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Messages - DLPB

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Not even Reunion anymore...  this fix is universal with the dll :)  So I guess this doesn't belong here :P  But Reunion requires the DLL (not other way round).


I *think* I've just sorted the member priority to be based on menu order instead of what it is now (PHS initial selection dictates regardless of menu order).  This is a little more complicated than it seems, since Cloud in slot 2 should still take precedence as leader regardless of any other member's position. And if he isn't available, Tifa should, and if she isn't, then Cid should.  I have coded this and while I'm sure it could be more efficient... it won't be by much. I will test this next and see if it works as intended.

There's also a bug in the original game... the priority isn't even changed by the PHS unless certain switch operations to members are made.  This can lead to a lot of problems during cutscenes, where members not in the party will try to speak / have actions.

  Cloud: Byte = 0;
  Barrett: Byte = 1;
  Tifa: Byte = 2;
  Aerith: Byte = 3;
  Red: Byte = 4;
  Yuffie: Byte = 5;
  Cait: Byte = 6;
  Vincent: Byte = 7;
  Cid: Byte = 8;
  YCloud: Byte = 9;
  Sephiroth: Byte = 10;
  None: Byte = 255;
  DC0230 Party member order
  DC09E5 Party member priority}

Code: [Select]
Procedure SetMemberOrder; stdcall;
  CloudExists, YCloudExists, TifaExists, CidExists: Boolean;
  Member: Array[0..2] of Byte;
  Menu: Array [0..2] of Byte;
  i: LongInt;

CloudExists:= false;
YCloudExists:= false;
TifaExists:= false;
CidExists:= false;

for i:= 0 to 2 do
member[i]:= 254; // 255 is 'Empty', 0 is used by Cloud.
menu[i]:= PByte($DC0230 + i)^;

  if menu[i] = 0 then // Cloud
    CloudExists:= True
    if menu[i] = 9 then // YCloud
      YCloudExists:= True
    if menu[i] = 2 then // Tifa
      TifaExists:= True
      if menu[i] = 8 then //Cid
      CidExists:= True;

if CloudExists then
  Member[0]:= 0
  if YCloudExists then
    Member[0]:= 9
    if TifaExists then
      Member[0]:= 2
      if CidExists then
        Member[0]:= 8
        Member[0]:= Menu[0];

for i:= 0 to 2 do
  if Menu[i] <> Member[0] then
    if Member[1] = 254 then
      Member[1]:= Menu[i]
      Member[2]:= Menu[i];

for i:= 0 to 2 do
WByte($DC09E5 + i, Member[i]);


Gameplay Mods / Re: FF VIII How to MOD?
« on: Today at 05:10:23 »
Is there a particular reason people want to make the game artificially harder (more damage in, less damage out, etc.) instead of simply placing a limitation on themselves like not leveling, no magic, no junctions, etc.?

You can't add things like less time to leave the reactor, added countdowns in other areas, or altered mechanics by doing that.  A difficulty mod is more than just HP or attack damage.  It's a total overhaul.  For example, in my mod Weapon, the submarine minigame has had 5 unique levels of difficulty added (in the hardest level, a bomb or missile strike is true to life, and you instantly lose) and the traps in the Ancient Forest cause a game over.

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: Today at 04:34:42 »
you've used poor formatting that ts doesn't understand.  bugin1a probably ends with a {NEW} in one of the entries without text after it. 

Md8_5 line 1 has an unknown var... like {CLOUUD} instead of {CLOUD} and so on.

Count the lines.  It's telling you which line the error is on.

flac won't work.  It has to be wav.  And im not sure roses and wine / bass will support using ogg container with wav.

Yeah, I think the meta would have to just be in the container.

Ultimately, though, it's a waste of time.  FF7 audio is not a piece of classical music.  The difference between an uncompressed version and ogg at 192kbit/s (especially with this kind of audio)  is absolutely negligible. It's doubtful you'd notice a difference, and a blind test would surely confirm that. It's not just about "space"  - it's about whether you can hear a difference.  To hear a difference you'd have to be a. one of the very few people who have the potential to b. have great audio set up, especially good speakers c. in a good biological age range.  The older you are, the worse audio is going to be - especially the higher frequencies. And even then, the difference is going to be small and subjective.

So, that said, is it really worth it? 

If you think it is, there's still a problem.  Looping audio requires a LOOPSTART tag in the metadata... and I only support it for oggs.  So you;re stuffed either way, unless you want to start creating ogg files with a higher bitrate.

I used "butt naked" somewhere in localization (on train).  Turns out it's meant to be "buck naked".

But now it seems that both are fine... probably because so many made the mistake I did.  What would you go for, Covarr?

First to fall over when the atmosphere is less than perfect
Your sensibilities are shaken by the slightest defect.

Now, if I tell you that you suffer from delusions
You pay your analyst to reach the same conclusions.

General discussion / Re: FF7 redraw font texture
« on: 2017-09-16 09:48:17 »
I am way too busy to help with that.  And I think the main game font is in Menu.lgp NOT window.bin (for PC)

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-16 07:49:29 »
Usually means steam isnt installed right.  But instead, alter the actual paths in the ini file.  Use the paths.  Set them correctly without the " " .

General discussion / Re: FF7 redraw font texture
« on: 2017-09-16 07:40:53 »
window.bin requires manual hex editing to make it work after alterations

I've fixed up my new sound module to disable the original one entirely.  This meant fixing the "bug" that exists with original PC game, where crashes happen when the driver isn't selected in ff7config.  That's now completely redundant.  When Audio Enhancement is active, midi folder and sound folder and music folder can also be deleted from root\data with no ill effects. They aren't loaded. No initialization happens. It's always best to leave them in case, for some reason, there is an issue with my dll.

The bug exists because when sound isn't detected for whatever reason, the function still tries to initialize it and certain values are returned from a few functions that lead to something the engine can't deal with.

I've said all I have to say on it.  But I think you ignore a lot of things that are happening daily.

As for where someone gets their information from - I read both left and right wing sources.  The Daily Mail certainly wasn't lying and nor is Breibart above.  I don't care what the source is if it's true.  You can follow that story in numerous places.  In fact, it's left wing sources that I see making stuff up more.  The Guardian and the Huffington Post and Salon have gone full Marxist propaganda.

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-14 01:27:45 »
Doesn't Deling let you do that?

There are decompilers online, but it would be much easier if the full list of hex changes were present. Is that all of them in the posts above?  I'll do the converting at some point.

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-13 19:54:05 »
window.bin isn't where the main font is.  It's in menu.lgp - and I think that's the font for both menu and dialogue in there.  A member called Ilducci is good at changing the font.  Or you can convert Steam to 1998 and use png files. But due to what Luksy is saying, it would be a complete pain either way.

Tools / Re: [FF7] Text editor - touphScript (v1.3.0)
« on: 2017-09-13 15:07:23 »
That may be a problem.  The font likely doesn't have full vietnamese alphabet.  You will need to alter that, which is a bit of a pain.  But until then, you can use touphscript to alter the English steam version.  You just open ts, decode, alter text files it creates (usually touphscript places them in a folder called Text), open ts, encode.  See the help file.

You can also use Makou Reactor from tools to alter text, but it's harder for that purpose.

And soon Hext files will be loadable by RaW, meaning no HextLaunch program needed.


Code: [Select]

dec cl

is not easy for a novice.  And it doesn't use hex values... so if you were doing a comparison of exes to create a list of hex changes - they'd be worthless there?  In Hext, they can be pasted right in.

Cheat Engine is more difficult than HextLaunch - and it has the disadvantage of having to be loaded up every single time you start the game (unless you want to hard code change the exe).    Plus editing it is more messing.

Tools / Re: [N/A] Text and Hex Editors - Hext Tools 3.0
« on: 2017-09-12 00:35:39 »
im thinking of adding an option to hexttools soon anyway that checks for a value before writing.  So it would scan until it found the change and then add it.  Rather than hoping a delay is long enough.  I'll keep delay option too.

Still... this publish thing needs to be hext file instead.

Tools / Re: [N/A] Text and Hex Editors - Hext Tools 3.0
« on: 2017-09-11 23:40:40 »
ah yeah... if it's touching same values, the delay will be needed (plus delay may have been needed anyway)....  but it could be that punish.dll is actually updating the values continuously (which would be silly).. in which case hextlauch or any editor in mem will be worthless.  You can try testing this by editing memory with Cheat Engine.

Tools / Re: [N/A] Text and Hex Editors - Hext Tools 3.0
« on: 2017-09-11 23:26:42 »
And what happens with it?  Same thing?  Because that issue is caused by write issues or address not existing  (and I've checked and +400000 is correct and so are the addresses).

Tools / Re: [N/A] Text and Hex Editors - Hext Tools 3.0
« on: 2017-09-11 23:12:26 »
What's the error message.

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