Show Posts

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

Messages - DLPB

Pages: [1] 2 3 ... 344
I'm not sure what you mean?  The 1998 version is as bare bones as it gets, no?  While allowing bug fixes and so on.

There is an audible click with effects that are a little over 500ms (and likely multiple of certain numbers).  This seems to be a bug with bass_fx / bass audio buffer and I have notified the author about it.

I doubt it.  The whole thing is now integrated and you'd need to use the tools (like Makou reactor / ulgp ) to manually sort things.  I have no idea how difficult it would be - but probably a ton of messing.

The Enix version can be converted to 1998 version, I recall.  I think main post links to it.  Or the Help file.

That may not be exactly true.  The orientation of a shadow cast from that elevation could probably move left to right (also depends on light source).  I am not sure, but I don't think we need to alter the scene.  The original worked fine and no-one questioned it.  Is it possible to create that shadow with the dimension and shape I mentioned?

Unfortunately, it doesn't. But I am much closer than I was a few weeks ago - since the DLL is almost done.  It's an astronomical amount of work to fix all these bugs AND make the dll AND make the music/sfx (yeah, some of the music needs to be redone) AND fix script bugs/animation bugs AND do all the other things like 60fps mod.  I'm currently playing whack-a-mole.

As for the old MO (new font) - it's permanently being discarded by me personally.  I know there are lots of you guys who like it, but it's way too much work to support both.  It will likely live on elsewhere, like 7H, I guess. 

Indeed. Well, may have been fixed - grammar issues are abundant at moment.  It's being dealt with in next 2 releases.

See PM.  I'll look into it.

Certain enemies seem to cause a soft-lock when Frog is inflicted. The cause was found, but I can't remember what it was
My 60fps mod can do it too. It should be fixed with latest Reunion. But I can't recall.

All revisions of the Reunion prior to the latest are now unsupported.  In 5 days time, I will remove R03e from my drive.  So, if someone wants to put up the download elsewhere, feel free to do so.

Tools / Re: FixLoop v1.3 [Test and add OGG audio loops]
« on: Yesterday at 01:31:35 »
v1.3 released.  First major release. Comes with help file.

Tools / Re: [FF7PC] Trainer - Ochu (3.2)
« on: 2017-07-25 21:35:39 »
It's a lot of extra work to do things that you specifically want.  The best way to do that is to use Black Chocobo save editor and add one MSC materia.

MP being unlimited I may add at some point, but it won't be for a long while.

Godot is Godot in our relocalization already. It's only Godo when you use the so-called canon names. This is also likely in the readme.

Tools / Re: FixLoop v1.2 [Test and add OGG audio loops]
« on: 2017-07-24 06:54:03 »
Name changed because this now fixes / saves loops. I've added various other options. Next release will have a readme. For now, please back up any file before using the Save buttons, as I am not 100% confident yet.  Let me know if there are any issues. Note that when a Loop value is -1, the loop tag (LOOPSTART or LOOPEND) will be deleted from the file.

See main post for the link.


It will come as a plain text file patch with my dll when released... so no patcher will be needed.

Tools / Re: TestLoop v1.1 [Test OGG audio loops]
« on: 2017-07-21 17:26:15 »
I haven't finished with this yet.  Doing a bit of work on it.  Adding support also for editing the points and also writing the tags - which should make things even easier.

Since I have gotten better at looping music - and am also using programs to aid in it - I have revisited some of the music. These are the ones that need fixing (loop points out - clicking and popping [usually v slight])

pursuing the man in a black cloak (starts at 0)
Anxious Heart
while travelling (starts at 0 check)
blood trail - starts at 0
infiltrating - stars at 0
farm boy - starts at 0
tifas theme starts at 0 - check
coast of the sun
land of exile
planets chosen one check
barrett's theme
coal mining town
gold saucer - starts at 0
frontier village - check
from depths of despair - starts at 0
treasured memories
temple of ancients - starts at 0
mark of traitor starts at 0 - check
great crater of north (fixed already)
cid's theme - starts at 0
hear voice of the planet (fixed - new loopstart 375094)
who am i (fixed - new loopstart 579690)
wutai -starts at 0- check
The reunion - starts at 0 - check
shinra full scale offensive
a secret sleeping in the deep (fixed - new loopstart  1173800)
birth of a god - check
prelude (fixed - new loopstart 2077112)

The ones starting at loopstart zero are usually ok - but not perfect, since the reverb doesn't follow on if you do that. Mostly people won't even notice this, but I am fixing it anyway.

Tools / Re: TestLoop v1.1 [Test OGG audio loops]
« on: 2017-07-19 13:26:35 »
It adds a reverb effect to the audio. Just an extra option - but I am using it to test an optional increased reverb with ff7 pc, since psx seems to use even more than Mednafen outputs.

When I get round to it, the next version will allow you to override loopstart and end tags - and use ones you manually input in the main window.

Try with proper patch 1.02 and Aali's driver and let me know.  I very much doubt I'd be able to replicate.

Tools / Re: TestLoop v1.1 [Test OGG audio loops]
« on: 2017-07-19 04:02:04 »
Version 1.1 is here

Let me know how you get on.

Ah, well in that case, there may be a serious issue.  Still...  i'd expect others to have this issue.  Please provide me with Save.

Tools / Re: TestLoop v1.0 [Test OGG audio loops]
« on: 2017-07-19 01:37:23 »
The sample reporting is off at the moment, which is why loops will only work correctly with stereo ogg (ogg and mp3 don't use a bitdepth - it's meaningless there - but mono and stereo affect the calculation with bass, as it reports bytes not samples - until I convert) until I calculate it properly.

If clean install has no issue, it must have been something else.

As for default run - yup it's the same issue.

Tools / Re: TestLoop v1.0 [Test OGG audio loops]
« on: 2017-07-19 00:43:29 »
Assuming the game you are trying to mod supports playback of streams that small, this program should be able to play them properly and help you. Check it out for me and let me know.

Tools / Re: TestLoop v1.0 [Test OGG audio loops]
« on: 2017-07-18 16:54:28 »
0.01s is so small as to not even be a proper sound. Thats 441 samples. Even the smallest blip in ff7 has 1700ish. What on earth ate you trying to play


It's my birthday today, but I seem to do things backwards... so I am the one handing out presents.

Supports LoopStart and LoopEnd tags (as will my FF7 dll - and the next version of RaW for ff8).  Any issues, let me know.

I created FixLoop to help me create the audio files for FF7 - which required precise loops. With this, you can use "GoTo" and see how your loops sound - whether there is any popping/clicking and so on. It will also play audio files perfectly, something most players fail at with small audio files.  Many formats can be played- but only OGG loops can be saved from the program. It isn't recommended (as far as I am aware) to use MP3 for loops anyway.

See the help file for more information.

Download 1.3 here

Pages: [1] 2 3 ... 344