Author Topic: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)  (Read 481954 times)

DLPB

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3375 on: 2017-02-14 23:36:33 »
Two man job localization wise.  ;D  Luksy is always there.  But definitely needed a proof check of the Japanese.
« Last Edit: 2017-02-14 23:52:30 by DLPB »

Salk

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3376 on: 2017-02-15 05:13:15 »
Of course!

How could I even forget Lusky for a moment?

His contribution to Beacause must have been truly invaluable. I am actually wondering now how many man hours Lusky and you have put into Reunion since the very start. It must be a rather scary number...  ;D
« Last Edit: 2017-02-15 05:16:39 by Salk »

DLPB

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3377 on: 2017-02-15 05:29:02 »
Too scary to think about :P

Global Timer is now fixed too.  I've  rewritten it to use QPC.  My old attempt relies on the firings of the game engine - and it isn't right (you'll see the timer go out by at least a second every minute).  I've factored in pauses from all modules.  So if you pause the game (even in a minigame) - the timer will stop.  The timer is not affected by the FPS of the modules. One second always equals one second in the real world.

The countdown timer and other frame based timers I have added - are dependent on FPS.  Hence they are frame-based.  Only the global timer (the main game timer you see in the menu) will be real time.

Covarr

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3378 on: 2017-02-15 15:33:07 »
I am actually wondering now how many man hours Lusky and you have put into Reunion since the very start. It must be a rather scary number...  ;D
Consider this: I put a TON of hours just into an English proofread. I wasn't translating anything, I wasn't comparing anything. I was just going through to make sure there were no errors with commas, duplicated words, sloppy grammar and spelling, etc. And it took me a couple months of lunch breaks and weekends.

Now consider: I had one of the easiest jobs on this project.

Yeah, I don't even wanna imagine how much work DLPB and Luksy have put in. My brain doesn't have room to ponder that much time at once.

DLPB

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3379 on: 2017-02-16 00:09:35 »
Yeah, you've stuck with the project and done a full English proof read also.  So it's really been a three man job.  Only three people so far have managed to wade through all of the files.  It's only been missing a proofread of the Japanese v Beacause, which we may now finally get.

Additionally, certain music tracks are going to need redoing because I can hear a pop sound at loop point.  Possibly bass.dll is more unforgiving than vgmstream in regards to the loop. Besides, I know now you're supposed to fade in a few ms and fade out at the end (you can't detect this).  So the loop point is zeroed.  Something I was not doing before.


DLPB

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3380 on: 2017-02-16 14:38:57 »
ff7ddraw will come with some mandatory fixes - and some that only The Reunion needed.  So far, the mandatory fixes are:

Code: [Select]
1. Field Game Over. The original PC version only sets the music volume to 127 and
does nothing else. I have rewritten the function to stop all sound effects and play the
Game Over music.   

2. World Map markers (colours were wrong).

3. World Map map position.

4. Bug (being able to see the end of the world map texture) caused by sharp turn Highwind fixed.

5. Highwind square button to move anywhere disabled.

6. Field opcode 5C added. Missing from PC version originally.

7. HextLaunch functionality added automatically. Much easier to customize to specific mods also.

8. Encounter rate fixed by NFITC1

9. Music Lock operation fixed.

10. Opening FMV timing to Barrett's arm moving fixed.

11. Bug. Enemy models resized after death. Fixed.

12. Sense Limit increased to 65535.

13. Help menu in battle will not repeatedly open and close when Select is held.

14. Bug. Enemy models resized when placed in Minimum status and then killed. Fixed.

15. Fort Condor: game can be sped up further than before.

16. Select will not pause the Fort Condor minigame.  Only Start.

17. Cursor fix in Swap Menu by Dziugo

18. Field centred. I may expand this to add borders correctly to all modules, like PSX,
 but that might be overkill.

19. Screen transitions are faster.

20. The Reunion only: Quit menu removed.


Optional:

1. Frame Limiter and speed control and FMV skip (1x, 2x, 4x, 8x) (forced
when using The Reunion). I am hoping to expand my own function to every
module, but this may be a problem since  Aali's driver has taken over G-Bike,
 Coaster,  Snowboard, and Battle Swirl. I'll look into bypassing it in favour of mine.

Field (30), World Map (30), Battle (15 or 60 depending on if 60fps battles enabled),
Menu (60), Chocobo (30), Fort Condor (30), Credits (60), Game Over (60) 

Are all fixed. No original code is used - it's all mine.   This does mean that Ochu
won't be able to change fps with this option enabled, but speed control makes
that redundant anyway.  Speed up is now Select + Square (it will return to 1x after 8x).

2. Second confirmation in battle menu.

3. When using 1, or The Reunion: All timers/counters are frame based -
including main game timer. Very accurate compared to original, since new frame
limiter is also very accurate.

4. Audio replacement mod.  Almost finished. Replaces all music and SFX with OGG -
 including the "wav" effects (like wind.wav). Also adds Tempo operation without
affecting pitch. Akao fade function added.  Akao completely replaced. All battle
sound effect calls replaced. Because this is a full replacement, many bugs have been
fixed - including missing sound effects (like Cloud's Omnislash), and effects not
playing again after battle has ended.



To - Do

1. Make credits screen behave like the PSX version.
2. Finish making ogg files from PSX SFX.
3. See if the colouring can be fixed. The world map stands out like a sore thumb compared to PSX.  Something is very very wrong here.
4. See if I can add in return to credits with PSXFF7 reset from any module - rather than current fix forcing Game Over from 2 modules.
« Last Edit: 2017-02-16 14:52:21 by DLPB »

Covarr

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3381 on: 2017-02-16 15:29:11 »
Besides, I know now you're supposed to fade in a few ms and fade out at the end (you can't detect this).
Not necessarily with loops. If the loop point is sample precise, and the beginning of the loop continues right where the end of the loop left off at such a precise level, then you don't want any fades at all. If you do so and there's still a pop, that's an indication the player is either jumping back too soon or adding extra space between the end and start of the loop.

DLPB

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3382 on: 2017-02-16 15:36:27 »
It still seems to need it, perhaps because of the way they've looped it in the OST means there is no zero intersection or perfect alignment (and once it's been compressed, the waveform can change anyway). There is no point I have found that the loop point is zeroed on both sides.  Plus finding the exact loop point is a pain in the ass anyway.  For the sake of a small undetectable misalignment of the loop point - it's best to just fade in on one side and fade out on the other.  I think vgmstream is doing this regardless... whereas bass.dll is not.  So you get away with nothing with the latter.  I've verified the issue isn't bass by looping the exact sections in adobe... the click is there too.  Until I add the fade in and out - or find a zero on both ends - or the exact loop point (which probably doesn't match up perfectly even when sample perfect). It's annoying.  The click will be there if given any chance whatsoever.

Edit 200.

Also....  I've found the fade has to be a log fade in. Gives more of  a flat that you can use.  A normal linear fade still clicks :P

And that ends today.  Also fixed:

1. Reset field battle flag.  I think this should fix the teleport bug (although may need to reset other flags)
2. allow materia discard menu to use page up and page down
3. remove "Are you sure?" confirmation with delete materia.
4. Cait Sith stop reel sound effect


« Last Edit: 2017-02-16 15:50:59 by DLPB »

DLPB

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3383 on: 2017-02-17 04:30:41 »
Teleport bug:

I am looking into fixing this. Resetting the field battle var alone probably won't fix this bug entirely but looking at the memory region in question has proved very useful.  The temp flags the battle uses to decide what to do (like Game Over) are clearly not being reset to 0 when the credit screen is shown. World map module does not touch them for the most part, so they stay relevant for world map battles (which is how the bug with Yuffie manifests itself). The flags are only corrected properly when a field module is loaded.  So getting Game Over, loading on world map, and then entering Yuffie battle allows for erroneous flags to be checked.

Zeroing the two specific vars I have found *should* fix this - but I am wondering whether I should just zero the entire section, which is how it is set on a first game load.  I'll do some more checking.  Gonna go load the Yuffie bug and see if resetting these two vars (it's probably only one of the vars relevant to this particular bug anyway. The other I recall is a separate bug) corrects the issue.

DLPB

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3384 on: 2017-02-17 10:18:45 »
It's more complicated than I thought. Will look into it more.

edit. 



....
....
....
....
sigh...

edit 2.

Think I have it.  8)
« Last Edit: Yesterday at 13:26:24 by DLPB »

Kaldarasha

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3385 on: Yesterday at 14:24:00 »
Dan does your new way to handle the music mean that oa can be played when selecting a new game instead to have attached to the video.

I would appreciate it if you could add the borders to all modules.

One last thing can be the DirectInput replaced with XInput plugin?

DLPB

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3386 on: Yesterday at 14:44:16 »
1. 0a could be put back in with an option.  I'll see about doing that at a much later time. I certainly can't force it since that would break numerous people's game. Including mine.

2. Border adding may prove tricky and time consuming for v little gain, so this will be a really distant future thing if at all.

3. That would also mean a lot of work for little gain (I'd also have to learn how dxinput etc works and make it work with ff7) - plus Aali's driver is messing around with it.  I doubt I'll be touching it. Currently, my joypad works fine with ff7.  is there some issue?

Kaldarasha

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R05c)
« Reply #3387 on: Yesterday at 19:20:48 »
You do use a PS2 controller, don't you? I have a Xbox360 controller, with what the game has a problem with the controllers triggers. But, while I have written you my request I found a tool which actually does what I needed:Xinput Plus.