Author Topic: [Release - Version1.1] Origional Field Model Sephiroth Patch  (Read 78949 times)

Scorpicus

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Well, since we have an almost complete Sephiroth patch for the NPC models, I've taken it upon myself to complete a Sephiroth patch using the origional models.  And I have here to present to you version 1.1! Finally!

The Sephiroth Patch allows you to play as Sephy against the evil Cloud, using the origional field models - it's the most complete Sephy patch on the net!  You play as Sephiroth in the field, battle; chocobo mini game; bike mini game; world map; updated text and icon swaps.


Download version 1.1

The full version of the patch (135mb) but just one exe file to patch all - if you're unsure which file to download you need this one and the Cut Scene Pack. 
http://www.filefactory.com/file/a0017g2/n/Scorpicus_Sephiroth_Patch1_zip - link fixed

For those of you who have already downloaded and installed Version 1.0, you need to download this patch (30mb).
http://files.filefront.com/Sephiroth+Patch+Lite+V1+1zip/;8838723;/fileinfo.html

This is the extra small version of the patch (15mb) that now includes text changes and does everything the full version does, however, the installation is not for the faint hearted.  Very, very longwinded - be sure to read the ReadMe.
http://files.filefront.com/Scorpicus+Seph+Patch+V1+1zip/;8841182;/fileinfo.html


Cut Scene Pack

To alter the cutscenes to portay Sephiroth as the hero you need this patch, whatever version of 1.1 you download.
http://www.filefactory.com/file/a001672/n/Sephiroth_Cut_Scene_Pack_zip - link fixed


Now for a truckload of screen shot links to show you what's complete in the patch:

Cut Scene Preview: http://www.youtube.com/watch?v=eWeRkNlrgOg

Compilation of Sephiroth models in the field:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/NormalSephiroth.jpg

Sephiroth in wheelchair:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/wheelchair.jpg

Young Sephy (Awwww... ain't he cute!):  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/young_seph.jpg

Female/Tranny Sephiroth:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/femaleseph.jpg

Compilation of Cloud models as Sephiroth:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/Cloud_as_Seph.jpg

Sephiroth in battle:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/Battle.jpg

Sephiroth on world map:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/worldmap.jpg

Sephiroth in bike and chocobo mini game:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/mini_games-1.jpg

Bizzaro Cloud:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/BizarroCloud2.jpg

Safer Cloud:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/safercloud1.1.jpg

Sephy Icons:  http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/icons.jpg


However, there are still a few glitches that need ironing out - any help on these would be awesome:

Reverted back to Cloud for the snowboard mini game.

Sephiroth limit breaks and other battle animations - currently Sephiroth has Cloud's limit breaks and the animations are very whacked.  The moves still work - they just look weird.

Sephiroth is stuck with the Masamune for a weapon in battle.

The single Masamune field model has not been swapped for the Buster Sword.

 
Thankyou!

Special, special thanks to Sephiroth 1311 for doing practically all of the hex editing for me!  Henkays Ikuisuudesta for showing me how to decompress the bin files; Borde, Ficedula, Squall 78, M4v3R, Lord Ramza and Mirex for their most excellent modding programs!  Qhimm for his forum and to everyone who posted bug feedback/support/critique - thankyou all so much!
« Last Edit: 2008-12-26 12:33:04 by Scorpicus »

ultima espio

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #1 on: 2007-08-19 14:13:29 »
:O :-o

sword

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #2 on: 2007-08-19 16:29:42 »
No offense to the NPC Project, but I like the origenal models better the the newer ones. So I'm very pleased with this.

As faq as Safer Cloud's eyes go, couldn't you just replace the file with Clouds eyes?

APOSEIGd15

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #3 on: 2007-08-19 18:54:49 »
Wow this is incredible. Great job!

Psychotic Ninja

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #4 on: 2007-08-19 19:56:14 »
Im deffintly doing a new game with this mod(text change included).

Scorpicus

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #5 on: 2007-08-20 12:27:09 »
Hope you guys enjoy it  :-D

I've already tried directly replacing Safer Sephiroth's eye texture with Clouds but that leads to freaky results - Cloud's texture is too big for Sephy's face so only the eyebrows show  :-P

As you can see here:  http://www.hotlinkfiles.com/files/255872_vnijr/Safer%20Cloud%20tex.bmp

So, to get around this problem, I conveted Safer Sephiroth's eye texture to a bitmap (using biturn) to recolour the texture to replicate Cloud's but, when I converted it back to a TEX file it corrupted.  The same happened for the bike mini game icon.  Methinks it could be a bug in biturn.

EDIT:  Found a solution:  use Biturn to convert the TEX files to BMPs, edit, then use TexTools to convert it back to a TEX file.  Works like a charm.
« Last Edit: 2007-08-20 18:05:44 by Scorpicus »

sword

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #6 on: 2007-08-20 18:49:57 »
You made it harder then it had to be.
Just replace Sephiroths head with Clouds.

Vehek

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #7 on: 2007-08-20 19:57:50 »
Quote
In the Nibelheim flashback, Cloud, in battle, is still refered to as Sephiroth - is this information kept in the scene.bin file?

The deafult name for Sephiroth is still Cloud - no idea how to change this...
Both are stored in ff7.exe.

Ragna

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #8 on: 2007-08-20 20:14:49 »
If you want to change the default names you must edit them in KERNEL.BIN3 from the decompressed KERNEL.BIN file.

I know that because I did for my translation, just for changing the 'Ex-SOLDIER' default name to match right.


P.D.: I've found something strange in this file and in the ff7.exe file, that is, the name: Ruhdfa. I think it's for Rufus, cause I've seen in the game that he is called Ruphaux/Ruphus/Ruhdfa too. It's so weird, isn't it? So maybe the staff wanted Rufus to join the party? And we have the character portrait TIM file in the PSX version that have the words 'Nau Purintingu' wrote in Japanese, so maybe they left a character to join. O___o

EDIT: Can you leave me a PM with a link to that 'TexTools' program? I will be so thankful ^_^U
« Last Edit: 2007-08-20 20:16:54 by Zeikfried »

Vehek

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #9 on: 2007-08-20 21:54:19 »
I guess I was wrong about the initial names (Ex-Soldier, etc.), but I'm pretty sure I'm right about the default names in the naming screen.

ravencell

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #10 on: 2007-08-21 03:14:38 »
Thats weird, I downloaded the big patch thats split in two and it won't let me open them at all, I get a winzip error and it won't extract. Whats going on?

Scorpicus

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #11 on: 2007-08-21 09:33:38 »
Sword:  True, I could have just swapped the heads around, but Cloud's head looks extremely out of place on Sephy's body.  This way, although a little fiddler, produces better results.

http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/SaferCloudface.jpg

The model still needs polishing, but it's a good start.

Vehek and Zeikfried:  Thanks for the tips  :wink:  I'll have to look into that.

RavenCell:  To merge the file back together you have to use their free software called "Badongo Buddy".  You can download it here:  http://www.badongo.com/application/windows

I think you have to register a free account to use it though...  I'll hunt for a better file hoster that doesn't make you do that.
 
« Last Edit: 2007-08-21 09:39:10 by Scorpicus »

ravencell

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #12 on: 2007-08-21 23:29:10 »
I tried using that Badongo Buddy, but it doesn't work, it can't even find the files properly. Now it won't even start up.

Scorpicus

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #13 on: 2007-08-23 09:11:10 »
O.K you have to download the reference file as well as the two parts of the patch.  You can download it from the same page as the other two parts.  You then use the reference file with the badongo buddy.

If you keep having problems though, I've uploaded the patch (to dowload as one file :-P) to File Front.  Download it here: 

http://files.filefront.com/Scorpicus+Sephiroth+Patchzip/;8367656;;/fileinfo.html

Note, in a couple of days I'm off to Florida for two weeks  8-) And the internet isn't in the plan of sun, beaches and Disneyland.  Just so ya know why there'll be a two week disappearing act  :wink:

Sephiroth 1311

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #14 on: 2007-08-30 21:51:46 »
Seems a fantastic work. :)
By the way, monster names (including Bizarro Sephiroth and Safer Sephiroth) are all stored inside SCENE.BIN.
Same happens for battle dialogures.

EDIT: By the way, if you want, you cam also change Sephiroth's katanas names by editing KERNEL2.BIN.

You can also exchange the sound made by Sephiroth's katanas by editing the file "audio.fmt" (you can do it with Ficedula's Cosmo, if I remember well).

EDIT 2: Furthermore, you can also change music by editing FF7.EXE.
Personally, I think that it would be cool to switch Boss Music and the One Winged Angel.

EDIT 3: Oh, I almost forgot. By editing FF7.EXE, you can avoid to edit menu_us.lgp: you can switch the avatars simply by looking for "cloud.tim" and "pcefi.tim" (if I remember well) and by switching them (use an ASCII table).
That's how "the oldest" Sephiroth patch works. :)
That could help to reduce (a little) your patch size.
« Last Edit: 2007-09-04 10:02:46 by Sephiroth 1311 »

Scorpicus

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #15 on: 2007-09-10 19:24:51 »
Thanks, for the help and suggestions Sephiroth  :-D  I'm almost ready to release the next version which fixes a ton of glitches - apart from the battle animations and snowboard minigame. 

I had a thought on the cut scenes, perhaps I could re-edit them to remove Cloud?  I've done a few tests with changing the movies but they all crashed the game  :x 

Check out the new versions of Safer Cloud:

http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/safercloud1.1.jpg 

sword

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #16 on: 2007-09-10 22:45:43 »
That version looks alot cleaner. Nice work.
Also, you shouldn't edit the FF7.exe in case people are using the Hi-res patch or something of the sort.

gamemaster14

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #17 on: 2007-09-11 17:10:08 »
Awesome job, Perhaps a patch for ff7.exe would work even if the high res patch is being used as long as a patched exe can be used.

Sephiroth 1311

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #18 on: 2007-09-13 08:49:30 »
I had a thought on the cut scenes, perhaps I could re-edit them to remove Cloud?  I've done a few tests with changing the movies but they all crashed the game  :x 
That's strange... a friend of mine (who translated the movies into Italian) simply used a DivX codec and they work fine (I'm using them right know and the game doesn't crash).

P.S. Safer Cloud is fantastic. ;)
If you have problems with SCENE.BIN, let me know... I have some tools which were used for the Italian FF7 translation that may come in handy.

Quote
Also, you shouldn't edit the FF7.exe in case people are using the Hi-res patch or something of the sort.Also, you shouldn't edit the FF7.exe in case people are using the Hi-res patch or something of the sort.
My suggestion is to make 2 IPS patches... one for the "normal" 1.2, and the other for the Hi-Res version. ;)

Scorpicus

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #19 on: 2007-09-13 18:17:23 »
I've changed the names of Safer and Bizzaro Sephiroth to Cloud; it's the Nibelheim Sephiroth in the party which is the problem.  His name isn't in the scene.bin.  I've been infromed that it's in kernel.bin3, but all that I'm able to change by hex editing the file(albeit my hex editing skills arn't magnificent)  is the Ex-soldier name that Cloud has before you choose his name.

I also can't find the deafult names in the exe although everyone swears blind they're there.

Yeah, I've got the movies working now  :-P

The problem with an IPS patch is they're kinda difficult to install for someone with limited computer skills.  Seriously, I get enough messages asking me how to install other peoples Sephiroth patches without adding my own to the mix  :-P  That's why I'm trying to keep it to one EXE file to patch all.

I suppose I could create both an IPS patch and the type of patch I've got at the moment.  Providing, of course, I learn how to make one!

For the people with the high-res Cloud patch applied - just reinstall the game!  I actually used the hi-res Cloud model for the  Nibelheim flashback and the final battle  :wink:

And because I love making lists - things to do before releasing V.1.1:

-Finish editing the cutscenes.
- Change the deafult names.
-Finish tweaking the char archeive (I realised the swords in the field didn't make sense and found another Sephiroth model that I missed)

Sephiroth 1311

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #20 on: 2007-09-13 18:52:02 »
I've changed the names of Safer and Bizzaro Sephiroth to Cloud; it's the Nibelheim Sephiroth in the party which is the problem.  His name isn't in the scene.bin.  I've been infromed that it's in kernel.bin3, but all that I'm able to change by hex editing the file(albeit my hex editing skills arn't magnificent)  is the Ex-soldier name that Cloud has before you choose his name.

I also can't find the deafult names in the exe although everyone swears blind they're there.

Yeah, I've got the movies working now  :-P

The problem with an IPS patch is they're kinda difficult to install for someone with limited computer skills.  Seriously, I get enough messages asking me how to install other peoples Sephiroth patches without adding my own to the mix  :-P  That's why I'm trying to keep it to one EXE file to patch all.

I suppose I could create both an IPS patch and the type of patch I've got at the moment.  Providing, of course, I learn how to make one!

For the people with the high-res Cloud patch applied - just reinstall the game!  I actually used the hi-res Cloud model for the  Nibelheim flashback and the final battle  :wink:

And because I love making lists - things to do before releasing V.1.1:

-Finish editing the cutscenes.
- Change the deafult names.
-Finish tweaking the char archeive (I realised the swords in the field didn't make sense and found another Sephiroth model that I missed)
Use this table (change the txt extension to tbl)  with an hexeditor such as Translhextion or ThingyV, and then use the "search with table" function to edit Sephiroth's name (in the same way, you'll be able to change Cloud's name into Sephiroth, it, too, is inside the exe).

As for the KERNEL.BIN, I have a private tool (created for the translation of the PSX version, which doesn't have kernel2.bin) that allows a swift edit. ;)
Please send me your e-mai addressl in PM, and I'll send you the edited kernel with Sephiroth's name changed into Cloud (I don't have a save to test it, though... so I may be wrong).
« Last Edit: 2007-09-13 18:55:15 by Sephiroth 1311 »

RED X

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #21 on: 2007-09-15 10:04:01 »
Hi there Scorpicus,

I'm really interested with your private tools that could edit the kernel.bin file. Can you please share your tools so that I could try editing the file. Here is my email:

[email protected]

Thanks.

Sephiroth 1311

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #22 on: 2007-09-15 14:53:20 »
Hey, Scorpicus, I noticed today (was playing the old version of the patch, I just arrived to ShinRa headquarters) that Seph's Masamune doesn't repleace Cloud's sword (as it should happen when the party reach the hq for the first time).
Will this be fixed in the next release? :)

Scorpicus

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #23 on: 2007-09-16 08:13:12 »
Yeah, the swords will be fixed for the next version.   

Have a screenshot of the new version of bizzaro Cloud:

http://i61.photobucket.com/albums/h63/Scorpicus/Sephiroth%20Patch/BizarroCloud2.jpg

And RED X, they're not my tools; they're Sephiroth1311's - ask him!
« Last Edit: 2007-09-16 08:30:01 by Scorpicus »

knives

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Re: [Release] Origional Field model Sephiroth Patch
« Reply #24 on: 2007-09-22 00:46:52 »
Very very nice work.
This has been requested for years now and we finally get a working (fully text converted) version.
I'll download this right away and report back with any bugs/errors.