese?   That is what we are missing the most, the more the merrier.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2011-03-10 05:40:46
That's looking fantastic DLPB, nice work!

Instead of : "I see Meteor staring me right in the face."

It should be : "I see Meteor staring at me right in the face."

I have to disagree, the original sounds much better. That's how people talk.

The retranslation project is on hold (the actual dialogue translating isn't).

Just curious, how much of the dialogue has been translated so far?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-10 11:18:38
and yes, the original is better in that case because it is not literal.  Literal is good to work with but not good to keep in the end product.

I might have to make 2 fonts, 1 for old game and one for menu reconstruction.  My smaller font will ne of no use to anyone but this project.,

As for dialogue, not much, probably around 15%
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-10 13:31:29
Important:

I have cleaned up TA's files so that instead of needing 88 pngs it only needs  60.  The problem is that people want to use my font but my font will not be of any help to anyone not able to use this menu reconstruction project, because the text is smaller and will change the layout of the menus etc.  You are free to use it on a non english game by adding the foreign letters back, but I can't say it will look that good.

I am not wasting any more of my time trying to fix TA or cater to anyone outside this project.  However, I will allow 1 thing.  I will release my adobe files soon, and someone may make my font letters the same as the 4 originals.  Then, I will edit the font table, make it look good for foreign languages etc.

This means that someone else has to use my adobe files to make my font larger.  At the moment they are all 72 points (except o) and foreign letters have not been done.  It is not hard to do.  With the template and all the letters ready for an edit, a bit of work will solve it for you (all you are doing is making the font size of each letter larger.  Simple.).  I can edit the table for you at the end.  Along with adobe I will send you a patcher which will make the game ready to use the font file in both menu and field.  It is up to someone else who wants to proceed with this, but I am ending support completely for the non english game aside from table edits.  I have too much work on my hands, and English game is all I am interested in.

TA will also be receiving a new patch and files, so that their new installer is smaller and with less files.

Sneak preview at font, which is finished.  Now for the numbers:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/newfont-2.png)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: WatashiWaZero on 2011-03-11 17:10:13
Important:

I have cleaned up TA's files so that instead of needing 88 pngs it only needs  60.  The problem is that people want to use my font but my font will not be of any help to anyone not able to use this menu reconstruction project, because the text is smaller and will change the layout of the menus etc.  You are free to use it on a non english game by adding the foreign letters back, but I can't say it will look that good.

I am not wasting any more of my time trying to fix TA or cater to anyone outside this project.  However, I will allow 1 thing.  I will release my adobe files soon, and someone may make my font letters the same as the 4 originals.  Then, I will edit the font table, make it look good for foreign languages etc.

This means that someone else has to use my adobe files to make my font larger.  At the moment they are all 72 points (except o) and foreign letters have not been done.  It is not hard to do.  With the template and all the letters ready for an edit, a bit of work will solve it for you (all you are doing is making the font size of each letter larger.  Simple.).  I can edit the table for you at the end.  Along with adobe I will send you a patcher which will make the game ready to use the font file in both menu and field.  It is up to someone else who wants to proceed with this, but I am ending support completely for the non english game aside from table edits.  I have too much work on my hands, and English game is all I am interested in.

TA will also be receiving a new patch and files, so that their new installer is smaller and with less files.

Sneak preview at font, which is finished.  Now for the numbers:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/newfont-2.png)

Don`t know how you do it, but to be able to work on several projects at once is already a huge feat.  I too don`t see the point in making your projects multi-lingual either.  It`s just too much work for one person. =/

Also, if you did happen to cater to all languages, then you`d never get anything done IMO.

As for my Japanese, I`d say it`s average at BEST....      >.>   I`ve forgotton a lot of what I knew because of non-usage.  It`s been a LONG time since I`ve done anything that require translating, but my English is good!  I could do an English quality check and give you my opinions.

@correction from earlier
When you stare, you stare AT something.

Ex:
"He`s staring the table."
"He`s staring at the table."

Both are grammatically correct, but the latter has better syntax.  It`s the same as my other post in DLPB's retranslation thread earlier when I argued between his "fire molotov" and "molotov cocktail."  Fire and molotov in this case are adjectives describing what kind of item it is; however, in all honesty, no one says "fire molotov" because it`s redundant.  When it comes to languages, you just have to remember that it comes in two parts.  One is grammar, and then other is syntax.

I would further explain my argument, but this isn`t the appropriate thread to do so.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-11 23:21:45
Yeah well, I started the menu project with Kranmer to fix the menus for the retranslation, but then that ended up being 1 project.  Then I had FMV to sort the ending movie translation and that became a new project, then we have this font project to fix the menu better and that has become a project,

All of this was linked in some way to retranslation.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: WatashiWaZero on 2011-03-11 23:32:20
Yeah.... sometimes, you just got to take it easy.

Also, it looks as if the barrier bars are overlapping the HP bar a bit and the mana goes outside of the bar itself....                     o.o

Maybe it`s just me.... I might need to get my eyes checked again.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-11 23:50:52
No, that picture is just a test, it is nowhere near the finished product.  It is just demonstrating the font :P
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Prince Lex on 2011-03-12 03:03:03
This is looking really good. I like the font too, great work.

@WatashiWaZero - "I see meteor staring me right in the face" is the correct iteration because "staring me right in the face" is a commonly used expression. "Staring at me right in the face" may be more grammatically correct, but in this instance it is wrong to use at because it's robotic and unnatural sounding. "Staring at me right in the face" actually makes no sense, but I can see why you're confused.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-12 03:33:34
Well I can tell you all one thing, you are going to really really like the finished product.  I have slaved my ass off, other day 12 hours straight (28 hours awake other day).  But it is finally paying off.  The new interface looks much better with the new font observe (and NOTE that this is not aligned properly yet, lots of work to do):

(http://img857.imageshack.us/img857/1245/44444j.png)

(http://img854.imageshack.us/img854/8514/888w.png)

I am now gonna get pissed on that nice bottle of wine I have and watch some Babylon 5.  Happy days!



Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Cloudef on 2011-03-12 08:21:37
That font looks really good.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: therage800 on 2011-03-12 08:25:57
That font looks really good.

Not just good; it looks better than the original font!
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: kela51 on 2011-03-12 19:48:27
That font looks really good.

you alright.. it's very :o impressive
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-12 23:08:00
Of course it is.  I am OCD and make sure of every pixel.  At least I think I have ;)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: xLostWingx on 2011-03-12 23:28:26
Looks fantastic, but it does make the backgrounds look even worse than before by comparison heh.  Hopefully the backgrounds project will solve that.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-13 00:10:22
It will... however, in game dialogue will not look good with those huge captions.  Not a problem for me cause of the retranslation project but Ill speak to squall and see what he suggests.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: -Ric- on 2011-03-13 07:04:47
Well I can tell you all one thing, you are going to really really like the finished product.  I have slaved my ass off, other day 12 hours straight (28 hours awake other day).  But it is finally paying off.  The new interface looks much better with the new font observe (and NOTE that this is not aligned properly yet, lots of work to do):

http://img857.imageshack.us/img857/1245/44444j.png

http://img854.imageshack.us/img854/8514/888w.png

I am now gonna get pissed on that nice bottle of wine I have and watch some Babylon 5.  Happy days!

VERY impressive work!
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: obesebear on 2011-03-13 16:54:08
Nice job man
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Cloud1000 on 2011-03-13 23:32:27
Awesome work !!! Now make it like this "similiar" And your a god!!!  8-)

http://www.youtube.com/watch?v=bKVKLPB8llo&feature=related
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-14 00:41:18
pretty much impossible for me, and even time consuming for someone like aali.  Would take major rewrites.

But this still looks good :P
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: FeliX Leonhart on 2011-03-14 18:15:13
pretty much impossible for me, and even time consuming for someone like aali.  Would take major rewrites.

But this still looks good :P

Is it the animation what is hard to do? What are the limitations for the design?

Awesome work !!! Now make it like this "similiar" And your a god!!!  8-)

http://www.youtube.com/watch?v=bKVKLPB8llo&feature=related

Hmmm... Using gradient on the font and background made it look realy good=)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-14 18:25:17
Simple is always better...  When you get down to using gradients you are running risks with simplicity.   You can always alter my finished pictures in adobe and add a gradient.

As for why it is hard, the cursor programming, the backgrounds, the extra images from textures, all of these would need  rewrites.  It could be done but not by me :P you would need to program a lot of it from scratch. 

I could replicate SOME of that video but it would be a lot of work and I would need to be a good artist for the graphics, plus the ends do not justify the means.  There are a whole bunch of things to consider, not least that the current menu looks like FF7 and that other does not.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: FeliX Leonhart on 2011-03-14 21:48:53
Simple is always better...  When you get down to using gradients you are running risks with simplicity.   You can always alter my finished pictures in adobe and add a gradient.

That would be great ^^

Tryed on that image:
(http://img820.imageshack.us/img820/1245/44444j.png)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-14 21:50:17
Simple is always better...  When you get down to using gradients you are running risks with simplicity.   You can always alter my finished pictures in adobe and add a gradient.

That would be great ^^

Tryed on that image:
(http://img820.imageshack.us/img820/1245/44444j.png)

When I have finished the whole thing, I will give you the whole bunch of images, and let you do your thing, and add your modified font as an option ;)   I like what I see.  Maybe simple isn't always better... choice is :P
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: FeliX Leonhart on 2011-03-14 22:12:55
ok, just send the link over pm, and it will be done in 1-3 days=)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Cloud1000 on 2011-03-15 11:47:29
Looks awesome felix :D you guys done awesome work!!!  8-)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: yarLson on 2011-03-15 13:27:50
this is the first time I really looked at the back end of this thread (thought the first post was all there was to it) and I must say the work is quite impressive. I am more of an enthusiast than a professional when it comes to modding but if their is any simple yet tedious tasks you need help on, please feel free to bug me for help :D
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2011-03-16 01:59:30
I like what I see.  Maybe simple isn't always better... choice is :P

Right you are  :D

Felix does seem to be very gifted with with texture and graphic design, you guys teaming up can only be a good thing I think.

This new battle interface will show off all of his new battle scene textures too :D
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-16 15:11:28
I am well aware that I am teasing you but it is taking shape.  I reckon the battle interface will be done by end of tonight :)  Just a few graphics to sort and some more alignment and it will be done.

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/new-2.png)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: ice_cold513 on 2011-03-16 17:49:55
Well your not teasing me, i've enjoyed watching the W.I.P. pics popping up. You've done a really good job getting this off the ground and to the release and it not long now till we all get to test your work out.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Terid__K on 2011-03-16 20:53:43
That looks really good, but what about the stuff that wasn't rendered behing the old bar? (like Odin's background and Ultima)

Is anyone working on fixing that?

Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-16 21:50:50
That is aalis domain.  He has already fixed the white flashes etc.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Vgr on 2011-03-16 22:16:26
Just wondering. Would it be possible to have the menu with the options transparent as well? Also, do you guys know when will be the next release?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-16 22:49:56
Transparency is the thing that will delay this release.  It means coding every window opening to make it set the transparency option on and off, because some windows cant have it without causing serious issues (see limit menu which is on top of command window)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: yarLson on 2011-03-17 00:29:30
release tonight eh? That's fantastic!
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: ast101 on 2011-03-17 01:54:28
Congratulations, this looks fantastic!
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-17 02:35:47
release tonight eh? That's fantastic!

No :P  Bugs and so forth and testing take a bit of time :)  Won't be long now...
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: yarLson on 2011-03-17 02:38:08
haha I totally misread that for some reason. Either way I am looking forward to it!
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2011-03-17 06:58:54
That is aalis domain.  He has already fixed the white flashes etc.

YESSS! :D
Those flashes were the worst part of the new battle interface.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: yarLson on 2011-03-19 15:51:54
when you do release this are you gonna start a new thread or just post it up here?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-23 01:34:56
(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/newmenugraphics.png)

I am working hard on new graphics and what not, but not long now.  And yes, it will be here.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: yarLson on 2011-03-23 03:33:45
(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/newmenugraphics.png)

I am working hard on new graphics and what not, but not long now.  And yes, it will be here.

pro  :mrgreen:
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: romeo14 on 2011-03-23 03:38:48
i love what your doing man
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-23 03:40:03
and thanks for your materia :)  As you can see it is already in the game (slightly modified).  I made some new stars :)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: FeliX Leonhart on 2011-03-23 07:45:04
(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/newmenugraphics.png)

I am working hard on new graphics and what not, but not long now.  And yes, it will be here.

Looks great^^
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Covarr on 2011-03-23 18:26:08
what is "To next level" aligned with? Ought not it to be right aligned with AP?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-23 19:49:48
Ok people.  Let me explain this :P

There is no way on earth I would be capable of making an alignment mistake as bad as the ones you see on the picture above :P

It is just demonstrating the font and graphic and is the old exe positions.  :-D  All the pictures that I have placed up recently have been demonstrating font and graphic as opposed to final positions.  The battle interface for example has already been changed since the last picture.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-24 01:34:46
Also, transparent windows I simply cannot do.  The problem is that if I set the value I have to 1, all windows turn transparent and that's not good because they conflict.  Trying to sort it so that only a few menus (main one being the option list) is transparent and others not... is beyond me, especially in assembly.

The only hope is aali (who is reluctant) or someone who understands this a bit better.  What we need is a way to choose which windows will be transparent but it is probably going to take some major recoding.  Me and kranmer lack the knowledge for that so....

It would help if I understood the basics, not least how the help bar makes itself transparent.  It is sadly beyond me.

Send a friendly note to aali on his thread, and request that he add battle option menu transparency.  You did not read that here.  It was all a dream. It is all a dream.  It never happened.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: fladimir_hokage on 2011-03-26 23:31:02
Download?? is come?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Vgr on 2011-03-26 23:33:52
No updade for a week = Not yet :P
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-26 23:37:12
Well, I have redone the font again this time using helvetica.  I am satisfied now.  I am working on this at least 3 hours a day so it cant take too long to finish.  I should have something soon :)  There is v little left to do.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: ast101 on 2011-03-27 01:37:44
If only game designers put this much effort in!
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-27 03:06:05
That's  it folks.  No more font.

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/final2.png)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: FeliX Leonhart on 2011-03-27 18:37:46
 :o It's gettin better and better)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-27 18:40:00
It's just been finished.  All little niggles are gone.  back to exe altering now ;)  Kranmer isn't gonna be happy cause he has to recompile window.bin again, for the 3rd time.

 :evil:

I am afraid I am a bit of  a slave driver...
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Prince Lex on 2011-03-27 20:29:37
I haven't had FF7 installed since the time-before-last I installed Windows (last year at some point). This has made me want to install it again.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-27 23:00:49
I was just about to finalize the font when Kranmer noticed I had aligned the height wrong because some letters go under others in the proper font.  Now it looks correct.  Finally.  Always something.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Bosola on 2011-03-28 01:39:57
One problem: using Helvetica isn't legal. Even if we bought a license, we'd still need redistribution rights, or else we'll get a CnD from Linotype.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-28 01:56:52
Perhaps, we shall see.  This isn't for commercial reasons, it is non profit.  I am hardly a company :P And I doubt it will come to that.  If linotype are really concerned they can start by the 100 torrents and rapidshare downloads of their main font.
  I don't think they go round looking to persecute a menu mod.

Tell you what, if I do receive a genuine CnD, I will swap to Ms Sans Serif which is basically the exact same font.  MS don't seem to get sued.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kemlin on 2011-03-28 03:17:22
I am somewhat amused at the prospect of a small scale, niche interest mod project using a copyrighted font being Ceased and Desisted. Just promise us that you'll post the letter in the eventuality you do get one. It would prove an amusing read.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-28 03:23:07
Sure will, I will then post ms sans serif replacement and say "lol"
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2011-03-28 09:53:15
Well we could make it so that only people with the helvetica font can install this mod (a few checks should be easy to do in the installer)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Terid__K on 2011-03-28 10:00:14
Well we could make it so that only people with the helvetica font can install this mod (a few checks should be easy to do in the installer)

Bad idea. If you feel the need to do that for just a mod, then change the font. This is supposed to be accessible by everyone, not just a few people.

Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2011-03-28 10:03:40
yeah i suppose so, it was just an idea (possibly a stupid one), oh well its really upto DLPB, the font is mostly his project (i am helping but he is doing 99.9% of the work on the font) so how to do it will be upto him i just thought i would throw the idea out there.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: FeliX Leonhart on 2011-03-28 10:34:28
Btw, is it possible to use png for the background of the text messages/menus?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: proJ3CHT on 2011-03-28 12:36:00
Damn, those menu's look lush.. now if only someone can remaster those blocky backrounds...
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: BlitzNCS on 2011-03-28 15:11:33
Check out This (http://forums.qhimm.com/index.php?topic=9688.0), or This (http://forums.qhimm.com/index.php?topic=11501.0).
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-28 16:30:41
Btw, is it possible to use png for the background of the text messages/menus?

probably takes some major reprogramming.  The normal background is not a texture... it is just a drawn shape.

As for helvetica, it stays until I receive my CnD, and then I will just alter the offending few letters.  In fact technically speaking it isnt helvetica anymore because I have already altered a few.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: drfeelgud88 on 2011-03-29 02:36:31
Just finished checking out what I have missed and WOW amazing!! Awesome work indeed!

I have a question -- Will it ever be possible to have pop-out menus, sort of like FF8-related? If this has been discussed, answered or done, please, slap me on the back of the head.  :P

All in all, loving this so far. Like Prince Lex said, makes me want to install FF7 again.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-29 04:50:19
rocketronnie.net/81.rar

Ok bare in mind:

- This is nowhere near complete
- There may be bugs
- You need to backup the files before you overwrite
- This does not support non english game
- This is here sorely to demonstrate the white text and dialogue as well as the general feel of battle

Enjoy.  I will take this down in 24 hours.

Place texture files in modpath menu folder.
Place window.bin in kernel folder
place exe in root.

BACKUP FILES.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Terid__K on 2011-03-29 09:51:15
Nice. Really like the new text, plus the battle interface is cool as heck.

I assume everything looks messed up and out of place because the other graphics are missing.

Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-29 15:41:23
yup, plus not finished alignment.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-03-31 01:48:06
Just a quick update here.  The battle menu will be done pretty soon but the normal menu is basically back to square 1.  It will need a total overhaul which may take weeks.  Now in order to speed this along, this is what I intend to do:

1.  Option for new battle and new menu.
2.  Option for new battle and new menu +9999

1.  Option for new battle and new menu +retranslation
2.  Option for new battle and new menu +9999 +retranslation

It is unlikely I will add support for the old battle menu simply because it is a duplication of effort for little reward.  For all purposes there is now only 2 main options.  With 9999 and without.  Other smaller options may be added :)

On another note, I have been looking through the menu at things which I can improve.  So far I have identified the following:



As I said, this is a monumental task to alter this stuff by hex and all the work that goes into getting all this sorted, so it may be a while until there is a main release.  It is a pity we didn't do it this way from the start.

progress report will begin soon.  Rough outline is the following:

Texture files:  90% done
Battle menu: 80%
Normal Menu: 10%

The following problems cannot be rectified due to lack of coding knowledge:

Main Battle option window transparency.  Only Aali would be able to add this.  I understand how the game uses transparency and how it opens menus, but the way it does it means I do not know how to make it set transparency on specific windows.  I am guessing it is much more difficult in assembly than it would be for someone using C. 

Technically, 1 section of code opens EVERY window and and everything inside it.  It is just that code is fed different values which govern it.  So for example mov [ecx+eax+1c],edx will move a value (like window height) into a certain area, that area depends on ecx and eax which change.  I lack the understanding in assembly to tell the program "Look, if this value is in ecx and eax, do this".  Perhaps I am missing  a much easier way of dealing with this problem, but so far, no luck.

Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Timber on 2011-03-31 07:54:48
  • More items in menus because there is more space (requires slight coding but I managed it)
That's really impressive! Good stuff.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-04 06:50:23
I've revised the graphics one last time and finalised the font. I am satisfied with it all now :)  It won't be long now until the battle interface is finished.  The menu as I said will take longer.  The following textures are present and I will note how altered from Team Avalanche:

colob_00.png: Not altered
coloa_00.png: Not altered
buster_00.png: I think this was made by blitz?  I have a memory like a sieve.
btl_win_a_l_11.png: Not altered
btl_win_b_l_11.png: Not altered
btl_win_b_l_12.png: Not altered, but I am debating it...
btl_win_b_l_01.png: Text altered, TA hands made smaller, Slot smooth edge
btl_win_a_l_01.png: Text altered, Slot smooth edge, added new limit/time bar
btl_win_b_l_07.png: Font altered and added new menu limit bar.
btl_win_b_l_00(to 06).png: New font, New stars, Romeo materia but very slightly altered.
btl_win_c_l_04.png: New Font
usfont_a_l_14.png: New font
usfont_b_l_00(to 14).png: New font
btl_win_d_l_00(to 07).png: New font
btl_win_c_l_07.png: New font, slightly altered Target graphic
btl_win_c_l_00.png: New borders
btl_win_c_l_01.png: Not altered, just cleaned up
btl_win_c_h_01.png: Not altered, just cleaned up
btl_win_c_h_00.png: New borders
btl_win_a_l_07.png: New font and smaller TA hands

If I am using 1 border texture for both menus I can minimise this further but at the moment I am thinking of using thinner ones for menu.  Battle has to use slightly thicker ones cause of the nature of some crap you don't really wanna hear about.

I will try and get this battle interface done in next 2 days.




Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: FeliX Leonhart on 2011-04-04 07:03:43
That's really good news^^
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-04 07:35:28
http://rocketronnie.net/88.rar

There you go Felix.  Let's see what you can spruce up there :)  Feel free.   These pngs aren't "complete" until I fix transparent layer but chances are you will not notice any difference at all.   These are ready for you to edit, and pretty much finished regardless.

window.bin > into kernel folder
menu files > into modpath and menu folder
exe > run from root

Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: FeliX Leonhart on 2011-04-04 17:13:24
Is it possible to change the colors of these bars?
(http://img692.imageshack.us/img692/8563/882011040421042866.jpg)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: sl1982 on 2011-04-04 17:18:12
I believe it is doable with hex editing. DLPB should have the address.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-04 17:36:46
Yeah it is possible although I am not sure how to alter the time bar animation.

You see there are a few colours you will have to give me here (and give me the colours you need in the correct 3 byte hex value, for example FF0000)

Time bar active
Time bar inactive
Time bar animation (flashing)
Limit bar normal
Limit bar hyper (Stimulant)
Limit bar Sadness
Limit bar Limit break (this one can have multiple colours, so specify)

Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Nightmarish on 2011-04-04 20:32:25
Is it possible to change the colors of these bars?
(http://img692.imageshack.us/img692/8563/882011040421042866.jpg)

O-M-G.  :o



/edit:
Perhaps the HP and MP letters should be aligned with the bottom and not with the top of the numbers. imo.
And maybe have the MP letters closer to the mp numbers. I know that switch materia will screw alignment but atm it looks a bit weird having MP letters closer to the hp numbers.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-04 23:48:55
That is because MP can have 9999 as well...  it can't be altered...  only leading 0's would fix that and that would also look a bit crap.  FFX does it this way as well, it right aligns and leaves gaps...  what's good for Square is good for me :P

Also felix, there is a pretty easy way to sort that time bar.  The code is at 006DD4EF, depending on what colour it shouldn't be too hard.  You will get a nice blue just by nopping 006DD4F6.  I.e.

006DD4F6,006DD4F7,006DD4F8 will all read as 90.  That shift can be altered or changed into other code which should give us a degree of leeway.

I can code it to give any colour but it is a bit more work.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: FeliX Leonhart on 2011-04-05 06:37:17
Finaly succeded with changing color^^ Now it looks like inside the bar is 1px brown line (in timebar)=\ Any idea whats the address for it?
(http://img812.imageshack.us/img812/2050/28260460.jpg)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-05 07:01:52
Probably cannot be changed that way.... it is a drawing operation.  I can't alter it :)  What colours and values did you use?  I found out how to alter the time bar flash somewhat.

Unless the brown line is from elsewhere.  A better idea is just to supply me with the colour codes required :)

edit: oh and I have made that interface even smaller now.  It is tighter like FFX.  Looks better.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: fladimir_hokage on 2011-04-05 16:56:09
Link 88.rar off please post for me test it...i an post bugs and error
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-05 19:02:03
No that's gone for now :) 
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: fladimir_hokage on 2011-04-05 19:08:41
Okie
good work,when it is ready, put me to test
thanks ^^
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: fladimir_hokage on 2011-04-05 19:16:41
I almost forget about the textures of the battlefield
I downloaded some of the forum, and not thought that the green countryside, very cool
if not asking too much if you could post it for download min, I am grateful
thanks
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: FeliX Leonhart on 2011-04-05 19:30:58
I almost forget about the textures of the battlefield
I downloaded some of the forum, and not thought that the green countryside, very cool
if not asking too much if you could post it for download min, I am grateful
thanks
The scene is not finished yet(

Bad that today I had no time for texturing=(
Tommorow in the mornin I'll post the color values.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: AlbusJC on 2011-04-05 19:35:48
Hi everyone! I try to test this mod but I have some problems with this battle interface. Take a look at this please. This is the best way to explain it. Is this thread the correct place to post this kind of problems?
http://img829.imageshack.us/f/battleiq.jpg/ (http://img829.imageshack.us/f/battleiq.jpg/)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Kranmer on 2011-04-05 19:37:44
@AlbusJC do you have the 9999 patch turned on in Aali's driver ? if you do disable it.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-05 19:42:36
Hi everyone! I try to test this mod but I have some problems with this battle interface. Take a look at this please. This is the best way to explain it. Is this thread the correct place to post this kind of problems?
http://img829.imageshack.us/f/battleiq.jpg/ (http://img829.imageshack.us/f/battleiq.jpg/)

also make sure cache is disabled when you updated the graphic files.  Although tbh looks lik the graphics are there so maybe Kranmer is spot on.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Cloud1000 on 2011-04-05 19:50:33
also make sure cache is disabled when you updated the graphic files.  Although tbh looks lik the graphics are there so maybe Kranmer is spot on.

Will you later on release a compatible with the 9999+ patch that is in aalis driver?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-05 19:54:30
Yes.  That comes at the end... :)  That is the last thing that needs to be done and I have to do my own independent of aalis option.  We did that with the old menu reconstruction adn we will do it with this one.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: AlbusJC on 2011-04-05 20:56:14
DLPB, kranmer: I fix the problem now thank to both. I really like how the battle interface looks now. It's really great. Thanks for your effort  :-)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-06 00:37:41
I have just worked out how to remove the 99 hour limitation from the timer.  Pretty simple stuff...  so next release will also include the new limit of 999 hours.

Old Limit is 057e3f (99 hr 59 min 59 sec), new is 36ee7f (999 hr 59 min 59 sec)

and this is what I am working on now:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/battlewindow1.png)

The above picture is now also out of date... I have sorted it further.  Yoooou'lll see ;)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: fladimir_hokage on 2011-04-06 00:40:43
release today??man^^
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Armorvil on 2011-04-06 08:20:46
Thank you for all this, DLPB :D

Also, I see you asked for suggestions about the main menu. Here is one : how possible would it be to add the number of kills for each character, somewhere ? Anyways, I'm gonna love the new game clock :)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-06 08:44:07
That's possible...  I'll look into it.  Really shouldnt be too much of an issue. Although kills for each character and not overall, I am not sure can be done.  Overall should be possible.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Armorvil on 2011-04-06 08:59:13
For each character, it would allow to follow how close each character is from getting their level 2 or level 3 limits... ...not to mention its usefulness in my wip mod ^^
Total kills would be less interesting, I think.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: yarLson on 2011-04-06 09:43:55
Well armorvil I think there might actually be hope for your idea because I know the game is already tallying the kills for each specific character. You can already check each character's kills in black chocobo. This is included in the vanilla game because Vincents limit depends on his kill count and probably just for the hell of it  ;D
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-06 10:59:08
no it is also because of how many kills required for the limit up.  If I can find the address in game where they are stored (won't be hard), then I can probably sort something out.

Also here is new item menu:

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/battlewindow2.png)

The : is too low, but graphic needs altering slightly.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: FeliX Leonhart on 2011-04-06 12:36:38
Changed the materia
(http://img848.imageshack.us/img848/9620/882011040616251398.jpg)
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-06 12:39:30
I prefer romeos but I will add yours as an option of course, your graphics are cool and I love the new font gradiants :)  Also, have you got those colour values for me?
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: sutejo on 2011-04-06 12:52:25
Hello, I'm new here, my first expression after see this forum, AWESOME, I've never imagined that FF7 would be this cool..
I have a little problem here, after I've downloaded the 88.rar, I've follow the instructions, that the menu folder place in mods\(folder I've named), the window.bin place in kernel folder, and the exe file in the game root. Finally, I run the 88.exe file, Eidos logo appeared, and then only the black screen. I've also rename the 88.exe file into ff7.exe and replace it, I've check the modpath, and I've turn off the cache. Again, I run the game, but the same problem happen (only Eidos Logo, after that black screen)
Anyone can help me please?
What do I miss?  :'(
Sorry for my bad English..
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-06 13:28:36
Delete that one, and await the next.  See if the next works.  I will post in 10 minutes.

This is the latest build.  I will not release any more of these until it is ready for the installer and battle is totally done.

http://rocketronnie.net/102.rar

and yes I know the colours I have used there are crap, I am experimenting.

Progress report as of 103.

Battle Menu

Completed ( 8 ):

Main options
Limit Menu
Magic Menu
Summon Menu
E.Skill Menu
Item Menu
Coin Menu
Manipulate Menu

Not Completed (7):

Magic Sub menu, HP
Magic Sub menu, MP
Magic Sub menu, Status
Main battle display
Tifa Limit Menu (possibly also cait sith uses this)
Help bar
Action Bar

Other:



Issues with normal menu:



problem with graphics:



Other additions:



Graphics and font also completed.






Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: Nightmarish on 2011-04-06 18:20:28
Changed the materia
(http://img848.imageshack.us/img848/9620/882011040616251398.jpg)

I like the way you're going.
It's getting close to that remake menu that's in youtube.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: FeliX Leonhart on 2011-04-06 18:46:05
Dunno about that video, I havn't seen it for a while >_< Just wanted that the materia and the slots look like in the original
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: yarLson on 2011-04-06 22:12:40
quick question. Where am I supposed to place these .p files? I searched the file recon project looking for the proper place but nothing came up in any of the lgp files.

wait never mind, in the main directory duh  :o

this looks really great keep up the good work   :lol:

having some alignment issues. Everything in battle seems to be fine but in the loading screen when choosing between load slot 1-10 the cursor is way off. Some of the numbers in the main menu are off. Not sure if this is because of something on my end or because of the WIP but I just thought I would let you know. I would post screen but print screen isn't working and I don't feel like messing with it right now.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: BloodShot on 2011-04-06 22:38:04
Do we need to use the altered exe? I already patched my exe with the menu reconstruction mod.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: yarLson on 2011-04-06 22:44:37
well if you don't the text alignment will be way off. at least it was when I tried it and I have the retranslation patch as well
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-06 22:49:31
The old installer  is simply not gonna work, there have been hundreds of major changes....  the new exe is just for testing, at the end there will be a proper installer.  The old menu ended at 004....  I consider that a finished mod for the old font.  The new installer will be

"Menu Overhaul 001"
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: yarLson on 2011-04-06 22:57:37
bloodshot I just tried it and it looks like you can run the old 004 retranslation installer, deselect everything except the auto run/save+phs anywhere/no random battle/ta fix/status patch and it will reapply these things to the new exe as long as it is called ff7.exe and it doesn't seem to have messed up my alignment any worse than what I have already noticed. Hope that helps
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-06 23:08:18
The old installer is already applied to the new exe...  you really should not be using the old installer on this exe... it will have tons of problems.  It isnt designed for use with the old installer. 
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: yarLson on 2011-04-06 23:11:30
yeah your right actually it did mess a bunch of stuff up now that i look closer. Any way I can get the auto run/save+phs anywhere/no random battle/ta fix/status working with this?
I at least need the auto run and no random battle at least to make testing my field backgrounds much easier.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-06 23:19:05
No...  it will always try to install some form of the menu I think... cant remember.  It MAY add them on their own.  Also,

This thread now needs locking.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: obesebear on 2011-04-07 00:56:12
So I noticed you now have 2 topics about roughly the same thing, just your other encompasses a wider vision for it.  Why not just update the first post to say what the new one does?   Unless of course it's a totally different project, in which case it's my bad for just quickly skimming.
Title: Re: [WIP/ALPHA REL]Battle Interface Reconstruction
Post by: DLPB_ on 2011-04-07 01:04:29
It is pretty much a different project now... the old installer and project is final and is for use with the old font.  Plus I need to be able to update the threads main page.

If you would, please lock the following:

http://forums.qhimm.com/index.php?topic=10081.0
http://forums.qhimm.com/index.php?topic=10604.0

This has been updated:

http://wiki.qhimm.com/FF7/Technical/Customising