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Topics - zaphod77

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Troubleshooting / All about those pesky wind barriers.
« on: 2021-01-08 19:08:10 »
Throughout time people have had issues trying to get past these barriers on PC.  To wit

1) The timing is pickier on PC.  I haven't confirmed this by comparing the field scripts but other people have said this.  I suspect that this is a tuning change that didn't exist in the earlieqr version used as the basis for the PC port. it' also not very obvious where the actual dangerous spot IS, which doesn't help.

2) Sometimes the wind never dies down.  This is a purely graphical bug, but it does make it impossible to time your passage.  For vanilla 1.02, activating riva/tnt mode causes this.  Using upscaled backgrounds also usually causes this as well.  This is because dynamic palette adjustment is used to change the colors on the constantly scrolling background layer to make the wind visually die down.  Riva mode simply turns off the palette adjustment capability, because those cards had no 8 bit palette textures support.  You had to go to software mode just to resolve the issue.  Replacing the background with a mod causes a similar issue.  the palette changes won't register, so the wind never goes down.  Aali's driver eventually implemented this, so everything based on it has this fixed (all releases after the square enix store one, plus all modded drivers currently available) NX may have this fixed when using upscaled field textures. PSX is always fine.  If this happens to you on non vanilla, you must remove your texture mods for woa_1,woa_2, and woa_3, restoring the original ones for the area.

3) Often the green tornados get out of sync with where the game thinks they should be.  This does not happen on psx version.  This is because in the PSX version, there is code to stop the bg scroll whenever a field script is interrupted while in the whirlwind maze. On every PC version i can play, the scroll continues while the field script pauses for menu and/or battles.  This means opening the menu while on woa_2 or woa_3 will desync it, and getting zapped desyncs it. this is fixable by entering and leaving the screen, or entering and leaving the menu until the tornado looks right. The tornado is animated by background scrolling, and the field script can't actually check the position of the background layer, so it just uses some variables as counters to determine when it's safe to pass. For the one without the lightning, I recommend the menu method. for the third, it's much harder to tell if it's out of sync, so you should leave and reenter if you get tagged.

The lightning in screen 3 can't go out of sync, as it's animated a different way that's foolproof (parts of layer 1 are added and removed). it does three zaps, a random pause, then two zaps, and another random pause.  but it's always long enough to slip past during the pause, provided the wind is also low at the time.

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General Discussion / Windows 10 version of FFVII?
« on: 2021-01-02 23:47:57 »
Apparently there's a windows 10 only version that was made at the same time as the ps4 version.

This one i expect has xbox button prompts, and has achivements.

Does anyone actually have this, and are there any features it has to recommend it over the steam release?

In particular, do the slots work right (60fps), and do the animated backgrounds work properly?

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General Discussion / XG for free in xp? and legal? YES.
« on: 2010-02-24 22:07:32 »
http://www.wiki-mirror.us/wiki/Software_synthesizer

looks like microsoft happens to have the synthesizer in a windows update package. :)

DOwnload extract the cab, add hardware, have isk, browse to the directory.

INstall, switch ffpc to xg midi. :)


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When the files were converted from the internal ps1 format to midi, some mistakes were amde in the conversion.  Some problems slipped through. I am trying to spot them, and fix those I know how. I'm working mainly with the AWE files, as they are supposed to sound like the real thing as muhc as possible. 

Seeing as these official midi files are often posted, i think it is okay for us to attempt to improve on the original files and post the fixed versions for download.

I'm looking for help in this project, but have one one file improved already. that is dokubo.mid.  The signature bas riff has been fixed, and now plays identical to the psx original.

link here

http://eunich.cochems.com/~zaphod/ff7awefixed/dokubo.mid

Yes, i know the guitar is still wrong. yes i know the percussion isn't balanced identically to the psx one.  But its the little things that count.  ANyone willing to improve on my work is welcome to it. WHen this project is done, we shoudl be able to a/b compare all the songs against the soundtrack.  I am not changing the balance/chorus/reverb/instrument patches at all myself, as i do no tyhave the skills, but if the corrected data is plugged into corrected soundfont patches, the midis should be right (with the notable exception of you can hear the cries of the planet, which will NEVER be perfect in AWE mode.

SOme other sequencing errors I know of that need fixing.

1) in electric de chocobo,  the GM and AWE versions skip one entire repetition of the main chocobo melody line entirely. a simple midi cut and paste will fix this. This is NOT present in the YGM or XG versions, they did it right!
2) in the same midi, the guitar riff half way through is wrrong.  Compare it with the unnoficial midi floating around and/or the actual souundtrack, and you will hear how it's wrong clearly. this is also a relatively easy fix with the old sequencer (the slide that stars off the riff, however, is not, as again we have the awe doesn't support portmanteau problem, and we woudl need to adject pitch bend sensitivity to do it right for an AWE) This error IS present in the xg version as well, although the portmenteau works there, i think.

EDIT: Okay, improved elec.mid also up

http://eunich.cochems.com/~zaphod/ff7awefixed/elec.mid


Hello? anybdody home? I know a few of you have tried these midi files. :) (having acess to the access logs of the webserver is a wonderful thing. :) )

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