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Final Fantasy 7 => Gameplay => Releases => Topic started by: xLostWingx on 2011-02-16 17:47:08

Title: [FF7PSX] Final Fantasy VII: Revisited (Demo 1)(Download Missing)[DEAD]
Post by: xLostWingx on 2011-02-16 17:47:08
DEAD PROJECT
The files do exist on an old laptop hard drive in a closet, but I have no plans to revive this project.  Sorry!

Final Fantasy VII:  Revisited
Final Fantasy VII Revisited is a mod that alters many of the games areas.  These areas include:
-Attacks, Spells, and Summons.  Revisited has new attacks including Wind, Water, and Holy spells available to the player.
-It has all new menu/battle Items.  New items enable the player to cast new and powerful effects on their party and enemies.  Item effects have also been modified in an effort to rebalance the game.
-It has new Weapons and rebalanced versions of vanilla-weapons.  Many weapons have Elemental or Status affinities in addition to stat bonuses.
-It has new Armor and rebalanced versions of vanilla-armor.  Much of the armor has Elemental or Status affinities in addition to stat bonuses.
-It has new Accessories and rebalanced versions of vanilla-accessories.  Many accessories have Elemental or Status affinities in addition to stat bonuses.
-It has new Materia.  Not only brand new material for new spells, but new Independent, Support, Command, and Summon material.
-Other changes to the Kernel include:  Start the game at level 20 (as will your enemies) start the game with different materia and items, and other changes.

-Characters have unique and distinct Stat and HP/MP Growth.  In Vanilla VII you may not have been able to tell characters apart by looking at their stats alone.  In Revisited, each character has their own strengths and weaknesses.
-Some Limit Breaks have been modified subtly, while others have been radically altered.  Some Limit Breaks can be Reflected, some inflict statuses, and others inflict Elemental Damage.  Each Limit Level has its own strengths and weaknesses.

-The Scene.bin has been extensively reorganized.  Tired of the same old Guard Scorpion every New Game?  Try defeating the Guard Golem if you dare!  Want to catch a Chocobo?  You might run into one of various Optional-Bosses who may relinquish their untold treasures!  Be careful in certain areas, you WILL encounter powerful Dragons, SOLDIERs, Golems, and others you may not be prepared for.  Miss the enemies you’re used to encountering?  No problem, they’re all still there except for the weakest creatures you never enjoyed fighting anyway.  Beware, your old foes won’t be easily dispatched through brute force alone.

-As a consequence to all these changes, there will have to be many Shop Changes.  You won’t be able to buy Diamond Bangles a mere 10 minutes after obtaining your first Gold Armlet.  Some items/materia/equipment will make an appearance earlier or later in the game than they used to.  Occasionally you may find a hidden gem in some obscure shop you never bothered to visit; This secluded treasure won’t be cheap, so make sure your priorities are in order.

-There will be at least several, possibly many text changes.  Various NPCs will volunteer nuggets of information that may actually prove to be useful.  Ignore their warnings and you may wander into a situation you’re completely unprepared for.
-I may or may not be implementing some of my own sense of humor into the text.  This may scare off many potential players, but no vital information will be changed.  It is highly likely that many of you won’t laugh at all, so provide feedback as videos illustrating text changes and other modifications appear.

The overall goal of this project is to provide the player with a bold new feel to their FFVII experience.  Battles will be difficult, but none will be impossible.  Some may be winnable with a variety of characters or strategies, while others may prove to be near-impossible without the proper party, equipment, and battle strategy.  I will be posting videos as I make progress.  I’m not accepting broad, big ideas to incorporate into the game, but feedback on possible tweaks, bugs, and game-breakers are welcome.
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The demo includes:
*98% complete [KERNEL.bin patch]
*98% complete [SHOPMENU.mnu patch]
*90% complete [LIMTMENU.mnu patch]
*Scene changes up to the end of the second bombing mission [SCENE.bin patch]
*Text changes are not included

Final Fantasy VII:  Revisited Demo1 download - DEAD LINK
http://www.mediafire.com/?dlknk0ghdlgjktp
Title: Re: [WIP] FFVII: LW Revisited (PSX)
Post by: xLostWingx on 2011-02-16 23:19:53
Please keep the substance-lacking posts to a minimum.  Vgr I appreciate the enthusiasm but I want to be able to use this to keep track of my ideas so when I do some work on the project it will be easier to remember what I meant/wanted.  No need to respond.
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I was wondering if I can delete whole scenes and use copies of other scenes.  For example, delete scene 101, 102, and 103 and use let's say scene 118 for all three.  I can't think of any reason why not, but I guess I will have to test it.  If I did this then I could delete entire enemies and increase the population of powerful-type enemies.  This would mean less or no Kalm Fangs, Muus and Levikrons and more or many more Red Dragons, Midgar Zolems, and Stilvas.  Of course this may not work, but I intend to find out.  I am hesitant to remove content from the game though - I like the game so much that the thought of removing something from it seems wrong.  But if this works I am almost certain this is what I will do.  It will fit nicely with starting the game with moderately powerful characters.  This will make the character differences more apparent and also increase the need to place the proper equipment on the characters.  Killing 4 birds with 1 stone  :-)
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I can delete scenes and replace them with already existing scenes.  Also it appears that I can replace any scene with any scene - the rules aren't what I thought they were.  This is good.  I actually recorded a test (very crappily, haven't made recording for months) showing Eagle Gun and Wolfmeister in Hojo's Lab and King Behemoth in the Elevator.  He killed me so I didn't get to see if an Allemange would float down for the 2nd stage of the battle.  Here it is  http://www.youtube.com/watch?v=pVrR_HpAvvg
Title: Re: [WIP] FFVII: LW Revisited (PSX)
Post by: xLostWingx on 2011-02-20 17:49:08
**Scene0 in PrC is Scene1 when SceneReader unpacks them.  Scene = PrC x+1.  These are unpacked scene numbers not PrC numbers.  Remains to be seen what happens when replacing Chocobo as far as encounters go.  I won’t be replacing all of these, but this will be useful as my reference list.  It only totally removes like 4 or 5 enemies total and I don’t think any are important.  Near all of the scenes listed here contain enemies located in other scenes for that area so enemy skills should not be a problem.  If everything works the way I think it does, then the Chocobo Lure Materia will lure the enemies that I stick in the Chocobo’s place as well as the Chocobos from untouched scenes.  This will effectively make the Chocobo Lure a Optional-Boss Lure materia as well.


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[/size]

Here are the changes.  Remember, if you are looking at them in Proud Clod, the numbers are 1 higher.
Title: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-02-25 07:38:48
I got the character growth curves taken care of.  I will add information on the stat changes later on.  There is actually a lot to update everyone on, but I will do that tomorrow.  For now, I just wanted to add this video of a test.  Obviously the mod is nowhere close to being complete, and everything in this test video is no exception.  I just wanted to see how the text changes work (I don't intend to keep the changes I made, they were mostly for my own amusement).  I plan on working on the Limit Breaks next because they won't take long and its still new and exciting to work with Libre at this point in time.  This is subject to change, but I will probably work on the Accessories, then Armor, then Items, then Weapons, then Attacks, then Materia, and then the Scene.bin - basically from least to most tedious.  There are still many things to test  and research before I can move forward without risking bugs, but I've been learning a great deal over the past several days.  I read through Terrence Fergusson's Mechanics guides and have been testing the various capabilities of PrC.  Hopefully I will soon be able to move past the learning/testing phase and begin the modding and testing with confidence phase.  Anyway, here is the video.  Comment if you will, but like I said, the final version may not bear any resemblance to this test. 

http://www.youtube.com/watch?v=Y950SfbK0lc
Title: FFVII: Revisited - UPDATE
Post by: xLostWingx on 2011-02-28 20:39:00
Well I've been extremely busy with school for the past week, but I've sacrificed some sleep to continue making progress with the mod.  I have completed the Accessories, Armor, and Items as well as the Character Growth/Stat changes.

As far as accessories goes, there are three broad categories of accessories:
-Those that protect against status changes or automatically inflict supportive spells such as Haste, Wall, Berserk etc.
-Those that are elemental in nature - Fire Ring, Ice Ring, Tetra Elemental etc.
-And those that increase individual or multiple stats - Power Wrist, Earring etc.

I've paid special attention to each and every accessory so even though some old accessories make an appearance, their effects are not exactly what they used to be.


I've spent a good bit of time on the armor system in this mod.  There are Physical Character only armors (called Bangles or Guards), Magical character only armors (called Armlets, Bands, and Bracelets), and there are certain armors that can be equipped by either type of character (Bracers, and some unique armors).  Cloud, Barret, Tifa, and Cid can only equip Bangles, Guards, and Bracers.  Aeris, Red, and Vincent can only equip Armlets, Bands, and Bracelets.  Cait Sith (a defensive/supportive type character) can equip all types of armor with a few exceptions.  Yuffie is a unique case an I’ve allowed her to equip most Physical armors (except for the heaviest ones:  Steel, Gold, Adamant) and a few magical ones (except for the most magic-boosting ones).  Why?  She is the only character that lacks a clear inclination towards Strength or Magic because her stats revolve around Speed and Luck.  Cait Sith, being a defensive/supportive character, a doll/robot/RC moogle with unique Limits can equip most armor because I think it will encourage players to use him for his designated purpose. 

Items…what to say about items.  Well At first I was just going to quickly balance some attack items and add a new one here and there, but once I got to work on the items I quickly became enthralled with the possibilities.  Consequently, I have designed and added at least a dozen new and unique items.

Mega-Phoenix – Revives all dead allies
Mega-Potion – Restores HP to all allies
Shroud of Smoke – Steals gil from enemies (untested)
Gambler’s Greens – Available for purchase at Choco-Billy’s green shop.  Give me a better name if you got one, but these things (Rotten Gamblers Greens, Ripe Gamblers Greens, and Hydroponic Gamblers Greens) will deal a random amount of non-elemental damage to whatever enemy you choose to use them on.  More expensive, higher quality gamblers greens deal more damage and may deal harmful statuses.
Gigas Fruit – Transforms character into a Giant (like Cait Sith’s Limit, it absorbs the stats of other characters.  Does not always ‘Transform’ the user though).
Choco-Steroids – Billy’s got a bit of a blackmarket in my game.  These choco-steroids, when injected into a party members, will cause the party to receive their Limit Breaks (still experimenting with this to see if I can make it affect all party members.  Seems stupid if Cloud uses it, but Aeris and Tifa get their Limits and Cloud doesn’t).
Lucky ‘7’ Greens – The senile old Chocobo Sage has these.  They cause 1111 per materia equipped on the target.  Whats the point?  Well to see if you can give yourself Lucky 7s off course.
Heroes’ Sacrifice – This Item works like a Hero except it works on the whole party.  Only downside is that it will deal a sizeable amount of Holy Damage to your party, so be prepared.
Phoenix Pinion – This will cast a flame attack on the enemy while at the same time reviving party members and restores HP based on the damage dealt to enemy. This one is untested.
Stellar Curtain – This is just a Lunar Curtain and a Light Curtain rolled into one.
Second Chance – This item toggles the statuses Death Sentence and Deathforce.  If you have a Death Sentence, you can remove it.  If you don’t have the Deathforce effect on a party member, this will cast it on them.  Careful not to use it at the wrong time to give yourself a D. Sentence or remove Deathforce.
Berserker Blood – Drinking the blood of the Berserker will cast Haste, Wall, Berserk, and Lucky girl on the target.
Tissue – Yes the tissue…you can use this thing now.  What does it do?  Well its got about a 1/8 chance of causing Peerless, but it also has a 1/8 chance of causing Near-Death.  Use it and get Peerless, good job, use it and get Near-Death, that sucks.  Use it and get both, well it doesn’t matter that your HP is low because you’re invincible.  What are the suggestions for an appropriate % chance of these effects?  Its at 12.5% if I understand the Status Chance xx/63 correctly (Each incremental increase raises chance by 3.125% until 32 it is 100%).

So there it is.  I won’t go into detail on the armor and accessories, but I wanted to share these items and get some ideas.  I think they’re all pretty sweet, and they won’t be easy to obtain.

Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: obesebear on 2011-03-01 02:25:27
Why is everything purple?  Might I suggest keeping it all black, and then when you add something new you keep only that part in purple?
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-01 21:58:54
I've been putting off working on the weapon with WallMarket and instead have been putting some ideas down on paper.  Now I have some info on what I'll be doing with the weapons, some questions, and hopefully a great feature to add to the mod.

Weapons

There will be 4 broad categories of weapons:  Standard, Elemental, Status, and Special.
Standard weapons will be just that.  These weapons will have materia slots, atk power, hit%, a crit%, and perhaps some minor stat boosts.  Basically these are how the weapons are in the original game.
Elemental weapons will have an elemental attack property eg. Shock Blade – Bolt Elemental.  These weapons may also carry stat boosts associated with the element (Bolt is associated with Dexterity, [Fire=Str], [Ice=Mag], [Earth=Vit], [Water=Spr], Wind=Luk).  So the Shock Blade might have a bonus of [Dex +10]. 
Status weapons will be rare but valuable.  I don’t intend to go crazy adding Peerless and Petrify or other overpowered Statuses to weapons, but Aeris will have some weapons that can be used on your party to inflict Barrier, MBarrier, Regen, and others.  This has potential to become overpowered, but I have some ideas to prevent that from happening.  An example from FFVII:  Lost Wing is the Nailbat.  The Nailbat had the Darkness status attached to it.
Special weapons will carry the special damage formulas (Missing Score uses amount of AP on Materia equipped on weapon).  These weapons will usually have high atk power and other special effects depending on the weapon in question.  The Buster Sword (no longer initially equipped) has high atk power and the highest crit% of all Cloud’s weapons.  Often these weapons may carry additional effects and stat bonuses.  There will be no ultimate weapon, but depending on your battle strategy, some weapons will serve you more than others.

The Weapons for magic oriented characters won’t resemble the traditional weapons in many ways.  Due to the fact that the magical characters will always be at a disadvantage when physically attacking, it makes little sense to pay most of your attention to the Atk power of a weapon that will likely not be used for attacking.  This means that the focus will be on material slots and special effects.  That’s not to say there won’t be weapons that you can help magic users become average attackers, but don’t count on them.

For reasons I will discuss shortly, certain characters may have to share certain weapons.  For example, Cid and Aeris may share two or three weapons.  Rods/Spears...close enough (at least considering the benefits).  Cait Sith and Tifa may share some gloves as well.  Why, you may ask, am I doing this?  Allow me to explain.

Throw System

I’m going to expand the throw command to some degree.  Usually you can toss whatever weapon you like (a few exceptions) at the enemy and cause a good deal of damage.  Unfortunately you work hard to get those weapons, and in FFVII:  Revisited, you will be working even harder for them.  So now, there will be a separate set of weapons specifically designated for throwing, a store for buying throwing weapons, and some high powered throwing weapons you can get from certain enemies.

Elemental Throwing Weapons will include, at least, the Fire Ball, Ice Ball, Bolt Ball (think FF Tactics).  I’ll use Yuffie’s Superball graphic for these and give them appropriate attack textures.  Depending on what happens with the weapons, there is a possibility of Earth, Water, and Poison Balls too.  There will also be a throwable (may be the same as the equippable) 4-Point Shuriken, Razor Ring, Rising Sun, and Oritsuru.  It should be pretty cool, but I have two questions.

Q:  When you throw a weapon, does it carry an Element or Status?  If not, this won’t be nearly as fun.

Q:  Is there any way to make an item appear in the Throw Menu besides the item being a weapon?

EDIT:  The Weapon Model IDs are character specific.  This complicates some things, but it's still workable.

Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-04 07:13:32
Regarding the throw system.  I am just going to have 1 weapon from each character become a throw-exclusive item.  Its not nearly as cool as the previously mentioned system, but it still accomplishes the same purpose.

As far as project progress goes, I have Cloud's and Tifa's weapons taken care of.  With the completion of these two weapon sets, the ease with which I can complete the remaining weapons increases.  Once I complete the remaining weapons, I have to work on the attacks, and the materia and then the kernel will be complete.  Then I will work on the Limit Breaks.  I will then work on the shop menu and text.  The scene.bin is being saved for last.  Once everything else has been determined, the scenes will be capable of being edited for maximum balance.  I might have to work on the scenes and the shop menu and the modified text simultaneously, but this isn't much of a problem....just reduces efficiency to a certain extent.

So here is another test video.  Phase III testing will basically be a complete First Reactor mission.  The Phase II video shows a lot of content featured in Revisited, but the next video should provide a nice sample of exactly how Revisited will feel when complete...although it won't be a perfectly representative sample considering many features won't be shown in the Reactor Mission since it is the beginning of the game.


Here is the video.  Enjoy!  http://www.youtube.com/watch?v=Dsb3-BNq9wY
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A brief summary of weapons per character mostly for myself.  Cloud--Various types of weapons.  Standard weapons, Status Weapons, Elemental Weapons, Special Damage Formulas.  Tifa--Similar to Cloud, Average Crit% Higher, More Use of alternate damage algorythms.  Barret--Long and Short range weapons, multiple target weapons, barrier ignoring weapons.  Red--Many elemental weapons, some physically oriented weapons.  Aeris--Support status inflicting weapons, healing weapons.  Cait Sith/Cid/Yuffie/Vincent--TBD  Yuffie's may be like Tifa's and Cloud's with less ATK POW, Vincent's may inflict statuses, Cid's may make use of strange/rare damage algorythms, and I really don't know what to do with Cait Sith's...he has some advantages over other characters in terms of equipment, so maybe he will have basic weapons with only a few exceptions.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Tidus_654 on 2011-03-08 21:03:29
Awesome project, can't wait to play it ;). Good luck and keep up the great work!

By the way, I would suggest to keep the original avatars because I prefer them and probably many other people too. Or at least, you can release a version with the original ones and other with custom avatars. Just my opinion.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-03-08 21:49:33
The version he's releasing it is made so you decide if you want some or not, and to not applying all if wanted.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-09 03:34:43
Yeah thats what a lot of people say.  Thats why its good that the character portraits are optional.  Don't want em, don't need to have them.  Thanks for taking interest.  I'll keep you updated.
________________________________________________

Weapons are finished - or 99% finished.  I need to test them in game to make sure they do what I designed them to do.  Yuffie has weaker weapons throughout most of the game, but towards the end she has several excellent weapons.  Cait Sith has fairly weak weapons in terms of physical strength, but his materia slots number higher than other characters' weapons on average.  Cid's weapons are pretty powerful, but don't offer many special bonuses.  Vincent's weapons inflict statuses and are moderately powerful even though he is a magic-type character.  I may as well bump this and elaborate on the characters strengths and weaknesses.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-03-09 20:40:50
Oh, and I want to add that this is mod, as soon as it is released, will be converted to the PC version by me. Said so, one day or two of waiting after the release.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-10 20:13:18
Cloud - Fairly balanced.  More kills required to unlock limit breaks than others.  Has variety of standard, elemental, status, and special weapons.  Recieves low stat boosts from weapons.  Can equip physical armor.  High Strength, Low Vitality.  Low Moderate - High moderate other stats.

Tifa - Also balanced.  Fewer status weapons.  Relatively high Critical%.  Recieves moderate stat boosts from weapons.  Can equip physical armor.  High Strength and Dexterity, Low Vitality and Luck.  Moderate other stats.  She is almost a faster, less powerful Cloud with less HP.

Barret - High Strength and powerful weapons.  Few elemental and status weapons.  Recieves Low stat boosts from weapons.  Can equip physical armor.  High Vitality and HP, Low Dexterity and Magic.  Many of Barret's stats are low, but he has High Strength, High HP, and Powerful weapons.

Red - Red is the slightly more defensive/supportive magic user.  Many elemental weapons.  Can equip magical armor.  He has high HP for a magic user and decent Vitality.  There is potential to use him as a physical attacker given the elemental nature of his weapons.

Yuffie – High Dexterity and Luck.  Weapons are moderately powered and give moderate stat bonuses.  Moderate Strength and Magic but Low Vitality and Spirit.  She has fairly Low HP and can equip many physical and magical armors.  Yuffie may seem weak early in the game, but will become a great asset later in the game.

Cait Sith – Defensive type character.  Can equip most physical and magical armors.  Cait Sith is High in Vitality and Spirit but has relatively low Strength and moderate Magic.  His Limit Breaks occur often and the ability to equip most equipment can increase his value further.  His weapons give relatively powerful stat bonuses.

Aeris – High Magic and Spirit.  Aeris has the highest Magic, MP, and Spirit of all the characters.  In exchange for such power she suffers greatly in Vitality, Speed, Luck, and Strength.  She also has the Lowest HP in the game and requires a bit more damage to get her Limit Breaks.  She has many weaknesses, but will spend most of the game capable of dealing more damage than most other characters.  Her weapons deal positive statuses to party members, but have low stat bonuses.  Can equip magical armors.

Cid – Cid is a somewhat balanced character.  He has relatively high Strength, Vitality, and Spirit, but each of these stats is lower than at least two other characters.  He suffers from Low Dexterity, Luck, Magic, and MP.  His weapons are more powerful than many weapons, but he receives few stat bonuses.  He can equip physical armors.

Vincent – Vincent is an offensive type character.  He has moderately high Strength and Magic, but quite low Vitality, Spirit, Luck, and HP.  He can equip magical armor and his weapons inflict negative statuses on the enemies.  His Limits are relatively easy to fill up, but it will not always be in your best interest to activate them. 

I must mention that I am reworking the Limit Breaks in a variety of ways.  I am changing how much damage is required for most Limits.  I am changing the # of kills required for most Limits.  I am changing the order of some Limits and adjusting the power of most Limits.  Some characters may seem weak but may use powerful Limit Breaks often, or have special skills not possessed by other characters.

Long Range has also been taken into consideration.  The more long-range weapons a character has, the fewer advantages in other areas.  Half of Barret’s weapons are Long-Range so he doesn’t get handicapped as often as Yuffie and Vincent.

There are many considerations to be made when choosing parties.  If you had Cloud, Barret, and Tifa you could certainly deal some serious damage provided your enemies don’t have high Vitality.  However, you will likely experience some serious damage when hit by magic.  If you have Aeris, Red, and Vincent you could certainly barrage your enemy with many powerful spell, but enemies with High Strength will rip you to pieces.  If you chose to have Barret, Cait Sith, and Cid you would be safe from being Annihilated, but may be unable to deal sufficient damage to your foes.  Choose your party wisely, and you will always have the advantage over enemies.  Choose your party poorly, and you won’t live to tell about it.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-11 07:09:55
I need some input.  Concerning independent materia such as HP Plus, Luck Plus etc. - There are 7 materia:  MP Plus, HP Plus, Speed Plus, Magic Plus, Luck Plus, Counter Attack, Cover.  The available uses for these materia are the above MP, HP, Dex, Mag, Luk, Counter, Cover, but also Strength Plus, Vitality Plus, Spirit Plus, and if there are others please let me know.  The problem is, which 7 of these should be used. 

Definetly Staying - HP Plus and Magic Plus.

Probably Staying - Counter Attack, Cover, Luck Plus

Probably Replacing - MP Plus, Speed Plus

Probable Replacements - Vitality Plus and Spirit Plus

These are just what I think will blend best with the game, but by replacing Counter Attack and Cover, I could have all stats except for Strength Plus.  And there are other possibilities.  I just wanna see if anyone has any opinions on this.

Title: Re: [WIP] FFVII: Revisited (PSX) Phase III Testing
Post by: xLostWingx on 2011-03-14 08:58:17
Here is part 1 of Phase III testing.http://www.youtube.com/watch?v=qf3zZ82IXRo

Here is part 2 of Phase III testing.http://www.youtube.com/watch?v=8YKi_0gOvNY
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Tidus_654 on 2011-03-15 15:27:55
Will you keep that "secret" menu below "Save" in the final result of the mod? Just wondering.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-03-15 15:29:06
It's a cheat code, so you have to enable it yourself.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-16 09:33:09
Yeah the hidden menu option is a cheat.  I was just using it for ease of testing.
======================================

The kernel is nearly complete.  I only have to finish some enemy skills, finish the materia, and double-check everything and I will finally be able to work on other things.  The Limit Breaks will come next, followed by Shop changes, then Text or Scene changes (or both at once).  To be nearing completion of this kernel is blissful.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Tidus_654 on 2011-03-17 16:53:36
Yeah I knew it but I was just wondering. Anyways, any progress?
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: yarLson on 2011-03-17 17:00:35
not to sound like a d-bag  Tidus_654 but he just posted an update right above you man. Sorry xLostWingx I know you don't want people posting here in but I just had to say I am really looking forward to this mod. It's such a great idea and I can't wait to try it out. I'll help you out in any way I can in the future if ya need it.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-19 16:34:58
Kernel basically done.

Working on Shop Data right now.

Still saving Scene/Text for last - don't think I can use any help.
Title: Re: FFVII: Revisited - UPDATE
Post by: Bosola on 2011-03-19 17:27:13
Good ideas all-round. Just a few thoughts about items:

Choco-Steroids – Billy’s got a bit of a blackmarket in my game.  These choco-steroids, when injected into a party members, will cause the party to receive their Limit Breaks (still experimenting with this to see if I can make it affect all party members.  Seems stupid if Cloud uses it, but Aeris and Tifa get their Limits and Cloud doesn’t).

You won't be able to make this affect the whole party, I'm afraid.

The nearest thing you could do is create a non-animated spell (anim index FF) that uses the 'build limits' additional effect, then make every character's AI script counter 'Choco Steroids' with this limit spell. You'd see Cloud use Choco Steroids before his peers mimicked a spell cast, after which Cloud's limit would be built too.

It's clunky, but I always prioritize good mechanics over slick animations.

Quote
Heroes’ Sacrifice – This Item works like a Hero except it works on the whole party.  Only downside is that it will deal a sizeable amount of Holy Damage to your party, so be prepared.

With the right AI scripts, I believe this could actually diminish max HP. I like the idea of sacrificing health capacity for damage output.

Quote
Tissue – Yes the tissue…you can use this thing now.  What does it do?  Well its got about a 1/8 chance of causing Peerless, but it also has a 1/8 chance of causing Near-Death.  Use it and get Peerless, good job, use it and get Near-Death, that sucks.  Use it and get both, well it doesn’t matter that your HP is low because you’re invincible.  What are the suggestions for an appropriate % chance of these effects?  Its at 12.5% if I understand the Status Chance xx/63 correctly (Each incremental increase raises chance by 3.125% until 32 it is 100%).

A tip - the status 'near death' doesn't actually do anything. Inflicting it won't reduce a target's HP. You should use Demi's damage algorithm instead.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-03-19 17:51:01
About the Choco Steroids... What if Cloud is standing alone? :P
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Bosola on 2011-03-19 17:57:26
Hmm. I can't think of any way around that.

Some once speculated that the limit value is somewhere in the addresses the AI can modify, but I've never actually looked into it. If we found this, and could manipulate it as we expect, we could probably make an aurastone-like item. Otherwise, there's no way of implementing this.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-19 18:03:43
Choco-Steroids - Alrite, my having to learn a bit of AI may indeed be inevitable.  From what you and others say, it opens up a million new options for character and enemy behavior.  It just sounds intimidating to someone with no experience working with code.  I did a lot with gameshark and thats it.

Heroes' Sacrifice - Diminishing Max HP would be great.  Would a look at Vincent's Transformations AI provide some insight on how to do this?  I was just dealing damage so that the increased damage wasn't free, but of course the player can always just heal afterwards, although the enemies in my mod will make each character's turn much more valuable than they used to be.

Tissue/Near-Death - Yeah I figured this out recently and have made the necessary changes.  I'm rather disappointed with the fact that I can't use it, Fury, and Sadness on the enemies  :|

Any idea if I can make Vitality Plus (replaced Speed Plus) and Spirit Plus (Replaced MP Plus) say 'Vit +10%' and 'Spr +10%' instead of 'Dex +10%' and 'MP +10%' in the materia menu?  I personally don't care much myself, but you've encouraged me to focus a bit more on some details I otherwise would have paid little attention to.  Glad you like the ideas, although if I start to practice with AI some of the ideas may improve since I have been forced to improvise in some areas.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-03-19 18:18:30
Maybe NFITC1? Well... Otherwise, LostWingx, for the materia menu... I think it is hardcoded in some MNU file (because it is in the ff7.exe on the PC version IIRC). And about the statues inflicting... 63 is 252% but I don't really know for all others. Just open some scene.bin with Proud Clod and check at the same place as in Wall Market... The percentages are there. I know they go up/down by 4% though. And yeah, all statues are inflicted at once or not at all. This is how the game works.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Bosola on 2011-03-19 18:30:29
Heroes' Sacrifice - Diminishing Max HP would be great.  Would a look at Vincent's Transformations AI provide some insight on how to do this?

Afraid not. The status changes for transformations are hardcoded... somewhere. Perhaps in the LIMITMNU.MNU.

These switch on his Main AI script, which does nothing except randomly chooses one of his limit break attacks.

Let me look into it, and I might be able to write a rudimentary 'if hit by this, divide Max HP by that' script. Otherwise, use Wallmarket's help files plus the address list bundled with it to find out how to edit Max HP (assuming it's really doable).

Quote
Any idea if I can make Vitality Plus (replaced Speed Plus) and Spirit Plus (Replaced MP Plus) say 'Vit +10%' and 'Spr +10%' instead of 'Dex +10%' and 'MP +10%' in the materia menu?  I personally don't care much myself, but you've encouraged me to focus a bit more on some details I otherwise would have paid little attention to.

Yup. I can't remember the ID of the stat you have to modify, but if you extract the KERNEL from the Rebirth demo you should be able to find out.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-19 19:09:03
I was referring to this.  I have changed the ID already.

(http://i1108.photobucket.com/albums/h413/lostwingx/DexterityPlus.jpg)
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-03-19 19:10:15
This is what I meant. Hex-editing the MNUs is the only issue *I think*
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Bosola on 2011-03-19 19:25:27
I was referring to this.  I have changed the ID already.

(http://i1108.photobucket.com/albums/h413/lostwingx/DexterityPlus.jpg)

You misunderstand. I'm not telling you to rename your materia.

You change the stat altered by playing with the first materia modifier. For spirit, for instance, you'd set modifier 1 to equal 3. 3 is the ID of spirit in the stat table.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-19 19:46:44
I'm sorry, I should clarify.  What I am asking is, is there a way to change what is displayed when the materia is highlighted.  I have changed the value so that it increases Vitality and it does.  However, in the menu it still reads as if it increases Dexterity.  It doesn't still increase dexterity, but someone could read it and become confused.  I wanted to know if I can change what it says.  Thanks for your attention though.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-03-19 19:54:08
I can only assume one thing : It isn't in the kernel.bin so you'll have to hex-edit...
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Bosola on 2011-03-19 20:08:47
Yes. I think those are strings in the EQIPMENU.MNU

These stat names begin at 0x82D4 and 0x8610 in the NTSC version of the file.

Here's a text dump:

Code: [Select]
Wpn.($FF)       Arm.($FF)       Acc.($FF)       
Acc.($FF)       Strength($FF)   Dexterity($FF) 
Vitality($FF)   Spirit($FF)     Magic($FF)     
Luck($FF)       Attack($FF)     Attack %($FF)   
Defense($FF)    Defense %($FF)  Magic atk($FF) 
Magic def($FF)  Magic def%($FF) Slot($FF)       
Growth($FF)     Nothing($FF)    Normal($FF)     
Double($FF)     Triple($FF)     ($FF)                   
($FF)    % ($6C)!X   ] ($6C)!8   q ($E6) T   ($7D)
($E6) ($60) ($E2) q ($8A) ($8C) Fire($FF)     
Ice($FF)      Lightning($FF)Earth($FF)   
Poison($FF)   Gravity($FF)  Water($FF)   
Wind($FF)     Holy($FF)       Do you really want to remove this?($FF)
I sure do!($FF)                         Wait a sec($FF)                         
Sephiroth($B2)($A9)($A9)($B3)($FF)                     
Wpn.($FF)               Arm.($FF)               
Ability list($FF)       Equip effect($FF)       
Check($FF)              Arrange($FF)
                                AP($FF)                 
To next level($FF)      MASTER($FF)             
Arrange($FF)            Exchange($FF)           
Remove all($FF)         Trash($FF)              ($FF)                   
Dexterity($FF)          Cover($FF)              Magic($FF)             
Luck($FF)               MASTER($FF)             Strength($FF)           
Vitality($FF)           Magic($FF)              Magic def($FF)         
Dexterity($FF)          Luck($FF)               MaxHP($FF)             
MaxMP($FF)              MaxHPUP($FF)            MaxMPUP($FF)           
EXP.UP($FF)             Gil UP($FF)             Encount Down($FF)       
Encount Up($FF)         Meet Chocobos($FF)      Pre-emptive($FF)       
Long range attack($FF)  Attack all($FF)         Counter attack($FF)     
Attack-All($FF)         Continuous Attack($FF)  HP MP change($FF)

I think those later strings are the materia effect descriptions.

If you want to hex edit these, you will find it easier if you use an editor that accepts custom text tables, like WindHex. Then you can feed it an FF7 text table .tbl, and it'll correctly convert the hex numbers into textual characters.

Edit:

Yup. In the NTSC version of the EQIPMENU.MNU, it's the string at 0x8610.

Observe:

(http://i.imgur.com/RUp0y.png)
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-20 18:05:01
I see.  Thanks for that.  Well I'll throw this on the priority list, although it is placed near the bottom.  I have been eager to get to work on my scenes since the project began, but wanted to finish everything else first.  This little addition will make the mod a little cleaner.

Nice Yoshiyuki btw, 6 single slots seems appropriate (maybe, idk what your mod is like).  Nice Diamond Bangle too, I think mine looks like that.  A O=O (a Magic First, then Support kind of guy I see).
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-21 20:19:54
Alrite, So I now have a rough outline of how I am going to go about getting this thing done.  Basically just like I've been saying, but for greater organization here it goes:

Kernel - Basically Done.  I need to play the game and test each item and spell, but eveything tested so far works just fine.  It required some compromises in the spell department, but most everything survived.

Shops - This is the next area to work on.  I started on the prices and tried to identify some of the shops simply known as [Shop 67 etc.] but, I haven't figured them all out.  Is there somewhere around here where someone has identified each of these?

Limit Breaks - I've practiced enough with Libre now that I think I can work on the Limit Breaks after I finish the shops.  I won't be making too many changes here, but I've switched around the order of some characters limits and will have to balance them accordingly.  I don't expect to make too many crazy changes, but its not out of the question.

Scenes - After I get the shops and Limit Breaks taken care of, I will start working on the scenes in Hojo and PrC.  This will take weeks.  I still need to do some further planning and preparation before I work on the scenes so that they roughly follow the curve that players will be on.  Also, I decided that I will have a seperate Disk 3 scene.bin - It will contain all the most ferocious enemies and they will be mega-powered.  If you decide to use the Disk 3 scene.bin as the scene.bin for all your discs, the game will quite simply be impossible.

Text - Once the scenes are taken care of, I will be able to make the apprpriate text changes.  I still plan to make NPCs communicate valuable information unique to Revisited.  Some NPCs will tell you about new spells and materia.  Others will tell you about new enemies and their locations.  And some may give you other tips and hints to make your journey more exciting and less challenging at certain points.

Miscellaneous - Once I have all of this taken care of, the game will basically be complete.  Hoever, there will still be some miscellaneous items to take care of.  I will try to smooth the game out, and fix certain details that could potentially be reasons for concern.

EDIT - When will this project be done?  Almost certainly in no less than 3 weeks.  Depending on how schoolwork goes and any unforseeable complications, it could be two or three times that amount of time.  If I choose to start playing with AI for a few things that need tweaking, it could potentially be even longer.  I will continue to update as I make progress, but patience is a virtue.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-03-21 21:24:36
These shops don't have any effect in-game... as far as I know. They all have the same items and the like, so... HOWEVER, you MUST download the whitechoco.cfg Armorvil did uplaod in the White Choco thread.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-22 20:01:53
I got it earlier today and am glad to say that progress on the shops is coming along quickly and easily.  I should be done with the shopmenu.mnu today.
---------------------------------

Shops are finished.  Working on Limits.

EDIT:  I switched Barret's Level 1-2 Limit to Hammerblow (in Wallmarket, not Libre) and now the camera points at Barret the entire duration of the Animation and the Animation is performed on Barret, but the effects of the attack (Death) are performed on the enemy.  Every other Limit Break that I've switched Levels works perfectly fine.  Any insight would be appreciated.  I haven't altered the Hammerblow in any way, other than switching it to Limit Level 1-2
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: yarLson on 2011-03-23 21:34:51
hey just wanted to check to see if you got my PM reply because its not showing anything in my sent messages.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-23 23:08:25
I am working on providing a demo for download, but I have run into a problem.  I can patch single files easily, but for the Text Changes, there are dozens of files (eventually hundreds) that need to be patched.  I guess I'll go look around to see how others have patched the text, or if I can even do so on the PSX version.  Otherwise, I should be able to upload the patches for a demo today or tomorrow.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-03-23 23:21:05
Do you need help? :) Make a ppf patch!
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-03-24 00:12:22
Untested, yeah... They don't even work!
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-03-24 02:17:59
.............

Forget about ppf patches. Use ClickTeam (http://www.clickteam.com) instead so all your changes will be included into our ISOs. Make sure to just use a fresh ISO NTSC US to compare with.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-24 04:34:03
Sorry again.  I was just trying to make them real quick without refamiliarizing myself with the patch maker software.  I will try the link you posted.
-------------------------------

Alrite, I figured out what my problem was.  I am testing the Demo version.  Once I make a few more changes I will upload a .zip with the .ppf patches - this will be like 1.6Mb but will not include the text changes.  Thanks to Vgr I have a way to make a patch that includes the text changes, but it is about 350 times the size.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: HelloMyNameIs on 2011-03-24 14:00:38
Hey great work, ive been reading this thread and checking out your youtube vids and it really is a neat change which will make playing through the game again, a lot more interesting, thank you for taking the time to work on a project like this. Just curious, im currently using a turk mod, i know this is for psx, but im sure i read someone will help you release for pc, is it possible to use this mod, along with the turks mod, for instance all the materia and all, but just the characters are swapped like in the turks mod?

Sorry if this is a noob question, im not the best at this sort of thing as you can see  :-D
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-03-24 21:31:57
To summarize, convert this to the PC version? Yes, I'll do that. The ONLY prob is within the text changes, but it's still doable.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-25 06:27:43
Alrite.  This IS a working set of patches for the demo.  Sorry to the 3 or 4 of you who tried using the ones from yesterday.  These ones work.

The demo includes:
*98% complete [KERNEL.bin patch]
*98% complete [SHOPMENU.mnu patch]
*90% complete [LIMTMENU.mnu patch]
*Scene changes up to the end of the second bombing mission [SCENE.bin patch]
*Text changes are not included

Final Fantasy VII:  Revisited Demo1 download
http://www.mediafire.com/?dlknk0ghdlgjktp
--------------------------------------------------------------------
I played through the demo and there are a few battles that aren't correct, but the scene.bin is the major work in progress right now, so these battles will obviously be fixed in the final version.  Other than some enemies being a little too powerful and some being a little too weak, but things are looking good.  The Boss battle that replaces Air Buster is actually pretty sweet.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-03-25 21:43:53
Do you think you'll use the ClickTeam patch maker for your final release?
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-25 22:16:28
I may have to in order to include the text changes.  If anyone can let me know a method for patching the FIELD Folder without using a 530MB file, please let me know.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-03-25 22:45:44
This is the minimal since ClickTeam only patches the needed files so there can't be any cut-out. Sorry about that.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-27 07:58:31
Just figured I would update on what I've been doing.  After the demo, I started working on the scene a bit more systematically.

1.  Use PrC to set new formations data, camera info, attack data, and battle backgrounds.
2.  Use Hojo to set new stats, weaknesses, drops/steals, and double check backgrounds. 
3.  Test in-game; note what needs to be revised

I'm doing about 25 scenes at a time...a little risky for some of you, a little conservative for others.  I have completed everything in Midgar in Hojo.  In PrC I'm up to Mt. Corel.  In-game testing, I'm only to Wallmarket lol.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-28 23:33:03
It looks like I may just have a day or two to sit around and work on the project.  I am making good progress, but the scene work is tedious and repetitive in some cases.  I have many factors to consider when adjusting enemy stats.  For enemies that are usually present at x point in the game, it is a bit more straightforward (Edit Formations, Beef up stats, Set Exp/Gil/Items).  For enemies that I've transplanted from other points in the game, it is a bit more complex.  For instance, I've stuck some SOLDIER 2nds and Death Machines in Sector 6 (where you usually see Hell Houses) and given them stats similar to other enemies for that point in the game - except these two enemies have various multi-attack actions.  Each Death Machine blasted me with Matra Magic, then proceeded to 100 needle me twice, THEN W-Machine gun me twice.  Basically they performed 2 Multi-Target attacks, then 4 single target attacks.  Other enemies at this point in the game attack the player only once, sometimes twice.  Therefore, these enemies' stats need to be reduced comparitively speaking (they were meant to be the toughest enemies around at this point, but they are a bit too powerful).

Another factor that I need to pay attention to is what can be won at different points in the game.  Seems basic, but certain semi-bosses can give you some excellent items - which in their own right are appropriate for that stage of the game, but once you have 3 of them, or choose to farm them for gil, you can become quite wealthy fairly quickly.

While testing my changes, I've noticed that many battles just aren't tough - but then I ask, "Do I want every single battle to be a challenge?"  The answer is no.  However, I am hesitant to increase the Exp/Gil/Ap/Item rewards for tougher battles because they are the standard, and the easier battles are the exception.  So here it is - about half the random battles will be a moderate challenge.  A few random battles will contain semi-bosses of varying difficulities (some semi-bosses that are not too tough, some that are nearly as tough as a boss).  The other half of the random battles are there for your benefit - take advatnage of the fact that you can still gain average amounts of Exp/Gil/AP/Items from these enemies, because they are not the only ones lurking around.

I am beginning to experiment with battle stages.  Just as with the Hundred Gunner -> Heli Gunner battles, and Hojo ->Helletic hojo -> Lifeform hojo battles - there will be many battles that transition into another battle.  I had more to write, but I gtg, I will edit this later.
=======================
Alrite well transition battles work perfectly.  Now I have a few thousand more options when it comes to altering this scene.bin.  I can basically have any battle transition into any other battle in the game.

Right now I am still just fixing all the little nuisances and whatnots up through Midgar.  Mostly just little things (Adjust HPs, Strs, Item Drop rates, Enemy positions in battle).  The only major issue I've encountered so far is the Elevator Boss battle ceases to progress if a SOLDIER tries to use a Short Range attack.  Two possible fixes - make their attacks long range, or replace the enemies in this battle.  FIXED, but otherwise the mod is looking great.  I may be posting a new video once I get the fixes taken care of.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-29 23:58:44
Progress feels so slow.  Between Formations, Camera Angles/Focuses, Enemy Attacks, Enemy Stats, Drops, Steals, AP, Exp, Gil, Transition Battles, and making sure everything matches the Formations the games calls, then Testing everything, this is taking forever.  If something doesn't work, it prolongs the process.

But progress is being made, although I feel modded out at the moment.  PrC changes are complete up to Mt. Corel (excluding 2nd continent World Map encounters).  Hojo changes are made up to the same area, but many will require further tweaking.  I must say though, that most of the more difficult battles are just plain awesome.  I started to get that feeling while playing VII that we used to get before we beat it 30 times and took it apart.  Anyway, I'm fixing minor kernel issues as I go, but the Limit Breaks and Shops work perfectly.  Look for some new videos soon, but I probably won't release another Demo version, but then again that depends on how interested everyone is.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-03-30 00:34:39
Oh crap!

I began testing it and it is quite fun. But I found a glitch. I entered a battle with 2 Grunts and 2 Monodrives. One of the Monodrive moved to do an animation, and... FREEZE! The battle still continue, but nothing happens. I can't escape either. Maybe check that...
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-30 01:50:37
Strange, I will check that out.  Thanks for letting me know.  Is that in the first reactor on the bridge?
-----------------------------------------

I have to revise my estimates for the date of completion for this project.  I can get a rough version of the scene done in 2-3 weeks.  Once I have this, I can play through the game and keep a log of what tweaks need to be made.  Or I could guess, but its tough to estimate in-game behavior - PrC says an Elphadunk's Bodyblow (or something) attack is 16 Strength and I gave the thing 88 Strength and made it level 36...it hit me for 70.  So its basically mandatory to test things first hand.  As I've been complaining about in previous posts, the scene really is a massive amount of work, and I'm cutting corners in some areas and speeding through them, Now I understand why some projects die and others take years.  Perfection isn't my goal however, so this won't die or take years...but it may take a month or two.  Much more time than I usually spend on something.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-03-30 10:41:04
No, in the screen before you put on the bomb.

On another hand, this is really a good mod :D And take your time, if it is gonna make this mod better :D
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Armorvil on 2011-03-30 18:47:42
Yes, this kind of project takes ages, and I understand why you'd want to breeze through some parts. Still, when I did breeze through some parts in the past (be it for the beta or FFVII AV) and played said parts, it left me with a sour taste in my mouth. I think the most important part of a mod such like this is not to make it seem half-assed. So I take my time... ...Yesterday evening for instance, I spent maybe two or more hours working on a single enemy... ...it didn't feel too good to dedicate so long on a single monster when there are hundreds in the game, but I know this is the kind of effort, patience & dedication that will lead to a great single-player experience.

So yeah, it's important to take your time and not limit yourself to a deadline. It's annoying I know, but if such a mod is your thing and you have the time to spare, then don't be afraid to push back your release date. I don't have one for a reason :P
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-03-31 17:35:35
Thanks for the input.  I think I will spend the time to make sure everything is up to a certain standard of quality.  I am very happy with all the boss battles I've created up to this point, and most of the random battles are how I want them to be provided I only do like 10 scenes at a time, then go test them, then tweak them appropriately.  So, progress will be slower, but most of my ideas are working without incident.  For example, I replaced Aqualung with Blizzard (using Shivaless Diamond Dust anim), then Switched positions of Beta and Blizzard, and added a second Zolem to the Midgar Zolem battle (may not be like this in the final version, but wanted to test it).  Now there are two Zolems that will cast Diamond Dust on the party.  Its pretty awesome.  I deliberately switched a lot of attacks and so far every one that I've tested works perfectly - well the Rumahless Judgement Bolt didn't work, but thats ok.  I will post some vids I think once I finish taking a small break from modding.  Just talking about certain things doesn't do them justice.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-04-01 04:58:33
Well I guess I didn't take a break, I just had to get that Chocobo Boss battle working.  But here is a new vid of some of the battle changes. 

http://www.youtube.com/watch?v=CVoBmGNVBSs
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: yarLson on 2011-04-01 07:18:45
dude I've been meaning to test out that demo of yours but I have been way too busy the last week. I'll probably get around to it whenever I give myself a break haha. Glad everything seems to be going good. Nice video, those boss battle look promising. Two Zolems is bound to be a pain but honestly I really like that idea so I hope you don't change it  :-D
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-04-03 07:03:01
Notes to self:

-Increase Jenova's Defense, Incease HP, Eliminate Ice Weakness, Edit Red Light
-Decrease Mythril Mine/Junon Area EXP
-Increase Serpent's Speed, Edit Viper Breath
-Edit Yuffie Battles
-Increase Str/Mag/HP second continent
-Increase Super Sweeper HP, Switch Atomic Scissors w/ Cannon Ball
-Fix Battle Backgrounds (refer to original scene.bin)
-Increase Gil all around
-Edit EXP curves
-If Dyne dies before Land Worm, battle halt.  Delete something in AI?
====================================
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: artz on 2011-04-05 04:23:52
very nice project
when will it done?
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-04-05 05:18:28
Thank you.  I am taking Armorvil's advice not to set a release date, but if all goes well, it should be done in 4-6 weeks.  I has taken about 2 weeks to complete 40% of the scene.bin, and I need to create a seperate scene.bin for Disk 3, which will take ~1.5 weeks.  Of course, my demo is available and with gameshark codes you can check out all the equipment/materia/spells.  You could also check out FFVII:  Lost Wing - my first project.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-04-05 22:05:26
Have most crude changes up to Rocket Town taken care of.  Still can't get Zolem to successfully cast Blizzard...very confusing since it cast it successfully the first few times I fought it.  Need to test battles up to Rocket Town.  Right now am at Gongaga.  Progress slow and not much fun anymore.  Anyway, World Map battles are 65% done, Field battles are 50% done.  Disk 3 is 0% done.  Need to fully restore the kernel because I had to fix Cait Sith, so kernel is 95% done.  Need to reorganize Limit Breaks because many of them caused glitches - might have to leave them in their original placement, or do extensive testing to see which Limits can be placed in which positions.  Have to tweak the shops a little.  Oh, and I need to go through all the scenes when I'm done to tweak Elements and Statuses and Items.  And I haven't done any of the text editing, but that may or may not be necessary anymore - the game is a little easier than I originally wanted it to be, so the warnings and tips are probably not necessary anymore.  So I really have a lot left to do. 
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-04-07 05:36:29
Changes to be made:

-More HP for second continent enemies
-Turks more HP, more STR
-Gi Cave Boss> More HP
-Get 'Blizzard' to work with Zolem
-Set Drops/Steals second continent
-Test all chocobo bosses
-Tweak Mt. Nibel beasts
-Edit 'Shotgun'
-Tweak Elements/Statuses
-Fix 'Meltdown Reactor' encounters
-Add more 'smoke bombs'>increase price

Next Stage:  Field Battles up to Ancient City, World Map battles up to Icicle Area
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-04-14 07:47:50
Just letting anyone and everyone know that I am still working on the project, just in smaller pieces over longer periods of time.  I have literally pounds of homework to do and can't spare the time to work on Revisited as much as I would like.  I do have rough scene changes completed up to the Ancient City though.  Whenever I do actually have a day to work on the project, I should make some serious progress.

Has anyone tried the Demo?  Are there any kernel.bin issues that I need to be aware of? 

EDIT:  Unfortunately I was being hasty with my scenes the other day and made a bunch of changes in PrC to 'scenea.bin' (meant to be a backup, not the file I am working with) and made the corresponding changes in Hojo to 'scene.bin'  So bad news is I need to make the changes in whciever scene.bin i decide to use, good news is I can just copy the changes over.  I think it will be faster and easier to use the 'scenea.bin' with PrC changes, and just copy over the Hojo changes.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-04-15 18:21:27
No, I pretty much stopped playing 7 after I started my new project. I didn't play it a lot because of AVgr too. But still good.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-04-16 07:02:43
UPDATE

I have completed the enemy stats, EXP, AP, GIL, and formations for Disc 1.  I must still do drops, steals, status, elements for all enemies.  There are many minor changes to be made to the modified enemies.  School work is abundant.  I need to make a few changes to the kernel too (exp curves, limits, initial data).

I might release a second demo since the scene is really only like 30% complete overall.  I decided to make the difficulty increase a few notches post-rocket town since you have a chance to complete side-quests and level up and collect any items/materia you may have passed up.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Gallion-Beast on 2011-04-23 20:10:05
Very cool looking project. Can I ask will it be compatible with the PAL version of the game or would I need an American copy?
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-04-25 17:41:46
I don't know if I can answer that.  I would guess NO, but someone else here can probably give you a better answer.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-04-25 17:47:24
Ask Bosola. Awaiting that, here's an answer to the best of my knowledge:

Partially yes. Pal have the same kernel, scene and menus files. The rest is something different. Except for a few issues, the demo would be.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Bosola on 2011-04-25 22:37:32
It depends on what the current version of the mod does.

If your mod impacts anything in the executable, or your mod is delivered in a patch for the whole disc (e.g. PPF), you will need the NTSC build of FF7 to play Revisited.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-04-26 17:57:13
Thanks Bosola.

I intended to release Revisited as a .ppf patch, but from what you're saying, you seem to imply that there is a method I could use that would expand compatibility?  I'm no expert at modding PSX games, so I'm only familiar with PPF and that Patch Maker program that VGR posted a link about.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Bosola on 2011-04-26 21:03:25
If all you're doing is touching the SCENE.BIN and KERNEL.BIN files, you could release individual patches for those files. This would make for cross-region compatibility, but it would also force your players to manually extract, patch, and reinsert the files, which newbies will find fiddly.

Earlier in the thread, though, it looks like you also wanted to change the names of stats in the equipment menu, which means modifying executable files. These files differ from region to region, so if you want everyone to play your mod in its full glory, no matter which version they have, you'll have to produce PPFs for each edition of the game.

You might want to find another forum member with a PAL copy and a basic understanding of the PPF-making process. I'd do it, but my hard drive has died (again!). I'm only able to post thanks to an old Linux LiveCD.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-07-10 23:20:31
Project is Alive

Hey guys.  Just popping by to say that I will finish this project.  I have been working full time and attending classes at night, so I've had literally no time to do anything aside from dishes and laundry by the time I make it home.  I will continue this project in the late summer/early fall. 

Just in case you were wondering...
I left off with 99% [glitch free] completion from New Game -> Ancient City (for both world and field content), and about 50% completion [some glitches to fix] from Ancient City -> Whirlwind Maze. 

=======================
Edit:  Alrite, so I went and looked at the most recent modded files that I had.  I don't remember wtf I was doing when I left off.  I found where I left off at in Hojo, but it is a little less clear in PrC.  But, I am doing what I need to do in order to get this project back up and running.  Just needed to remind myself how awesome it was turning out.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: dkma841 on 2011-07-25 21:57:05
.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-07-25 21:58:20
When it'll be time.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-07-27 02:03:40
@E1SUNZ and anyone else wondering wHeN!?  I will likely go through periods of binging with this project.  I'm not working on it right now, but when I do (~2-3 weeks from now) it will take up a large portion of my liesure time.  The problem is that At Most I will have 2 weeks to work on this before I start my next batch of classes.  I also work most during most months of the year, so we can reduce this to a few simple equations.

If [not working] and [not going to classes] then I could finish the project by the end of September.
If [not working] and [going to classes] then I could finish it sometime in October hopefully.
If [working[ and [going to classes] then it will not be done until Christmas time.

I definitely have classes, so don't expect anything until at least mid-October.  I was thinking about releasing Disc 1 patches once I complete everything on Disc 1, but I don't want to do that if it is gonna take me another several months before I complete the project.  Anyway, yeah, just talking to myself mostly.  Glad to see that there are individuals still interested in this mod.  I promise, you will not be disappointed.

===============================

Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-07-30 05:05:54
Saturday July 30, 2011:

Due to some recent episodes of insomnia, I have decided to start working on FFVII:  Revisted earlier than expected.  In order to reacclimate to the feel of the game, I am going to do one of two things.  I am either going to put all notions of modding it aside for a moment, and start a New Game using my most recent iso and play up through all my changes - - OR - - I am going to save some time by just playing for 10 minutes at each of my 20 saves from the beginning of the game to Bone Village.  One way seems more prudent, and the other way seems more efficient.

Either way, once I am back in the Revisited mindset, I will reacclimate myself to the tools so I don't waste time making stupid/hasty mistakes like I have a habit of doing when I am out of practice.  Apparently PrC has been updated since I last worked on this project.  And I have yet to decide if I will be making the previously planned dialogue changes...really I am only concerned with Funtionability.  I will be posting a new video or two in the near future since the last one related to Revisited is quite outdated.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-07-31 07:35:14
I haven't made any new changes, but I have been playing through the game and here is a look at the first optional boss battle.  This is in the Winding Tunnel after you jump off the train before you destroy the mako reactor for the second mission.  Those red special combatants you may recall...well they are gone and now we have two Crazy Saws who average 220 damage per attack and often confuse their target.  Their speed is quite high and if they land a critical hit and confuse you at the same time, you're gonna have to get serious.

FFVII Revisited:  1st Optional Boss Battle (Dual Crazy Saws) (http://www.youtube.com/watch?v=BpD-VLYpDUE)
Title: Re: FFVII: Revisited - UPDATE
Post by: pacito-ex on 2011-08-02 16:05:47
[size=8pt
Choco-Steroids – Billy’s got a bit of a blackmarket in my game.  These choco-steroids, when injected into a party members, will cause the party to receive their Limit Breaks (still experimenting with this to see if I can make it affect all party members.  Seems stupid if Cloud uses it, but Aeris and Tifa get their Limits and Cloud doesn’t)..[/size]

I think I know why Choco Steroids are affecting only 2 characters out of 3. You're probably using the code for Aeries' or Nanaki's Limit break that makes the other 2 characters fill their limit gauge up. Just modify the target value to all party members and it should work.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Vgr on 2011-08-02 16:12:29
Yes, it was... Unfortunately, it isn't as simple as that... The only possible use would be in AI editing.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-08-05 00:09:44
Well the choco-steroids are an essentially insignificant piece of this mod.  I mean, I just wanted to expand the enemy capabilities and the player capabilities to a certain extent; Choco-Steroids affecting only 2 characters (like Fury Brand) is just fine with me.  The visual aspects don't concern me as much anymore.  Ideally, yeah, everything would be perfect.  Problem is, perfection is impossible.  So I am just going for a kickass mod that, at the very least, I will enjoy.  I am certain that many others will enjoy it as well despite its flaws.  The battle will be difficult.  The time spent equipping your characters will be fun as hell.  The boss battles will be new and unique.  Disc 3 will challenge your skills as an FFVII expert, and if not, you will at least have 100,000 new potential combinations of equipment and materia to try out, which has always been my favorite part of the game.  Yeah, sure...you can kill Emerald WEAPON, but killing him 50 different ways (from single character, initial equipment, no materia to limit miming to KOR spamming to lucky 7777s, etc. etc.) is what has kept me playing this game for so many years.  Now you will have hundreds of new options and combinations for defeating this foe and all the other (probably more difficult) battles that I will be including.  Sometime in the near future I am going to compil a comprehensive document o all the awesomeness this mod will contain.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-08-06 16:39:35
New Videos

Air Buster Replacement Battle (http://www.youtube.com/watch?v=2o9qySbnMaA)

Don Corneo's Mansion and Aps Replacement (http://www.youtube.com/watch?v=Cb_3hAtgxsg)
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Covarr on 2011-08-06 17:08:49
What's with the songs overlapping the game music? If you want to overlay your own music on the video, I recommend silencing the in-game stuff first (Remove the # before music_plugin in ff7_opengl.cfg, but don't use FF7Music, and all music will be muted.)
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-08-06 17:24:53
Just me listening to music while I play  :|  If it bothers people I can fix it though.  Do I even have an ff7_opengl.cfg?  This is PSX version.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: pacito-ex on 2011-08-06 19:37:15
0.0! Holy crap, was that bizarro sephiroth's beam? That's awesome dude :D. What program do you use to record by the way? Fraps brings my frame rate to an agonizing 10-12FPS when I tried to record and I have an AMD Phenom II Triple core processor running at 2.4GHZ :/. I expected ALOT more processing power when I got it :/.
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: Covarr on 2011-08-06 20:05:53
Do I even have an ff7_opengl.cfg?  This is PSX version.
Boy, don't I feel stupid. :P
Title: Re: [WIP] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-08-06 20:15:04
@pacito-ex lol, thanks.  I use Camstudio, but I'm no expert on video recording, I just know it works for me to do what I need to do (and I record these on my old Dell Latitude D810 @ 2.0Ghz Pentium M - so you should have no problem).

@Covarr lol, I was thoroughly confused for a moment there.
Title: Re: [WIP/FF7/PSX] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-08-12 20:51:19
New Video:  FFVII Revisited - 1st Reno Battle (http://www.youtube.com/watch?v=j4TwRGetRsc)


Title: Re: [WIP/FF7/PSX] FFVII: Revisited (PSX)
Post by: Vgr on 2011-08-12 20:57:54
Great! Want me to modify his AI so that he says the same thing as before?
Title: Re: [WIP/FF7/PSX] FFVII: Revisited (PSX)
Post by: pacito-ex on 2011-08-12 23:59:35
Awesome! And you were right. Camtasia lets me record at full speed even with shaders enabled thanks~!  :lol:
Title: Re: [WIP/FF7/PSX] FFVII: Revisited (PSX)
Post by: xLostWingx on 2011-08-13 02:22:38
@pacito-ex:  cool, glad I could help.

@vgr:  Thanks for the offer.  I will let you know what I decide.  I think I prefer the Reno that ordinarily appears at this point in the game.  The Pyramid move feels like a greater threat whilst fighting than the constant Neo Turk Lights and the chance of that one brutal strike of his...although I felt it a little when Tifa was dead and Barret and Cloud both confused.

The recent videos that I've been posting are depicting the enemies in a slightly weaker state than they will be in for the final project.  I am just playing through what I have completed to get a better feel for what is actually going on.  My team is more powerful than I anticipated for this point in the game, and the enemies are a bit weaker than I intended.  A few minor adjustments to the EXP curves and the enemy Str and Dex should bring everything to the desired product.
Title: Re: [WIP/FF7/PSX] FFVII: Revisited (PSX)
Post by: Vgr on 2011-08-13 02:23:53
I can tweak him so that he uses both... well less powerful if needed...
Title: REMOVED
Post by: xLostWingx on 2011-08-13 13:53:03
REMOVED
Title: Re: [DEMO/WIP/FF7] Final Fantasy VII: Revisited (PSX)
Post by: xLostWingx on 2011-08-16 05:56:35
New Video:  FFVII Revisited - Hojo's Laboratory Boss (http://www.youtube.com/watch?v=JG5QbzzanAs)

New Video:  FFVII Revisited - Kalm Flashback Fun (http://www.youtube.com/watch?v=J5-lMdttlXY&feature=related)

New Video:  FFVII Revisited - Jenova-BIRTH Replacement Battle (http://www.youtube.com/watch?v=RKfLPe0Z6xw)
Title: Re: [DEMO/WIP/FF7] Final Fantasy VII: Revisited (PSX)
Post by: xLostWingx on 2011-08-27 18:38:08
I've been playing through the game and learning a lot about my mod that I didn't know.  Whereas FFVII Lost Wing was a Low-Damage, Equipment/Materia-Reliant experiment with Str/HP-Boosted enemies...Revisited seems to be A High-Damage, More Options than you know what to do with, slightly less experimental project with Dex/Mag/Str boosted enemies in strange new formations and locations.  As I went to sleep last night I was thinking of the ways in which I could smooth Revisited out, since right now if you don't keep your level low, you crucify enemies, but if you keep your level low, you don't earn enough AP to level up materia.  SO...I will have to adjust the exp rewards and/or exp curves.  Also, there may be some intermod compatibility between Lost Wing and Revisited once I am done.  I can picture the Lost Wing kernel fitting right into the Revisited scene, and to a slightly lesser extent, the Revisited Kernel fitting into the Lost Wing scene.  I will be posting a list of all the changes I need to make and some of the more intriguing videos I've recorded.  The Da Chao Behemoth fight with limited materia supply was much fun.
Title: Re: [DEMO/WIP/FF7] Final Fantasy VII: Revisited (PSX)
Post by: dkma841 on 2011-08-28 13:44:15
Nice can't wait btw are you still working on Disk 1?
Title: Re: [DEMO/WIP/FF7] Final Fantasy VII: Revisited (PSX)
Post by: Vgr on 2011-08-28 13:45:07
Most likely.

New Video:  FFVII Revisited - Hojo's Laboratory Boss (http://www.youtube.com/watch?v=JG5QbzzanAs)

New Video:  FFVII Revisited - Kalm Flashback Fun (http://www.youtube.com/watch?v=J5-lMdttlXY&feature=related)

New Video:  FFVII Revisited - Jenova-BIRTH Replacement Battle (http://www.youtube.com/watch?v=RKfLPe0Z6xw)
Title: Re: [DEMO/WIP/FF7] Final Fantasy VII: Revisited (PSX)
Post by: xLostWingx on 2011-08-28 15:47:17
I'll include a comprehensive informational update here in a few days.  I just finished the Ancient Temple in my playthrough.  I have a notebook that I've been marking all the changes I need to make in...I have like 4 pages filled lol.  BUT, I think I will release another update for download after I fix the problems I found.  This means that Revisited will be playable up until Icicle Inn (of course you could play further, but random encounters and bosses will crumble at your feet).  There are a few issues that may pose bigger problems than others (I tested the Battle Arena twice - the first time went flawlessly, but the second time the game just stalled once I made it to the final battle).  Blizzard has a nasty habit of crashing the emulator about 1/3 of the time I use it.  The other 2/3 of the time, it works just fine.  There are a few places where the wrong enemies are showing up in certain areas, but that is easily fixable.  The majority of the changes are minor kernel tweaks, minor enemy tweaks, and I still need to do many Steals/Drops.  I do, however, need to redesign about half of Aeris' Weapons, but as with most kernel changes, this isn't a major task - it just adds to the cumulative amount of work that I gotta do...and these are all fixes, so I haven't progressed through the scene.bin any further than I was two months ago unfortunately.
Title: Re: [DEMO/WIP/FF7] Final Fantasy VII: Revisited (PSX)
Post by: xLostWingx on 2011-11-02 23:39:27
I was thinking.  The kernel.bin and shop.mnu and limit.mnu from the demo are essentially complete.  Littered with bugs and problems, but basically finished.  The Revisited Scene.bin is curently on hold.  I just can't spare the time to work on it anytime soon.  However, all Disc 1 Encounters are basically complete and most of them are functional.  Now because of the vast differences in enemy difficulty between vanilla VII and Revisited, it would be dumb to play through the unmodified battles with the Revisited kernel.  However...if someone were to use Revisited's Kernel, Shop.mnu, and Limit.mnu and I uploaded the current scene.bin, someone could play the whole first disc well enough.  If you were to plug in FFVII Lost Wing's scene.bin for Disc 2 and 3, then the battles would still present a reasonable degree of difficulty.  Granted, this won't be a finished product nor will it truely be FFVII Revisited, but if there is anyone who has been waiting around to play this, it could be a temporary solution.  I only suggest this because it will be months before I can finish Revisited properly.  I also plan on completing my Job Class kernel project before I finish Revisited's scene.  When it is all said and done, I will have 3 unique kernels and 2 unique scenes.  It might be interesting to mix-and-match them together.  Or maybe it would just create a disgusting Frankenstein.  But it is worth considering if you simply can't wait.  I ill try to make a second demo download available for Revisited sometime in the next week.
Title: Re: [DEMO/WIP/FF7] Final Fantasy VII: Revisited (PSX)
Post by: dkma841 on 2011-11-06 13:41:31
Hey i tried this mod again but this weird glitch keeps on happening after bombing mission i uploaded it to show you just wanted to know if it was just me or not:
http://www.youtube.com/watch?v=N2B51mAVvno
Title: Re: [DEMO/WIP/FF7] Final Fantasy VII: Revisited (PSX)
Post by: pacito-ex on 2011-11-06 14:09:35
In the non-modified game, I usually saw this happen when trying to get Sephiroth to use 4x cut on the enemes. He would sometimes not pop back to his battle position and just stay in a random spot inbetween characters and enemies or behind enemies.
Title: Re: [DEMO/WIP/FF7] Final Fantasy VII: Revisited (PSX)
Post by: xLostWingx on 2011-11-06 14:35:25
If you mean appearing behind the enemy on the wrong side of the battle screen, that is one of my mistakes that will be fixed in the following versions.  I deliberately made the 1st Reactor Mission quirky because there are a few small secrets that can help you out if you find them, but in the process, I made a few small errors that will be fixed.
Title: Re: [DEMO/WIP/FF7] Final Fantasy VII: Revisited (PSX)
Post by: dkma841 on 2011-11-07 12:15:29
alright good to know its not just me then :) also just wanted to say your mod is superb :) breathes some life into it
edit: one more thing is this the exact same mod as this http://forums.qhimm.com/index.php?topic=10958.0
Thanks
Title: Re: [DEMO/WIP/FF7] Final Fantasy VII: Revisited (PSX)
Post by: xLostWingx on 2011-11-08 15:48:46
No.  That is my first mod.  They are different from one another.  If you're playing Revisited, then it is only a Demo.  If you want to play LostWing, it is the full game.
Title: Re: [DEMO/WIP/FF7] Final Fantasy VII: Revisited (PSX)
Post by: xLostWingx on 2012-05-08 06:43:18
Although I have not worked on Revisited for awhile, and I don't plan on doing so anytime soon, I was considering releasing what work I have done.

Thoughts?
Title: Re: [DEMO/WIP/FF7] Final Fantasy VII: Revisited (PSX)
Post by: guitar89 on 2012-05-09 16:22:22
What is the major difference between your LOST WING and REVISIT ? The list is kinda long to go through.
Title: Re: [DEMO/WIP/FF7] Final Fantasy VII: Revisited (PSX)
Post by: xLostWingx on 2012-05-10 22:37:23
Lost Wing is just my first attempt at a mod.  I used it to learn the process of modding VII PSX.  In Lost Wing I just tried to make enemies more difficult, add some new materia and equipment, make stats lower and harder to level up.

Revisited was a much bigger project that I started over a year ago, and haven't been working on lately.  It does everything Lost Wing does, only in a more balanced yet challenging way.  The locations for enemies has been redesigned, so you encounter stronger enemies at lower levels.  The boss fights are a lot more fun.  It is incomplete though.  Right now I only have a small demo up.
Title: Re: [DEMO/WIP/FF7] Final Fantasy VII: Revisited (PSX)
Post by: guitar89 on 2012-05-11 07:03:22
Well... as you know, I'm playing the LOST WING, I find it quite interesting. Should more fun with Revisted Version, will give comment after you release the next demo.
Title: Re: [FF7PSX] Final Fantasy VII: Revisited (Demo 1)(Download Missing)
Post by: Darkslayerpowerfull on 2020-02-01 12:57:33
Anyone here please have the download link for the mod? I would love to try it because I already tried the lost wing mod and I loved it