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Miscellaneous Forums => Archive => Bootleg Questions => Topic started by: PitBrat on 2011-06-22 23:29:47

Title: [FF7] Original and Outdated Tutorial - Bootleg Configurator
Post by: PitBrat on 2011-06-22 23:29:47
I respect and adore Final Fantasy.  The global love for this series is obvious in the devotion and artistry of these community projects.  This instructional document details installing and tweaking the best released modifications of Final Fantasy VII for the PC.  Buy this game, support the Final Fantasy community, play and enjoy.

-PitBrat

Bootleg, the FF7 mod configurator is now available for download!
BFE-- Bootleg Front End-- is included in the package.
Bootleg Configurator 040
Easily Install Mods for Final Fantasy VII
************************************************************
The Bootleg Configurator automates the process outlined in this tutorial.
************************************************************

DOWNLOAD (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306)

Big List of FF7 Mods, Tools & Docs (http://forums.qhimm.com/index.php?topic=12503.msg173799#msg173799)

Tifa's Bootleg - Installation Tutorial (http://forums.qhimm.com/index.php?topic=13212.msg183580#msg183580)

Tifa's Package - Bootleg Mods with Previews (http://forums.qhimm.com/index.php?topic=13981.msg196162#msg196162)

Bootleg ReadMe (http://forums.qhimm.com/index.php?topic=12008.msg168273#msg168273)

Final Fantasy VII (PC)

The Bootleg Edit for Final Fantasy VII

A Tutorial Documenting the Installation of the Community's Best Mods


Version: v.21
Date: 2011.11.01
Author: PitBrat

Target: Update and enhance Final Fantasy VII with the latest and greatest mods the community has released.

Version History:


Description:
These are installation instructions to tweak and update Final Fantasy VII beyond what the Remix 2.5.1 project offers.
I use only officially released modification for Final Fantasy VII. These mods are not my work, but the work of talented artists and programmers from around the world. Because the mods are the intellectual property of others, I will not repackage the files for distribution with this tutorial. All of the files are available via http://www.qhimm.com and the Google search engine.

Final Fantasy VII looks and sounds even more magnificent with this recipe of modifications.  Most changes are purely cosmetic.  Any mod altering gameplay is entirely optional. Polish up that dusty old Remixed Final Fantasy VII with a Bootleg Edit by PitBrat.

PitBrat's Installation Instructions
Required Files


Final Fantasy VII (Buy the game!)

The list of mods discussed in this tutorial is here: Bootleg Mod Listing (http://forums.qhimm.com/index.php?topic=12008.msg167686#msg167686)


Installation Steps
(The order of installation is important for many of these mods.)

NOTE: On Windows 7 machines, run executable files by Right Clicking on the file and selecting Run As Administrator.

Final Fantasy VII
    Use the default path on the C:\ drive as per Remix instructions.
    Later in this tutorial I reference the FF7 installation folder as .\
    The full installation folder is:
        (64bit) C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\
        (32bit) C:\Program Files\Square Soft, Inc\Final Fantasy VII\

Backup System Files
    Kernal
    NOTE: Building the kernel patch requires these backup files.
        Copy .\data\kernel\KERNEL.BIN into C:\temp\kernel\0_original\
        Copy .\data\kernel\kernel2.bin into C:\temp\kernel\0_original\
        Copy .\data\kernel\KERNEL.BIN into C:\temp\kernel\
        Copy .\data\kernel\kernel2.bin into C:\temp\kernel\

    LGP Files
    NOTE: Required to repair damaged models
        Copy .\data\battle\battle.lgp into C:\temp\battle_install\
        Copy .\data\wm\world_us.lgp into C:\temp\world_install\

    Scene.bin
    NOTE:This file is necessary when installing the Hardcore patch.
        Copy .\data\battle\scene.bin into C:\temp\scene\0_original\

Patch 1.02
FILE: ff7102zx.zip
    Extract and replace files from the archive into the Final Fantasy VII install folder.

FFVII Remix 2.5.1
FILE: Final_Fantasy_VII_Remix_v2-5-1_Installer.exe
    Run Final_Fantasy_VII_Remix_v2-5-1_Installer.exe
    Use the default path for installation.

Register the Remix
NOTE: Updates the registry on 64 bit systems (Only for 64 bit systems)
    Run .\64bitpostinstall.bat

Replace Missing Leviathan .PNG
    ".\textures\Summons\leviathan\water_1_00.png" is missing, copy and rename "water_00.png" in that directory

Backup the kernel
    Copy .\data\kernel\KERNEL.BIN to C:\temp\kernel\1_remix\
    Copy .\data\kernel\kernel2.bin to C:\temp\kernel\1_remix\

Avalanche Installation
FILE: Avalanche High Res b9.exe
NOTE: This pack is only partially installed with the Remix. Install this mod for a wide range of graphical enhancements including: magic effects, world textures, models, maps, menu icons and materia.
NOTE: The Menu Overhaul Project replaces parts of this modification.
    Run Avalanche High Res b9.exe
    Install to the Final Fantasy VII installation folder

Avalanch Update
FILE: Avalanche GUI v2.0.8.exe
    Run Avalanche GUI v2.0.8.exe
    Install to the Final Fantasy VII installation folder

Gjoerulv's Hardcore Mod (Optional)
FILES: Gjoerulv-1.0.5.rar, FF7Remastered.PrC
    Enable Hardcore Remix
    NOTE: Enable Hardcore in the Remix Patch before installing Gjoerulv's Hardcore Mod.
    WARNING: Failing to enable Hardcore before installing the Hardcore Mod might cause instability.
        Run 'run FFVII-Remix-Hardcore.bat'
        Quit FF7 after the game loads
        Copy .\data\kernel\KERNEL.BIN to C:\temp\kernel\1_hremix\
        Copy .\data\kernel\kernel2.bin to C:\temp\kernel\1_hremix\
        NOTE: Switching between modes with 'Run FFVII-Remix.bat' and 'Run FFVII-Remix-Hardcore.bat' replaces the files ff7.exe, battle.lgp, flevel.lgp, kernel.bin, kernel2.bin and scene.bin.
        NOTE: Switching back to normal mode requires repeating parts of the Bootleg Edit.
    Extract the setup file from the Gjoerulv.rar archive.
    Run Gjerulv.exe as administrator
    Do a full installation to .\data\
    Backup the kernel
        Copy .\data\kernel\KERNEL.BIN into C:\temp\kernel\4_hardcore\
        Copy .\data\kernel\kernel2.bin into C:\temp\kernel\4_hardcore\

Customize YAMP Patches
NOTE: Optional; Skip if installing Menu Overhaul Project
WARNING: YAMP will not work on a modified 'ff7.exe' so skip this section if you plan on installing the Menu Overhaul Project or the Hardcore Mod.
NOTE: This patch modifies 'ff7.exe' and is incompatible with other patches that modify 'ff7.exe'
NOTE: Installing patch 1.02 effectively removes all YAMP patches.
    Move Unwanted patch files (.srb and .txt) from .\patches\Already Patched\ to .\patches\Do Not Want\
    Move desired patch files (.srb and .txt) to .\patches\
    Patch Info:
        LuckyTifa (Lucky Tifa - Tifa's Limit cheat)
        Csith (Lucky Cait Sith - Cait Sith's Limit cheat)
        GyptInstant (Skip FMV hotkey)
        9999LimitBreaking (Obsolete)
        TransparentDialogBoxes (Obsolete)
        MDef (Obsolete)
    Copy .\skerb.ex_ into C:\temp\YAMP\
    Copy .\installYAMPnormalmode.bat into C:\temp\YAMP\
    Copy .\ff7.exe into C:\temp\YAMP\
    Copy the 'patches' folder into C:\temp\YAMP\
    Run C:\temp\YAMP\installYAMPnormalmode.bat
    Copy and replace C:\temp\YAMP\ff7.exe into the Final Fantasy VII install folder

Backup Data Files
    Copy .\data\battle\battle.lgp to a backup location (C:\temp\battle_backup\)
    Copy .\data\battle\magic.lgp to a backup location (C:\temp\magic\)
    Copy .\data\field\char.lgp to a backup location (C:\temp\char\)
    Copy .\data\field\flevel.lgp to a backup location (C:\temp\flevel\) (Optional: Only necessary if installing Ultima Espio's Aeris patch)
    Copy .\data\minigame\high-us.lgp to a backup location (C:\temp\mini\)
    Copy .\data\wm\world_us.lgp to a backup location (C:\temp\world\)
    Copy .\data\sound\audio.dat to a backup location (C:\temp\backup\)
    Copy .\data\sound\audio.fmt to a backup location (C:\temp\backup\)

Aalis Custom OpenGL Driver 0.7.11b (Required)
FILE: ff7_opengl-0.7.11b.zip
    Extract to and replace files in the Final Fantasy VII install folder
    If you're using an NVIDIA Video card, the nolight shaders require modification.
    Aali's 'everything is made of light' fix for NVIDIA cards:
        Use Notepad to open the file .\shaders\nolight\main.frag
        Move the line 'texture_color = texture2D(tex, gl_TexCoord[0].st);' to above the IF statement:
            texture_color = texture2D(tex, gl_TexCoord[0].st);
            if(texture)


    Obsolete Fix:
        Don't use this fix unless nothing else works and you absolutely require shaders.
        Xion999's 'everything is made of light' fix for NVIDIA cards:
        Copy and replace the files .\shaders\main.frag and .\shaders\main.vert into .\shaders\nolight\

Aali's OpenGL Settings
FILE: OpenGLconfig.bat
NOTE: For security, save ff7_opengl.cfg to the desktop.  Then copy the file from the desktop and paste with replace into the FF7 install folder.
    Run OpenGLconfig.bat
    A Resolution of at least 1280x960 is optimum
    Insure music plugin is loaded in ff7_opengl.cfg file (remove the # infront of music_plugin):
    An optimized ff7_opengl.cfg is included later in this document

    Important Edits for ff7_opengl.cfg:
        window_size_x = 1280
        window_size_y = 960
        mod_path = avalanche
        music_plugin = plugins/ff7music.fgp
        # Disable Error Notifications
        disable_popup = on


Configure FF7
FILE: FF7Config.bat
NOTE: Enable OpenGL Video driver and configure Sound and Midi drivers
    Run FF7Config.bat
    Graphics Tab
        Renderer: Custom driver
        Display Resolution: 640 x 480 16bpp (Full Screen)
    Sound Tab
        Sound Driver: Your desired soundcard output
    MIDI Tab
        MIDI Driver: Choose the driver for your MIDI Device
        MIDI Date: Yamaha XG Midi is the better choice unless you have a custom soundfont installed
    Click OK and allow the registry updates

Install Tools
    Cosmo
    FILE: cosmo095c.rar
        Extract the folder from the archive and move the folder into .\tools\
    HRC Resizer
    FILE: HRC_resizer.zip
        Extract the folder from the archive and move the folder into .\tools\
    Image2TEX
    FILE: Img2tex_bin.7z
        Extract the files from the archive and move the files into .\tools\Image2TEX\
    Kimera
    FILE: Kimera095b_bin.7z
        Extract files from the archive and move the files into .\tools\Kimera\
    PCreator
    FILE: Beta PCreator v0.85b.rar
        Extract the file from the archive and move the file into .\tools\PCreator\
    ProudClod
    FILE: ProudClodalpha.zip
        Extract the files from the archive and move the files into .\tools\ProudClod\
    WallMarket
    FILE: WallMarket145.zip
        Extract the files from the archive and move the files into .\tools\WallMarket\

Compile LGP Tools
FILES: lgp-0.5.zip, compiler.exe
NOTE: These instructions are thanks to Kranmer.
    Run compiler.exe and install to C:\
    Run C:\compiler\msys.bat
    Close the command window when msys.bat is finished
    Extract lgp-0.5.zip to C:\compiler\home\[USERNAME]\
    Open the file C:\compiler\home\[USERNAME]\makefile in Notepad or another text editor
    Locate both occurrences of 'cc' and change them to 'gcc'
    Save 'makefile'
    Run C:\compiler\msys.bat
    In the msys.bat command window type the following command and press enter:
        make
    Copy the resultant lgp.exe and unlgp.exe files from C:\compiler\home\[USERNAME]\ to C:\temp\

Extract LGP Files
NOTE: Extract the .lgp file into folders in preparation for modding
NOTE: Please remain patient!  This process is slow on some systems.
    You will need to work within a command window to use lgp.exe and unlgp.exe
    Start a Command Windows
        Press windows key+R to open the RUN dialog
        Type 'cmd' in the text box and press OPEN

    Use the command window to issue the commands in each section.

    Battle Data
    NOTE: Extract battle.lgp and create a working battle folder (C:\temp\battle\)
        cd \temp\battle_backup
        ..\unlgp battle.lgp
        move battle.lgp ..\backup
        md ..\battle
        copy *.* ..\battle


    Magic Data
    NOTE: Extract magic.lgp with unlgp.exe
        cd ..\magic
        ..\unlgp magic.lgp
        move magic.lgp ..\backup

   
    Field Data
    NOTE: Extract char.lgp with unlgp.exe
        cd ..\char
        ..\unlgp char.lgp
        move char.lgp ..\backup

   
    Flevel Data
    NOTE: Only necessary if installing Ultima Espio's Aeris patch
    NOTE: Extract flevel.lgp with unlgp.exe
        cd ..\flevel
        ..\unlgp flevel.lgp
        move flevel.lgp ..\backup


    Minigame Data
    NOTE: Extract high-us.lgp with unlgp.exe
        cd ..\mini
        ..\unlgp high-us.lgp
        move high-us.lgp ..\backup

   
    World Data
    NOTE: Extract world_us.lgp with unlgp.exe
        cd ..\world
        ..\unlgp world_us.lgp
        move world_us.lgp ..\backup

   
    Original Battle Data
    NOTE: Extract the vanilla battle.lgp with unlgp.exe
        cd \temp\battle_install
        ..\unlgp battle.lgp
        copy battle.lgp ..\backup\battle.org
        del battle.lgp

   
FMV Restoration Cut Scenes
FILES: FMVRes.exe, FMVRes-1.bin thru FMVRes-6.bin
NOTE: Install FMVRestoration_ENG_v2 by DLPB for Hi Res FMV's
    Place all 7 files together in a folder: FMVRes.exe, FMVRes-1.bin thru FMVRes-6.bin
    Run FMVRes.exe and set the install path to .\movies\

sl1982's Field Enhancement 2D Art Packs 1 - 5
FILES: Field Files Pack 1.rar thru Field Files Pack 5.rar
    extract Field Files Pack 1 into .\mods\avalanche\
    extract Field Files Pack 2 thru Field Files Pack 5 into .\avalanche\field\

FeliX Leonhart's Texture Art Pack
FILE: FL-WME Beta.exe
    Run FL-WME Beta.exe and install into the folder:
        .\mods\avalanche\

FeliX Leonhart's Texture Art Pack
FILE: FL-BSE v0.1.zip
    Extract and move the 'battle' folder into .\mods\avalanche\

FeliX Leonhart's Texture Art Pack
FILES: FL-BSE v0.1.1 UPD.zip
    Extract and move the 'battle' folder into .\mods\avalanche\

yarLson Field Upscale Project v0.35
FILE: yarLson Field Upscale Project v0.35.zip
NOTE: A very few scenes replace sl1982's versions. If you prefer yarLson's fractalized art, replace all files.  If your prefer sl1982's grittier art, do NOT replace any files.
    Extract the Field folder from the archive
    Move the Field folder to and replace the files in .\Mods\avalanche\

Magochocobo Battle and World Enhancments
FILES: magochocobo png battle files.rar, corel prison and bonus.rar, magochocobo ff7 battle pack 2.rar
NOTE: Magochocobo's battle scene enhancement packs 1, 1.5 and 2 in PNG format.
NOTE: PNG's take precedence over LGP archives.
    Extract and move all .PNG files out of the folders and into .\Mods\avalanche\battle\

Modifying & Compiling LGP Archive
    NOTE: To prepare the .lgp archives, copy and replace model files as instructed.
        Afterward, use lgp.exe to compile the archives.  Please remain patient while compiling.
            Field files go in C:\temp\char\
            Battle files go in C:\temp\battle\
            Minigame files go in C:\temp\mini\
            World files go in C:\temp\world\
            Magic files go in C:\temp\magic\
            Flevel files go in C:\temp\flevel\

FeliX Leonhart Battle Scene Enhancements
FILE: Battle Scene enhancement lgp use.zip
WARNING: Nibelheim Mansion sometimes has texture problems. [RCAA - RCAZ]
    Extract, move and replace all files out of the folders and into C:\temp\battle\

Magochocobo Battle Scenes (.lgp)
FILE: Magochocobo Battle Scenes (lgp use).rar
NOTE: The Magochocobo .PNG's take precedence over many of these scenes.  The few unique LGP enhancements make this a worthwhile addition.
NOTE: This tip makes it easy to move all the files out of the many folders: browse to the extraction folder, do a search for *.* and sort by name.
    Extract, move and replace all files out of the folders and into C:\temp\battle\

Phoenix Rejuvenation Project (Optional)
FILE: FF7-PRP_Installer.rar
    Extract files from the archive
    Run FF7-PRP Installer.exe and complete the installation
    Copy C:\Program Files\Square Soft, Inc\Final Fantasy VII\data\ffprp\00.LGP to C:\temp\prp00\
    In the command window type the commands to Extract PRP Models
        cd \temp\prp00
        ..\unlgp 00.lgp
        del 00.lgp

    Copy desired PRP Models into C:\temp\field\
        Copy and replace the following files from C:\temp\prp00\ into C:\temp\field\
Code: [Select]
ateb.hrc
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hlfa.p
   

Phoenix Rejuvenation Project Add On Pack (Select Models)
FILE: PRP_AddOnPack.exe
NOTE: A manual installation is required because the installer is problematic.
NOTE: This pack contains new models-- 7 field and 2 world-- not included in the Phoenix Rejuvenation Project.
    Run the installer and input the destination folder C:\Temp\PRPADDON\
    When the installation progress halts on the message 'cannot locate WORLD-XX.LGP,' click CANCEL
    Field Model Installation
    NOTE: replace Files
        Browse to the folder C:\Temp\prpaddon\temp\char\
            Copy and replace the files BZDA.HRC thru BZHB.A into C:\temp\char\ [50 files total]
            Copy and replace the files EPFB.HRC thru EQDA.A into C:\temp\char\ [60 files total]
            Copy and replace the files FHAA.HRC thru FHHB.A into C:\temp\char\ [35 files total]
            Copy and replace the files FIBA.HRC thru FIHF.A into C:\temp\char\ [96 files total]
            Copy and replace the files HSJD.HRC thru HTJD.A into C:\temp\char\ [85 files total]
            Copy and replace the files HXBC.HRC thru HXIB.A into C:\temp\char\ [88 files total]
            Copy and replace the files HYFD.HRC thru HZEC.A into C:\temp\char\ [74 files total]
            Copy and replace the file JY1.P to C:\temp\char\
            Rename the file JY1.P to JY.P
            Copy the file JY.P to C:\temp\char\
    World Model Installation
    NOTE: replace Files
        Browse to the fold C:\Temp\prpaddon\temp\worldmodels\
            Copy and replace the files AL.P thru AL4.P into C:\temp\world\ [5 files total]
            Copy and replace the files CQC.HRC thru DDC.A into C:\temp\world\ [55 files total]
            Copy and replace the files DYB.HRC thru EJD.A into C:\temp\world\ [76 files total]

Phoenix Rejuvenation Project - Aeris' Left Hand Fix
    Replace Aeris' missing left hand.  This fix was provided by Getsommeee.
    Use Notepad to open the file C:\temp\char\cahc.hrc
    Locate the following section:
        l_foarm
        l_uparm
         2.31
        2 CAJE
    Change the indicated line to:
        1 CAJE

Squallff8's 'REBUILDED MODELS' Field Models (Select Models)
FILE: 0.MY REBUILDED MODELS.rar
NOTE: There are duplicate models burried within this archive. Choose the model highest in the folder tree.
NOTE: Additional models in the archive not listed below might cause problems during play.
WARNING: Do NOT replace AAFE.A, AFIB.A nor AAGA.A in the C:\temp\char folder! These are standing animations and Squallff8's versions cause problems in game.
    Copy and replace the files from inside the listed archive folders into C:\temp\char\
    WARNING: DO NOT COPY AAFE.A, AFIB.A nor AAGA.A
    Selected Models:
        Beach Man 1 - Normal (TEMP) ... 0.MY REBUILDED MODELS\Beach Man 1 - Normal (TEMP)\
        Beach Man 2 - Normal (TEMP) ... 0.MY REBUILDED MODELS\Beach Man 2 - Normal (TEMP)\
        Bouncer - Left (dvbe) ... 0.MY REBUILDED MODELS\Bouncer - Left (dvbe)\
        Bouncer - Right (dufa) ... 0.MY REBUILDED MODELS\Bouncer - Right (dufa)\
        boy2_sk ... 0.MY REBUILDED MODELS.rar\temp\0.ARCHIVES\boy2_sk\
        bugen 2 ... 0.MY REBUILDED MODELS.rar\temp\0.ARCHIVES\my characters.zip -> .\NEW BUGENHAGEN 2\bugen 2\
        CTCC 3.0 ... 0.MY REBUILDED MODELS\temp\0.ARCHIVES\CTCC 3.0\   NOTE:Before installing, Enlarge by 150% with HRC Resizer
        Detective - Normal (TEMP) ... 0.MY REBUILDED MODELS\Detective - Normal (TEMP)\
        Don Corneo - Normal (TEMP) ... 0.MY REBUILDED MODELS\Don Corneo - Normal (TEMP)\
        Fat Man 1 - Normal (TEMP) ... 0.MY REBUILDED MODELS\Fat Man 1 - Normal (TEMP)\
        Fat woman (TEMP) ... 0.MY REBUILDED MODELS\Fat woman (TEMP)\
        Girl 3 (TEMP) ... 0.MY REBUILDED MODELS\Girl 3 (TEMP)\
        Godo(TEMP) ... 0.MY REBUILDED MODELS\Godo(TEMP)\
        Grandma - Normal (TEMP) ... 0.MY REBUILDED MODELS\Grandma - Normal (TEMP)\
        Grandma 1 - Normal (TEMP) ... 0.MY REBUILDED MODELS\Grandma 1 - Normal (TEMP)\
        Lonely Man - Normal (TEMP) ... 0.MY REBUILDED MODELS\Lonely Man - Normal (TEMP)\
        Man - Normal (hlfc) ... 0.MY REBUILDED MODELS\temp\Man - Normal (hlfc)\
        Man 15 - Normal (emdf) ... 0.MY REBUILDED MODELS\temp\Man 15 - Normal (emdf)\
        Man 16(TEMP) ... 0.MY REBUILDED MODELS\Man 16(TEMP)\
        Man 17 - Normal (TEMP) ... 0.MY REBUILDED MODELS\Man 17 - Normal (TEMP)\
        Man 2 - Normal (gwif) ... 0.MY REBUILDED MODELS\temp\Man 2 - Normal (gwif)\
        Man 3 (TEMP) ... 0.MY REBUILDED MODELS\Man 3 (TEMP)\
        Man 3 - Normal (gxef) ... 0.MY REBUILDED MODELS\temp\Man 3 - Normal (gxef)\
        Man 5 - Normal (dcic) ... 0.MY REBUILDED MODELS\temp\Man 5 - Normal (dcic)\
        Man 7 - Normal (TEMP) ... 0.MY REBUILDED MODELS\Man 7 - Normal (TEMP)\
        Man 8 - Normal (TEMP) ... 0.MY REBUILDED MODELS\Man 8 - Normal (TEMP)\
        Man 9 - Normal (TEMP) ... 0.MY REBUILDED MODELS\Man 9 - Normal (TEMP)\
        Merchant - Normal (TEMP) ... 0.MY REBUILDED MODELS\Merchant - Normal (TEMP)\
        Old Man 2 - Normal (TEMP) ... 0.MY REBUILDED MODELS\Old Man 2 - Normal (TEMP)\
        Rocket Man - Normal (TEMP) ... 0.MY REBUILDED MODELS\Rocket Man - Normal (TEMP)\
        Suit man(TEMP) ... 0.MY REBUILDED MODELS\Suit man(TEMP)\
        Tifa - Sword (TEMP) ... 0.MY REBUILDED MODELS\Tifa - Sword (TEMP)\
        Tifa(5 years old) (TEMP) ... 0.MY REBUILDED MODELS\Tifa(5 years old) (TEMP)\
        Tifa's Father(TEMP) ... 0.MY REBUILDED MODELS\Tifa's Father(TEMP)\
        Woman - Normal (TEMP eiac) ... 0.MY REBUILDED MODELS\Woman - Normal (TEMP eiac)\
        Woman 1 - Normal (TEMP braf) ... 0.MY REBUILDED MODELS\Woman 1 - Normal (TEMP braf)\
        Woman 7 - Normal (TEMP) ... 0.MY REBUILDED MODELS\Woman 7 - Normal (TEMP)\
        Woman 9 - Normal (TEMP) ... 0.MY REBUILDED MODELS\Woman 9 - Normal (TEMP)\
        Woman1 - Normal (TEMP ecib) ... 0.MY REBUILDED MODELS\Woman1 - Normal (TEMP ecib)\
        Woman2 - Normal (TEMP dafb) ... 0.MY REBUILDED MODELS\Woman2 - Normal (TEMP dafb)\
        Wrestler1(TEMP) ... 0.MY REBUILDED MODELS\Wrestler1(TEMP)\
        young hojo ... 0.MY REBUILDED MODELS\temp\0.ARCHIVES\my characters.zip -> .\final young hojo\young hojo\

    Resize CTCC 3.0
    WARNING: DO NOT COPY AAFE.A, AFIB.A nor AAGA.A
        Run .\tools\HRC_resizer\HRC_resizer.exe
        Load \CTCC 3.0\ctcc.hrc
        Type 150 in the text box by 'New size:'
        Click 'Resize'
        Copy and replace the files from inside \CTCC 3.0\ into C:\temp\char\

    Repairing Squallff8's Rebuilded Models
    TOOLS: Kimera, Biturn, Notepad
    WARNING: DO NOT COPY AAFE.A, AFIB.A nor AAGA.A
        Old Man 4 - Normal (edjd) ... 0.MY REBUILDED MODELS\temp\Old Man 4 - Normal (edjd)\
            Open 'EEAC.rsd' in Notepad
            Add this text as the first line of the RSD file:
                @RSD940102
            Save and Replace 'EEAC.rsd'
            Copy and replace the files from inside \Old Man 4 - Normal (edjd)\ into C:\temp\char\
        Sumo 1 - Top Half (giha) ... 0.MY REBUILDED MODELS\temp\Sumo 1 - Top Half (giha)\
            Repeat the process for 'GIHF.rsd'
        Sumo 2 - Top Half (gjab) ... 0.MY REBUILDED MODELS\temp\Sumo 2 - Top Half (gjab)\
            Repeat the process for 'GJBA.rsd'
        Wrestler 3 (TEMP) ... 0.MY REBUILDED MODELS\Wrestler 3 (TEMP)\
            Repeat the process for 'DNEE.rsd'
        Mr. Coates - Normal (fved) ... 0.MY REBUILDED MODELS\temp\Mr Coates - Normal (fved)\
            Repeat the process for 'FVFC.rsd'
            Open 'fved.hrc' in Notepad
            Make the following change:
                head
                chest
                11.87068
                2 FVFC FVFC
            Save and overwrite 'fved.hrc'
        Punk 2(TEMP) ... 0.MY REBUILDED MODELS\Punk 2(TEMP)\
            Open 'CVCA1.P' in Kimera
                Double click the model to open it in the P Editor
                In Groups select Group 1 and click Group Properties
                Set Blending Mode to None and click Apply
                In Groups select Group 2 and click Group Properties
                Set Blending Mode to None and click Apply
                Save and replace the file
            Open 'CVCA11.P' in Kimera
                Double click the model to open it in the P Editor
                Save and replace the file
            Open Biturn
                Select 'CVCB.tex'
                Set Destination format to Bitmap (.BMP) and click Convert!
                Select 'CVCC.tex'
                Set Destination format to Bitmap (.BMP) and click Convert!
            Open 'CVCB.BMP' in Image2Tex
                Click Save Texture and Replace 'CVCB.TEX'
            Open 'CVCC.BMP' in Image2Tex
                Click Save Texture and Replace 'CVCC.TEX'
        Punk 4(TEMP) ... 0.MY REBUILDED MODELS\Punk 4(TEMP)\
                Rename r back boot.P to CWCA3.P
                Rename r back boot1.P to CWCA4.P
                Open 'CWAF10.rsd' in Notepad and change 'r back boot.P' to 'CWCA3.P' then save and overwrite
                Open 'CWAF101.rsd' in Notepad and change 'r back boot1.P' to 'CWCA4.P' then save and overwrite
            Open 'CVHE12.P' in Kimera
                Double click the model to open it in the P Editor
                In Groups select Group 1 and click Group Properties
                Set Blending Mode to None and click Apply
                Save and replace the file
            Open 'CVHE11.P' in Kimera
                Double click the model to open it in the P Editor
                Save and replace the file
        Man11 - Normal(TEMP) ... 0.MY REBUILDED MODELS\Man11 - Normal(TEMP)\
            For each .p file: 'FNFD11.P', 'FNJA1.P', 'FOAA1.P'
                Open in Kimera
                Double click the model to open it in the P Editor
                Save and replace the file
            Open 'FNFF1.P' in Kimera
                Double click the model to open it in the P Editor
                In Groups select Group 1 and click Group Properties
                Set Blending Mode to None and click Apply
                In Groups select Group 2 and click Group Properties
                Set Blending Mode to None and click Apply
                Save and replace the file
            Open Biturn
                Select 'FNGA.tex'
                Set Destination format to Bitmap (.BMP) and click Convert!
                Select 'FNGC.tex'
                Set Destination format to Bitmap (.BMP) and click Convert!
            Open 'FNGA.BMP' in Image2Tex
                Click Save Texture and Replace 'CVCB.TEX'
            Open 'FNGC.BMP' in Image2Tex
                Click Save Texture and Replace 'CVCC.TEX'

Squallff8's Final PRP Models
FILE: Squallff8_Final_PRP_Models.rar
TOOL: Kimera
WARNING: BLHF.P, BLIF.P and DNEE.RSD are damaged files and require repairs.
    Open 'BLHF.P' in Kimera
        Double click the model to open it in the P Editor
        Save and replace the file
    Open 'BLIF.P' in Kimera
        Double click the model to open it in the P Editor
        Save and replace the file
    Open 'DNEE.RSD' in Notepad
        Add this text as the first line of the RSD file:
            @RSD940102
        Save and Replace 'EEAC.rsd'
    Copy and replace the files into C:\temp\char\

Dahfa's Field Models
NOTE: Only selected models
    Copy files from the mod and replace files in C:\temp\char\
    Selected Models:
        aerith 5yrsold Release new version [FILE: aerith 5yrsold Release new version.rar]
        aerith 10 yrs old [FILE: aerith 10 yrs old.rar]
        Barret Navy Model REL [FILE: Barret Navy Model PRP.rar]
        BLDE RELEASE [FILE: BLDE RELEASE.rar]
        BMEE Release [FILE: BMEE Release.rar]
        BOHE release [FILE: BOHE release.rar]
        bpdc release [FILE: bpdc release.rar]

Bloodshot's HQ Motorbike mod v2 (With Tweaks)
FILE: HQMBV2 - Classic Buster.rar
WARNING: Installing Bloodshot's HQ Motorbike field model breaks field models:Dio and Employee 2. The fix is later in this tutorial. The bad files are EAAA.P and GBAA.P.
    Field Models in the Folder char.lgp
        Copy and replace files-- except EAAA.P and GBAA.P-- into C:\temp\char\
        WARNING: DO NOT replace EAAA.P and GBAA.P
    Minigame Models in the Folder High-us.lgp
        Copy and replace files into C:\temp\mini\

Bloodshot's Models
FILE: Models.7z
NOTE: Choosing to install either the 'Cloudsword' or 'Cloud' model gives a harmless 'unexpected 0 count' error in game
WARNING: EAAA.P, IBAA.P and GBAA.P in the 'Cloud - Bike Fix' folder are bad files.
WARNING: EAAA.P breaks the Employee 2 model-- DZGF.HRC.  Do NOT copy EAAA.P.
WARNING: GBAA.P breaks the Dio model-- GACJ.HRC.  Do NOT copy GBAA.P.
WARNING: Do NOT copy these files from the 'Cloud - Bike Fix' folder: EAAA.P and GBAA.P
    Extract the files from the Models.7z archive
    WARNING: Do NOT replace these files: EAAA.P, IBAA.P and GBAA.P
    Copy files from inside the 'Cloudsword folder and replace files in C:\temp\char\
    NOTE: Alternately, use 'Cloud' for a field model without the sword
    Copy files from inside the 'TifaDress(NewFace)' folder and replace files in C:\temp\char\
    Copy files from inside the 'Char.lgp' folder and replace files in C:\temp\char\
    Copy files from inside the 'BarretAdjusted' folder and replace files in C:\temp\char\

Cloud - Bike Fix Fixed
TOOL: Kimera
NOTE: Allows the Bike Fix to work with the Dio Field Model
WARNING: EAAA.P and GBAA.P in the 'Cloud - Bike Fix' folder are bad files.
WARNING: EAAA.P breaks the Employee 2 model-- DZGF.HRC.  Do NOT copy EAAA.P.
WARNING: GBAA.P breaks the Dio model-- GACJ.HRC.  Do NOT copy GBAA.P.
WARNING: Do NOT copy these files from the 'Cloud - Bike Fix' folder: EAAA.P and GBAA.P
WARNING: Do NOT replace C:\temp\char\GBAA.P and C:\temp\char\EAAA.P
    In the 'Cloud - Bike fix' folder:
        Rename the file 'gbaa.P' to 'gbaa1.P'
        Rename the file 'eaaa.P' to 'eaaa1.P'
        Rename the file 'ibaa.P' to 'ibaa1.P'
        Rename the file 'hbaa.rsd' to 'hbaa1.rsd'
    Open 'brib.hrc' in Notepad and make the following change:
        l_foot
        l_tibia
        9.4201
        1 hbaa1       
    Copy and replace the files in the 'Cloud - Bike Fix' folder  into C:\temp\char\
    Run .\tools\Kimera\Kimera.exe
    In Kimera Open C:\temp\char\brib.hrc
        Click on the funny looking left leg of the model.  Selected Bone l_tibia-l_femur
        Click on 'Remove Part From The Bone'
        Click on 'Add Part To The Bone'
        Select the file C:\temp\char\GBAA1.P
        Click on the funny looking butt of the model. Selected Bone hip-up_bane
        Click on 'Remove Part From The Bone'
        Click on 'Add Part To The Bone'
        Select the file C:\temp\char\EAAA1.P
        Save and replace the model to C:\temp\char\BRIB.HRC
            Click YES to combine P Bones into 1 file
    Open C:\temp\char\hbaa.rsd in Notepad
    Change 'ibaa.P' to 'ibaa1.P' for all three occurences
    Save and replace 'hbaa.rsd'

Bloodshot's Classic Models
FILE: Classic Models.7z
WARNING: Do NOT copy RT?? files.  RT?? files are for the Cloud Field model.
WARNING: Do NOT copy SI?? files.  SI?? files are for a Cloud model.
    Copy and replace the files from inside the archive's 'battle' folder into C:\temp\battle\

Costa07's New Vehicle Models
FILE: Vehiles[WIP].rar
    Extract the folders from the archive.
    Copy and replace files from inside the archive folder Vehicles[WIP].rar -> \Vehiles[WIP]\buggy\new\ into C:\temp\world\
    Copy and replace files from inside the archive folder Vehicles[WIP].rar -> \Vehiles[WIP]\highwind\Highwind1\new\ into C:\temp\world\
    Copy and replace files from inside the archive folder Vehicles[WIP].rar -> \Vehiles[WIP]\highwind\HW back propeller\new\ into C:\temp\world\
    Copy and replace files from inside the archive folder Vehicles[WIP].rar -> \Vehiles[WIP]\submarine\new\ into C:\temp\world\

Bunny Girl Dress Field Models
FILE: bunny girls.rar
    Extract the folders from the archive
    Aeris- Copy and replace the files from out of the folder 'aeris dress' and into C:\temp\char\
    Cloud- Copy and replace the files from out of the folder 'cloud dress' and into C:\temp\char\
    Tifa- Copy and replace the files from out of the folder 'dress' and into C:\temp\char\

Reinstall New APZ Cloud and Final Cloud Battle Models
FILE: newapzcloud.zip
NOTE: The original mod is difficult to locate, but the necessary files are included in the Remix install.
    Extract the folders from the archive.
    Copy and replace files from inside the archive folder 'APZ Cloud' into C:\temp\battle\
    Copy and replace files from inside the archive folder 'APZ Cloud Final Battle' into C:\temp\battle\
    Alternate Method Without newapzcloud.zip
    Copy the following files from C:\temp\battle_backup\ and replace files in c:\temp\battle\
        RTAA, RTAB, RTAC, RTAD, RTAM, RTAN, RTAO, RTAR, RTAS, RTAT, RTAW, RTAX, RTAY, RTBA, RTBB, RTBC, RTBD, RTBF, RTBG, RTBH, RTBI
        SIAA, SIAB, SIAC, SIAD, SIAM, SIAN, SIAO, SIAR, SIAS, SIAT, SIAW, SIAX, SIAY, SIBA, SIBB, SIBC, SIBD, SIBF, SIBG, SIBH, SIBI, SICK, SICL, SICM, SICN, SICO, SICP, SICQ, SICR, SICS, SICT, SICU, SICV, SICW, SICX, SICZ, SIDA

Reinstall Aeris Battle Model
NOTE: Replaces damaged RV?? textures with working RV?? textures from the C:\temp\battle_backup\
    Copy and replace the following files from C:\temp\battle_backup\ into C:\temp\battle\
        RVAA, RVAB, RVAC, RVAD, RVAF, RVAG, RVAH, RVAM, RVAN, RVAO, RVAQ, RVAR, RVAS, RVAT, RVAW, RVAX, RVAY, RVBC, RVBD, RVBF, RVBG, RVBH, RVBI, RVBK, RVBL, RVBN, RVBO, RVBP, RVDA

Sailor Moon Models for Aeris and Tifa
FILES: sailor jupiter.rar, sailor mars.rar
NOTE: The battle models replace all of Tifa's weapons with vanilla and all off Aeris' weapons with Slayersnext and vanilla.
    Extract the folders from each archive
    Copy and replace files out of the 'battle' folder and into C:\temp\battle\
    Copy and replace files out of the 'char' folder and into C:\temp\char\

Install HQ Aerith Model (Optional)
FILE: FF7 HQ Aerith mod.rar
WARNING: The texture slots are set to 12.  Use PCreator to change this to 10 to avoid an error.
WARNING: This model overwrite textures from the Young Aerith model and requires a fix.
NOTE: This overwrites the files copied during the Reinstall Aeris Battle Model step.
    Fix Young Aerith Model
        Open C:\temp\field\dige.rsd in Notepad
        Change TEX[0]=azda.TIM to TEX[0]=azda1.TIM
        Save the file
        Rename C:\temp\field\azda.tex to azda1.tex
    Extract the folders from the archive.
    Copy and replace these files from inside the archive folder 'battle.lgp' into C:\temp\battle\
        RVAA, RVAB, RVAC, RVAD, RVAM, RVAN, RVAO, RVAQ, RVAR, RVAS, RVAT, RVAW, RVAX, RVAY, RVBB, RVBC, RVBD, RVBF, RVBG, RVBH, RVBI, RVBK, RVBL, RVBN, RVBO, RVBP, RVBQ, RVDA
    Copy all files except 'azce.tex' from inside the archive folder 'char.lgp' into C:\temp\char\
    WARNING: Do NOT copy nor replace 'azce.tex' because it breaks the young Aerith models.

Reinstall Slayersnext Weapons Models for Cloud
FILE: WeaponModv1.0-slayersnextr.rar
NOTE: Millenia's weapons replace all of these weapons.  Required only if you do NOT plan on installing Millenia's Cloud weapons.
    Extract files and folders from the archive
    Copy and replace files from 'Versión 1.0' into C:\temp\battle\

Reinstall the Slayersnext Aeris Weapons
FILE: AerisWeaponModv0.5-slayersnext.rar
NOTE: This replaces models they might be damaged
    Extract files and folders from the archive
    Copy and replace files from 'Version 0.5' into C:\temp\battle\

Reinstall Yuffie Battle Model
NOTE: This fixes missing textures by replacing them with textures from the battle.lgp backup (RX?? files)
    Copy and replace the following files from c:\temp\battle_backup\ to c:\temp\battle\
    RXAA, RXAB, RXAC, RXAD, RXAM, RXAN, RXAO, RXAQ, RXAR, RXAU, RXAV, RXAW, RXAX, RXAZ, RXBC, RXBD, RXBE, RXBG, RXBH, RXBI, RXBK, RXBM, RXBN, RXBO, RXBQ, RXCK, RXCL, RXCM, RXCN, RXCO, RXCP, RXCQ, RXCR, RXCS, RXCT, RXCU, RXCV, RXCW, RXCX, RXCY, RXCZ, RXDA

Trish(aka Mike)'s custom model (Select features)
FILE: Trish(aka Mike)'s custom model pack.7z
TOOL: Image2TEX
    Limit Textures
    FILES: \textures\Limit\limit\jo_b03_00.png, \textures\Limit\limit\jo_b03_001.png, \textures\Limit\limit\jo_b03_002.png
        Copy and replace the 'textures' folder from the archive into the Final Fantasy VII install folder

    Battle Weapon Models
        Copy and replace the following files from inside the archive into C:\temp\battle\
            Copy the following files from archive folder '\Battle\Non effect\Yuffie' into C:\temp\battle\
                RXAE, RXCK, RXCL, RXCM, RXCO, RXCP, RXCQ, RXCR, RXCS, RXCT, RXCU, RXCV, RXCW, RXCX, RXCY, RXCZ
            Copy the following files from inside the archive folder '\Battle\Non effect\Aerith Gainsborough\' into C:\temp\battle\
                RVAE, RVCP, RVCQ, RVCR, RVCS, RVCT, RVCU

    Char Save Point Model
        Copy and replace the following files from the archive 'Char' folder into C:\temp\char\
            NOTE: 'CC Save' and 'Cloud Strife' and 'FFX Save' and 'Memories Save' are alternate versions of the Save Point.  Install only one of these models.
            Copy all files from inside the archive folder '\Char\FFX Save\' into C:\temp\char\

    Magic Phoenix Model
    NOTE: Be aware of the inconsistent spelling: 'phoenix' and the American 'pheonix'
        Customize the Phoenix Texture (Optional)
        NOTE: Choose the texture you prefer or skip to Add Phoenix to use the default texture.
            Run .\tools\Image2TEX\Image2TEX.exe
                Open '\Magic\pheonix original.bmp'
                Save as a .tex file named 'pheonixd.t00'
            Copy and replace '\Magic\pheonixd.t00' into the '\Magic\old Phoenix\' folder
        Add Phoenix
        NOTE: There is an alternate version of this model in the '\Magic\Phoenix' folder
            Copy and replace the files from inside the archive folder '\Magic\old Phoenix\' into C:\temp\magic\

CONTINUED . . . (http://forums.qhimm.com/index.php?topic=12008.msg167432#msg167432)
Title: Re: Bootleg Edit for the FFVII Remix 2.5.1
Post by: obesebear on 2011-06-23 00:33:04
This looks like a tutorial, therefore, I have moved it to FAQs and given it a [TUT] label
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Brachneos on 2011-07-03 13:09:11
so all the required files have to be downloaded individually?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-03 16:43:51
Brachneos,
Yes, download the files individually.
These files are the work of other individuals.
I don't have permission to release a repackaged version of their work.
All of these files-- with the exception of the PRP Addon pack-- are readily available here at Qhimm or via a google search.

I do not know why the PRP Addon pack is no longer available for download.  It might be due to copyright issues.
The pack contains only 7 new field models and 2 new world models, so it's not crucial.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Brachneos on 2011-07-04 12:25:37
Awesome, thanks :)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-05 05:44:56
I have a listing of the required files including download links.
Most of the links are already located elsewhere in the Qhimm forums.
I simply compiled the download links into one convenient list.
Is it acceptable to post this list of download links?

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Brachneos on 2011-07-05 10:45:27
I am assuming you are asking a mod for permission, but that would certainly make it easier for me and anyone who wanted to use this tutorial :P
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Auraplatonic on 2011-07-05 14:59:53
I am assuming you are asking a mod for permission, but that would certainly make it easier for me and anyone who wanted to use this tutorial :P

I don't think it would be that much easier.  I don't mind the original remix however with all of the mods getting updated frequently and the sheer size of a package I think it would be easier to just download what you want individually, and unless you are going to constantly make patches to the original package(since no one wants to keep downloading a file of that size frequently) then it will be more harm then help.  That is the downfall of the original remix and why so many people are having problems with it, because everything is so old now and some things are really finicky and won't work unless you have things set a certain way.

All that being said I think this kind of tutorial will be helpful to newcomers, although I guess I have a couple critiques.  Why even install the remix if you are going to re-install everything individually?  Also, the information all seems a bit..cluttered together?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-05 16:39:09
As I previously stated, these mods are the work of other people.  I have no intention of repackaging or redistributing any of these mods.
The links in question are to each individual mod in it's original form.  I gathered the links by searching these forums and google.

I include the Remix because it contains some modification that are not available anywhere else: Final Fantim's Remastered and looped soundtrack with OCReMix remixes, Avalanche fixes, PRP fixes, and other minor glitch fixes.  The Remix also contains the APZ Cloud battle model which is increasingly difficult to locate.
Downloading the Remix takes only a few minutes.  All of these mods and tools combined are only about 4.3GB which shouldn't take much more than an hour to download.  Removing the unused portions of these mods could reduce the size significantly, but that is beyond the scope of this tutorial.

I started a thread requesting everyone's favorite FF7 mods.  If I discover a better looped soundtrack, I might remove the Remix.  Looping a soundtrack would add even more clutter to this tutorial!

Yes, this tutorial is very cluttered now.  It started as just my personal script on how to quickly install FF7 the way I like it.  The first time I attempted to install FF7, I was so overwhelmed with mods and convoluted installation procedures that I gave up and played another game. 

I'll definitely focus on making this tutorial easier to follow.  By the time I release V1, I hope to cut the clutter.
Setting up FF7 with all these amazing mods should be quick and easy.
Playing FF7 in its most beautiful form is the important part!

Thank you for taking the time to look through this monster and make comments!
Your feedback helps me fix my screwups.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: nickblames on 2011-07-06 03:49:35
Problems with Kernel Editing in Wallmarket!  When I try to create a patch for either the Remix or Hardcore kernels I always get an error that says "Arithmetic operation resulted in an overflow." and hitting Continue just cancels the patch creation.  Any way around this?  I've tried multiple installs both in and out of Program Files (x86) and it always happens.

EDIT:  If I'm understanding this process correctly (probably not) then couldn't I just apply the Menu and Aries patches to the Hardcore Kernel.bin?  What does the Remix kernel.bin add?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-06 05:02:51
WallMarket requires the installation of additional software before it will run correctly.

Required:
Microsoft Visual Basic Power Packs 3.0 (http://msdn.microsoft.com/en-us/vbasic/bb735936.aspx) or higher (for WallMarket)

Check out the WallMarket v1.4.5 Thread (http://forums.qhimm.com/index.php?topic=7928.0) for additional instructions and links on running WallMarket.

The Remix Kernel contains changes from Titeguy3's Remastered patch,  zero88's New Spell Patch and possibly some undocumented changes as well.  I'm not sure if all of these changes are reflected in the Hardcore kernel.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: nickblames on 2011-07-06 07:04:43
I have the power pack installed, WallMarket wouldn't run without it.  And it's at least partly working apart from those two patches; the Aries and Menu patch both worked.

I've gone through the thread and only two people had the same error, neither of them from the same problem, and the only answer given is that wallmarket can only handle bin files up to a certain size... which makes no sense since my kernel.bins should be the exact same as yours.

I've also tried using older versions of wallmarket and get the same problem.

EDIT:  It won't even let me create kernel.bin when I have the remix or hardcore kernel opened.  I'm not even sure if it's saving the ones I can modify anywhere, does it output a new file somewhere or just update the one you're editing?  I'm completely stumped here, I followed your instructions perfectly multiple times and this just doesn't work.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-06 13:13:56
Applying the Aeris and Menu patches to the Hardcore kernel will work for the most part.
You'll revert to the original spell and weapon names and lose any changes the Remix made.
It's basically the difference between 'fire2' and 'firaga.'

The Remix alters kernel.bin, kernel2.bin and scene.bin.
There is a separate Remastered Patch to apply these patches without installing the entire Remix:
        FF7Remastered.PcR (Apply with ProdClod)
        FF7Remastered.WM (Apply with WallMarket)

These steps will update the Remix kernel with some of the changes made in later mods:

Adding Menu Overhaul Changes to the Remix Kernel
   If you wish to keep the alternate spell names from the Remix patch:
      When installing the Menu Overhaul, UNTICK the box next to Kernel2.bin
      As per the mod's readme instructions:
         Alter kernel2.bin with WallMarket
            Install and Run WallMarket
            Open .\data\kernel\kernel.bin
            Change "D.blow" to "D.Blow"
               Select FILE | Create "Kernel2.bin"
            Under the Battle Text tab: Change "next level:" to "Next level:"
               Select FILE | Create "Kernel2.bin"
            Close WallMarket


Adding Aeris Patch Changes to the Remix Kernel
   Alter 'kernel.bin' with WallMarket (Optional: Only necessary to implement an added quest reward.)
      Run WallMarket
      Open .\data\kernel\kernel.bin
      Under the WEAPON tab, locate UMBRELLA in the list on the left.
         Double click UMBRELLA to bring up a new dialog and make these changes:
            Name (1st box): => Princess Guard+
            Descriptions (2nd box): => Improved Raised Power when you need to protect others nearby
         Click APPLY and OK
         Now make the following changes:
            Model ID: => 0A
            Attack Tex: => 3A
            Status Attack: => None
            Materia Slots: => O=OO=OO=OO=O (4 pairs for a total of 8 materia)
            Weapon Strength: => 100
            Weapon Damage:
               1st Box: AX Physical, PAcc & Crit checks, Special damage multipliers
               2nd Box: X2 (1+Dead Allies)
            Stat Increases:
               Vitality: => 20
               Magic: => 51
               Spirit: => 255
               None: => 255
      Select FILE | Create "Kernel.bin" and "Kernel2.bin"
      Close WallMarket


-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: shadowfox on 2011-07-08 00:30:56
Field Files Pack 2.rar link on the external site is bad


You have : XK4VX73
Correct Link is: XK4VX73X

Edit: removed entire URL to just show only what was broken since no permission was given for external links yet.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: shadowfox on 2011-07-08 00:44:47
I'm confused about the prp addon pack, is it the current installer rar in the thread, or is it a different one entirely?

edit: 1# I love the walk through is going great so far: Suggestion - add that the compiling and so on via cmd is a can be a bit slow, looking like it's hanging and might take a bit :) I'm new to compiling/decompiling myself but have a bit more patience.

edit: 2#Installation going well so far. At this point Im on

Quote
Magochocobo Battle and World Enhancments [magochocobo png battle files.rar, magochocobo ff7 batt corel prison and bonus.rar, magochocobo ff7 battle pack 2.rar]
   Magochocobo Packs:
      png battle files (pack 1) [magochocobo png battle files.rar]
      ff7 batt corel prison and bonus (pack 1.5) [magochocobo ff7 batt corel prison and bonus.rar]
      ff7 battle pack 2 [magochocobo ff7 battle pack 2.rar]
   Extract and move all .PNG files out of the folders and into .\Mods\avalanche\battle\

Up to this point the file names have been spot on to the exact letter. I was astounded and amazed at how well everything was going and also how well your attention to detail was. Then this section threw me off for a second.

The file name you used was "magochocobo ff7 batt corel prison and bonus.rar" however the file name is "corel prison and bonus.rar" It seems nit picky and I hope you don't take it that way, up to this point you have set such a high standard on the tutorial it would be a crime to not provide the feedback :)




edit: Apologies on the second post, my intention was to separate the two issues so they could be found and read in two different posts, please smack me around if need be.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-08 07:57:52
Thanks, Shadowfox!

I took your advice and slipped in a few warnings about the speed of building and extracting LGP archives.
I also fixed the filenames in question.  I renamed those files when I initially downloaded them.  I though I'd fixed the references, but some slipped through.

Because I'm not sure if linking directly to downloads is within the rules of this forum, I completely removed all the file links.  Now I just have links to the threads discussing the mods.

The tutorial is too long for a single post!  I've continued the tutorial in a second post.

Thanks again!
-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-08 08:10:26
. . . CONTINUED (http://forums.qhimm.com/index.php?topic=12008.msg166320#msg166320)


Final Fantasy VII (PC)

The Bootleg Edit for Final Fantasy VII

A Tutorial Documenting the Installation of the Community's Best Mods


Version: v.21
Date: 2011.11.01
Author: PitBrat

Kela51's Limit Textures (Optional)
FILES: blue limit V2 by kela51.rar, blue limit V3 by kela51.rar, limit original by kela51.rar, limit's flash V4 by kela51.rar
WARNING: This limit texture replaces a limit texture from Trish(aka Mike)'s custom model pack.7z.
NOTE: Install only one of these limit textures.
NOTE: The .png texture will override the .tex texture.  Therefore the .tex in unecessary when the .png is installed.
    Delete the file 'jo.b03_00.png' in the folder .\textures\Limit\limit\
    Extract files from the chosen archive.
    blue limit V2 by kela51.rar
        Copy and replace the file 'jo_b03.tex' into C:\temp\magic\
    blue limit V3 by kela51.rar
        Copy and replace the file 'jo_b03.tex' into C:\temp\magic\
        Copy the file 'jo_b03_00.png' into .\textures\Limit\limit\
    limit original by kela51.rar
        Copy and replace the file 'jo_b03.tex' into C:\temp\magic\
        Copy the file 'jo_b03_00.png' into .\textures\Limit\limit\
    limit's flash V4 by kela51.rar
    NOTE: Choose only one, either the original or blue limit.
        Folder: original limit V4
            Copy and replace the file 'jo_b03.tex' into C:\temp\magic\
            Copy the file 'jo_b03_00.png' into .\textures\Limit\limit\
        Folder: blue limit V4 
            Copy and replace the file 'jo_b03.tex' into C:\temp\magic\
            Copy the file 'jo_b03_00.png' into .\textures\Limit\limit\
           
Kela51's ICE Texture
FILE: ice by kela51.rar
    Ice I Textures
        Copy and replace these files from the archive folder 'iceI by kela51\' into C:\temp\magic\
            brizad.p, brizad.rsd, brizad.tex
    Ice II Textures
        Copy and replace these files from the archive folder 'iceII by kela51\tex\' into C:\temp\magic\
            brizar_1.tex, brizar_2.tex, brizar_3.tex, brizar_4.tex
    Ice II PNGs
        Copy and replace these files from the archive folder 'iceII by kela51\png\' into .\textures\Spells\ice2\
            brizar_1_00.png, brizar_2_00.png, brizar_3_00.png, brizar_4_00.png
    Ice III Textures
        Copy the files from the archive folder 'iceIII by kela51\tex\' into  C:\temp\magic\ff7\data\battle\magic\brizag\
            brizag_1.tex, brizag_2.tex, brizag_3.tex, brizag_4.tex
        Copy the files from the archive folder 'iceIII by kela51\tex\' into  C:\temp\magic\ff7\data\battle\magic\brizag2\
            brizag_1.tex, brizag_2.tex, brizag_3.tex, brizag_4.tex
    Ice III PNGs
        Copy the files from the archive folder 'iceIII by kela51\ice3\' into .\textures\Spells\ice3\
    Ice III Rock Modification (Optional)
        Copy and replace these files from the archive folder 'iceIII by kela51\ice rock\' into C:\temp\magic\
            brizag_2.p
        Copy and replace these files from the archive folder 'iceIII by kela51\ice rock\' into C:\temp\magic\ff7\data\battle\magic\brizag\
            brizag_2.rsd, brizag_2.tex
        Copy and replace these files from the archive folder 'iceIII by kela51\ice rock\' into C:\temp\magic\ff7\data\battle\magic\brizag2\
            brizag_2.rsd, brizag_2.tex

Add Texture Slots
FILE: Archivo.3DS
TOOL: PCreator
NOTE: Archivo.3DS is located in WeaponModv1.0-slayersnextr.rar and in AerisWeaponModv0.5-slayersnext.rar
NOTE: Some weapon models require more than 2 texture slots.
NOTE: The maximum in 10, a higher number will generate an error.
WARNING: These models will now generate an harmless missing texture warning in the game
    To make the weapon textures work, modify the files in C:\temp\battle\
        - Run .\tools\PCreator\PCreator.exe and open Archivo.3DS
        - In the menu, select 'Options' | 'Battle Model'
        - In the menu, select 'File' | 'Open battle HRC'
        - Open C:\temp\battle\RTAA for Cloud
        - Set the number of textures to 10
        - In the menu, select 'File' | 'Open battle HRC'
        - Open C:\temp\battle\RUAA for Tifa
        - Set the number of textures to 10
        - In the menu, select 'File' | 'Open battle HRC'
        - Open C:\temp\battle\RVAA for Aeris
        - Set the number of textures to 10
        - In the menu, select 'File' | 'Open battle HRC'
        - Open C:\temp\battle\RXAA for Yuffie
        - Set the number of textures to 10
        - Close PCreator.

Remix Fixes for Battle Models Damaged by Remix Installer
NOTE: Installing the Remix damages parts of some battle models. This will replace damaged files with the working files from the installation CD.
    Copy and replace these files from C:\temp\battle_install\ to C:\temp\battle\
        BLBT
        DPBH
        ETBL
        GBBM
        HJBC
        HPBJ
        KSAV
        MFAV

Repair Broken Model Textures
    Doctor - bljc.hrc
        Open C:\temp\char\bmab.rsd in Notepad
        Change the line NTEX=0 to NTEX=1
        Add the line TEX[0]=arge.TIM

Flickering Face Fixes
    Barret
        Open C:\temp\char\acgd.hrc in Notepad
        Find this section:
            head
            chest
            2.7
            1 ACHC0
        Change the fourth line to this:
            2 ACHC0 ACHC0
        Save and replace
    HQ Aerith Model
    NOTE: Only apply this fix if installed the HQ Aerith Model
        Open C:\temp\char\auff.hrc
        Find this section:
            head
            chest
             4.851
            1 AUGE
        Change the fourth line to this:
            2 AUGE AUGE
        Save and replace
        Open C:\temp\char\cahc.hrc
        Find this section:
            head
            chest
             4.851
            1 CAIB
        Change the fourth line to this:
            2 CAIB CAIB
        Save and replace

Ultima Espio's Aeris Revival Patch (Optional)
FILE: Aeris_Patch_23_March_2011.rar
TOOL: Makou Reactor
WARNING: Might remove some changes made by the Hardcore Mod.
    Extract files from the Aeris_Patch_23_March_2011.rar archive
    Copy files from the archive 'Char' folder into C:\temp\char\
    Flevel Files
    WARNING: Do NOT replace '.tex' files, especially 'hand.tex' and 'hand_1.tex'
    NOTE: If using the Hardcore Mod, do NOT copy nor replace these 28 files: zz5 zz6 zz7 zz8 qd blin65_1 trackin nvdun1 nvmkin21 farm convil_4 gnmk slfrst_2 anfrst_2 anfrst_5 hyou5_1 hyou8_2 hyou13_2 trnad_2 zcoal_2 md8_32 las2_3 las2_4 las3_2 las3_3 las4_0 las4_4 las4_42
    WARNING:If using the Hardcore Mod, exclude these 3 files: las4_0, las4_4 and las4_42
    Copy and replace only the listed files from the arhive 'Flevel' folder into C:\temp\flevel\
Code: [Select]
ancnt1
ancnt4
blackbgi
blackbgk
blue_2
bugin1a
bugin1b
bugin2
canon_2
chrin_1a
cos_btm2
crater_1
crater_2
fr_e
fship_1
fship_12
fship_2
fship_23
fship_24
fship_25
fship_3
fship_42
gaiafoot
gaiin_6
holu_1
holu_2
ithill
ithos
itown12
itown1a
itown2
jetin1
junair
las0_8
las2_1
las4_0
las4_1
las4_2
las4_4
las4_42
lost2
md8_5
md8_6
md8brdg2
mtcrl_2
ncorel2
ncorel3
nivgate
nivl_b1
nivl_b12
nivl_b22
onna_4
rcktin5
rcktin6
rcktin7
rktmin2
semkin_4
semkin_5
semkin_6
sininb32
subin_1a
subin_1b
subin_3
trnad_1
trnad_4
trnad_51
trnad_52
tunnel_5
tunnel_6
ujunon5
woa_1
woa_2
woa_3
zcoal_1
zcoal_3
zz4
    WARNING:There is an error in the file fship_1
    Correct fship_1 using Makou Reactor
        NOTE: Complete the section Build the Modified LGP Files before attempting this repair.
        TOOLS: Makou Reactor
        Run Makou Reactor and open the flevel.lgp file compiled at the end of this guide-- .\data\field\flevel.lgp
        In the File list select '178 fship_1'
        In the Group list select '13 ear    Aeris'
        In the middle box select 'Script 20'
        In the Action box double click the following entry to open the editor:
            17 Displays the dialog "{Aeris} "Let me think, {Cloud.}"" in the window #1
        Make the following change my moving the final period outside the close bracket:
            17 Displays the dialog "{Aeris} "Let me think, {Cloud}."" in the window #1
        Save and replace the flevel.lgp file.
    Backup the 'kernel.bin' and 'kernel2.bin' files included in the archive.
        Copy KERNEL.BIN to C:\temp\kernel\3_aeris\
        Copy kernel2.bin to C:\temp\kernel\3_aeris\
    Update the Revival Aeris Model
        Open C:\temp\char\AUFF.HRC with Notepad and make these edits.
            Change  :BONES 23 to :BONES 24
            Add the following bold section:
                l_uparm
                l_collar
                 4.0425
                1 AUHF

                armer
                l_uparm
                 1.261581
                0


                l_foarm
                l_uparm
                 2.31
                1 AUIB

            Flickering Face Fix for HQ Aerith:
                head
                chest
                 4.851
                2 AUGE AUGE

        Save and replace as C:\temp\char\AERI.HRC

Build the Modified LGP Files
NOTE: Use the command line tool 'lgp.exe'
NOTE: Please remain patient.  This might take a very long time on some machines.
NOTE: Ignore the error message-- 'Filename too long: dummy_animation.a'
    In the command window, issue the following commands:
        cd \temp
        lgp battle battle.lgp
        lgp magic magic.lgp
        lgp char char.lgp
        lgp world world_us.lgp
        lgp mini high-us.lgp


        NOTE: If installing Ultima Espio's Aeris Patch--
        lgp flevel flevel.lgp

Install the Modified LGP Files
    Move and replace C:\temp\battle.lgp into .\data\battle\
    Move and replace C:\temp\magic.lgp into .\data\battle\
    Move and replace C:\temp\char.lgp into .\data\field\
    Move and replace C:\temp\world_us.lgp into .\data\wm\
    Move and replace C:\temp\high-us.lgp into .\data\minigame\

    NOTE: If installing Ultima Espio's Aeris Patch--
    copy and replace C:\temp\flevel.lgp into .\data\field\

Millenia's Custom Cloud Swords
FILE: cloudswords_installer.rar
NOTE: This mod replaces all of Cloud's swords, even the Slayersnext models.
NOTE: Please remain patient.  The installer is slow on some systems.
    Extract the file from the millenia_cloudswords_installer.rar archive
    Run 'Millenia's Custom Weapons.exe' and install to the Final Fantasy VII installation folder

Improved SFX, by ArmorVil
FILES: new sfx.rar, new sfx.rar, EditedSFX.rar, 139 beta.rar
NOTE: Two archives share the name 'new sfx.rar' but contain different sounds. Be careful not to replace one with the other.
TOOL: Cosmo
NOTE: Replace selected sound effects using Cosmo
NOTE: One of the sound files in Armorvil's 'new sfx.rar' is in the wrong format for Cosmo to load: '254-change clothes.wav' fails on replace.
WARNING: Do not use the sound 438-applause.wav because the game crashes during the theater scene in the Golden Saucer.
WARNING: Do not use the sound 217-snoring.wav because the game crashes when entering the cave with the sleeping man.
    Extract files from ArmorVil's 'new sfx.rar' into the folder C:\temp\sfx\
    Extract files from ae2011's 'new sfx.rar' into the folder C:\temp\sfx\
    Extract files from 'EditedSFX.rar' into the folder C:\temp\sfx\
    Extract files from '139 beta.rar' into the folder C:\temp\sfx\
    Repairing '254-change clothes.wav'
        Load the file in a sound edit such as Audacity.
        Save the file in this format: Microsoft ADPCM, 44100 Khz, 4bits, Mono
    Run .\tools\cosmo095c\Cosmo.exe
    In the menu, select TOOLS | AUDIO EDITOR and open .\data\sound\audio.fmt
    Select and replace each sound in the editor with the corresponding sound in C:\temp\sfx\

New Soundtrack with Covarr's FF7Music Installer (Optional)
FILES: ff7music_install_15112.exe
NOTE: Covarr bundles an excellent installer and launcher with a looped OGG version of FinalFanTim's Remastered soundtrack and updated audio DLL's.
NOTE: Replaces the Remix soundtrack
    Backup Remix Sountrack
        Rename .\ficedula\FF7MUSIC.ini to .\ficedula\FF7MUSIC.ini.BAK
    Run ff7music_install_15112.exe
    Install to the folder .\FF7Music
    Enable Remix Soundtrack
        Open .\ficedula\FF7MUSIC.ini.BAK in Notepad
            Hilight and copy these two sections: [mp3 (remixed)] and [Custom]
        Open .\ficedula\FF7MUSIC.ini in Notepad
            Paste the two sections at the bottom of the new FF7MUSIC.ini: [mp3 (remixed)] and [Custom]
            Under [Setup], make these changes:
                Paths=Custom_Music;OSTRe;FF7_PSF;mp3
                ProfileList=PSF;FilenamesOnly;OSTRemastered;mp3;"mp3 (remixed)";Custom
        Save FF7Music.ini to the desktop
        Copy and replace FF7Music.ini from the desktop into .\ficedula\
        Move the 'mp3' folder from .\ficedula\ into .\FF7Music\
    Run .\FF7Music\FF7Music.exe
    Click 'Configure'
    Files Tab:
        Profile: Select the desired sountrack
    Click 'Save and Exit'
    Close FF7Music
   
DLPB & Kranmer's Menu and Battle Interface Overhaul Project with ReTranslation
FILES: M004d.rar, ff7102zx.zip
NOTE: This mod streamlines the menus, making the interface more convenient and battles much more spectacular.
NOTE: The Menu Overhaul uninstaller will no longer function as intended after the Bootleg modifications.
NOTE: DLPB recommends for optimal quality, (noticeable especially with fonts), not to use the Compress Texture option in Aali's driver.
WARNING: Do NOT install Avalanch mods after this mod.
WARNING: Use the YAMP patches included in this mod.  Do NOT install this mod over an already patched ff7.exe.
WARNING: Do NOT enable 9999 Limit Break in ff7_opengl.cfg.  Instead use the 9999 Limit Break included with this mod.
WARNING: There are rare glitches where numbers are clipped in selection dialogues.
WARNING: If you are installing the ReTranslation on a game already patched with the Hardcore Mod or Aeris Revival, you will lose portions of the ReTranslation.
    Install the official FF7 1.02 Patch
        Extract and replace files from the ff7102zx.zip archive to the Final Fantasy VII install folder
    Install the Menu Overhaul
        Run M004d.exe as administrator
        Install to the Final Fantasy VII installation folder
    Backup the kernel (Optional for Manually Editing and Patching the Kernel)
        Copy .\data\kernel\kernel2.bin to C:\temp\kernel\2_menu\
        Copy C:\temp\kernel\0_original\kernel.bin to C:\temp\kernel\2_menu\
    Combine Menu Overhaul with previously installed mods
        Move and replace all files and folders from inside .\mods\dk\ into .\mods\avalanche\
        Edit ff7_opengl.cfg:
            mod_path = avalanche
    Clear the Cache
        NOTE: The Menu Overhaul Installer automatically clears the cache.  It is good practice to always make sure these folders are cleared after installing a new mod.
        Delete all files and folders in .\cache\
        Delete all files and folders in .\mods\avalanche\cache\

Kernel Patching
FILES: FF7Remastered.WM, kernel.bin, kernel2.bin
TOOL: WallMarket
WARNING: When using the Hardcore Mod, do not apply the Remix kernel patch as it might introduce instability due to the fact that the Remix changes to Scene.bin are disabled when using the Hardcore Mod.
NOTE: If you chose not to install any of the optional mods, just skip the steps referencing the absent mod.
NOTE: WallMarket is unstable on some systems.  If you cannot complete the patching process, refer to the appendix for instructions on manually editing the kernel.
    Extract files from WallMarket145.zip
    Run WallMarket.exe

    Build Remix Kernel Patch (Tweak & Spell Names) (Optional)
    WARNING: Skip the Remix kernal steps if using the Hardcore Mod.
    NOTE: FF7Remastered.WM is the equivalent of this patch.  Use FF7Remastered.WM instead of building 1-remix.WM.
        Open C:\temp\kernel\1_remix\KERNEL.BIN
        Select FILE | Create Changes Patch (*.WM)
        Click NO in the popup "Create patch based on changes from previously loaded KERNEL.BIN"
        Open C:\temp\kernel\0_original\KERNEL.BIN
        Click YES in the popup "Include Text Changes?"
        Open C:\temp\kernel\0_original\kernel2.bin
        Save C:\temp\kernel\1_remix.WM
    Build Menu Overhaul Kernel Patch (Grammar Tweaks)
        Select FILE | Open C:\Temp\kernel\2_menu\KERNEL.BIN
        Select FILE | Create Changes Patch (*.WM)
        Click NO in the popup "Create patch based on changes from previously loaded KERNEL.BIN"
        Open C:\temp\kernel\0_original\KERNEL.BIN
        Click YES in the popup "Include Text Changes?"
        Open C:\temp\kernel\0_original\kernel2.bin
        Save C:\temp\kernel\2_menu.WM
    Build Aeris Patch Kernel Patch (Modified Umbrella Weapon)
        Select FILE | Open C:\temp\kernel\3_aeris\KERNEL.BIN
        Select FILE | Create Changes Patch (*.WM)
        Click NO in the popup "Create patch based on changes from previously loaded KERNEL.BIN"
        Open C:\temp\kernel\0_original\KERNEL.BIN
        Click YES in the popup "Include Text Changes?"
        Open C:\temp\kernel\0_original\kernel2.bin
        Save C:\temp\kernel\3_aeris.WM
    Build Hardcore Kernel Patch (Hardcore Mod Changes)
        Select FILE | Open C:\temp\kernel\4_hardcore\KERNEL.BIN
        Select FILE | Create Changes Patch (*.WM)
        Click NO in the popup "Create patch based on changes from previously loaded KERNEL.BIN"
        Open C:\temp\kernel\0_original\KERNEL.BIN
        Click YES in the popup "Include Text Changes?"
        Open C:\temp\kernel\0_original\kernel2.bin
        Save C:\temp\kernel\4_hardcore.WM

    Apply Patches to Finalize Kernel
    NOTE: Wallmarket is unstable when applying patches. If Wallmarket crashes while applying patches, just reload Wallmarket and restart the Apply Patches section.
        Select FILE | Open C:\temp\kernel\KERNEL.BIN
        Select FILE | Apply Changes Patch (*.WM)
        Open C:\temp\kernel\FF7Remastered.WM
        NOTE: FF7Remastered.WM is the patch used in the Remix.  Use it instead of 1_remix.WM.
        Select FILE | Apply Changes Patch (*.WM)
        Open C:\temp\kernel\2_menu.WM
        Select FILE | Apply Changes Patch (*.WM)
        Open C:\temp\kernel\3_aeris.WM
        Select FILE | Apply Changes Patch (*.WM)
        Open C:\temp\kernel\4_hardcore.WM
        Select FILE | Create "KERNEL.BIN" and "KERNEL2.BIN"

    Close Wallmarket
    Copy and replace C:\temp\kernel\KERNEL.BIN into .\data\kernel\
    Copy and replace C:\temp\kernel\kernel2.bin into .\data\kernel\

Clear the cache before trying any new modifications
WARNING: Backup save games before deleting the Final Fantasy VII folder from the virtual store
NOTE: On Windows 7 run FF7.EXE as administrator, otherwise your save games and cache files are stored in:
        (64bit) C:\Users\[USERNAME]\AppData\Local\VirtualStore\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\
        (32bit) C:\Users\[USERNAME]\AppData\Local\VirtualStore\Program Files\Square Soft, Inc\Final Fantasy VII\
    Delete all files and folders in .\cache\
    Delete all files and folders in .\mods\avalanche\cache\

Edit ff7_opengl.cfg
    Verify that 'ff7_opengl.cfg' looks similar to the one included in the appendix under 'ff7_opengl.cfg Settings' section.

Play Final Fantasy VII

NOTE: Run the game as administrator to prevent unexpected behavior.
    Right click on the file:
        .\Square Soft, Inc\Final Fantasy VII\FF7.EXE
    Click on the Compatibility tab
    Check the box by Run this program as an administrator
    Click OK


Appendix

ff7_opengl.cfg Settings


This ff7_opengl.cfg is for use with Aali's OpenGL driver 0.7.11b
Code: [Select]
# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 960
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = avalanche

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

# Disable Error Notifications
disable_popup = on

Optional Updates

    Gameplay


        Gjoerulv-1.0.5.rar
            Gjoerulv's Hardcore Mod adds quests, critters, tweaks items, stats, A.I. and much more all in an effort to make the game more challenging.

        Aeris_Patch_23_March_2011.rar
            Ultima Espios Aeris Revival Patch insures that Aeris is always a member of the party.  This mod adds an optional quest and weapon for Aeris.

        M004d.exe
            DLPB & Kranmer's Menu and Battle Interface Overhaul Project with ReTranslation
            Complete overhaul of the menu system.  I highly recommend this mod.
            Though all changes are visual in nature, gameplay also changes due to the rearranged menus.
            The ReTranslation attempts to restore the game text to a more authentic translation from the original Japanese.
            The translation is not literal and the authors have taken some liberties to localize the dialogue while remaining true to the canon and the original script.


    Visual

        Avalanche High Res b9.exe
            WARNING: Do NOT install after the Menu Overhaul.
            This patch is already included in the Remix.
            Only install for the alternate settings: parchment map, alternate materia and color item icons.

        FF7 HQ Aerith mod.rar
            Hi Res Aerith Battle and Field models.
            These models need refinement. Her face does not look like Aeris. The textures are so hi res that they appear grainy.

        1_Tifa_Battle.zip
            Zerox's Hi Res Tifa Battle Model
            This model looks like Olive Oil because the calves are rotated 180 degrees.
            Her legs are on backward!
            Use Kimera to fix Tifa's legs before adding this model.
            Extract the Modded Tifa folder to C:\temp\
            Load Kimera
                Open this model in Kimdera:
                C:\temp\Modded Tifa\RUAA
                Click on her left calf between the ankle and the knee.
                In the text box by Gama rotation (Z-axis) type 180
                Click on her right calf between the ankle and the knee.
                In the text box by Gama rotation (Z-axis) type 180
                Save the model to C:\temp\char\RUAA
            Now that's a 360 degree improvement, but I still can't recommend using this model!
            This model is in great need of refining: her feet and arms are misaligned and her skirt is a mess.


Bugs

    Shinra Conference Room [./mods/field/blin66_6/blin66_6_00_00.png]:
    Background overlaps models in areas around back chairs and lecturn
    Wall lights overlap windows
    Shinra Floor 69 - Background near control booth chair overlaps models
    Nebelheim Flashback - Model of little girl in red dress has detaching arms
    Missing Textures - CLF_LG.TEX, CLF_LG.TIM (Caused by Remix 2.5.1 but appears harmless)
    Grangalan Creature - Texture appears white on the silver wheel weapon (may be normal)
    Corel Reactor - In Battle Scenes, the reactor door is white (may be normal)
    IBGD.HRC - Field Model Missing Buckle Texture (may be normal)
    Knowlespole - In the room with the video player, the floor infront of the video machine overlaps the model.
    Doctor Field Model (BIJC.HRC) - Missing eye texture. Very minor because his glasses hide his eyes. Exists in PRP model.
   

Manually Editing the Kernel

    Applying the Aeris and Menu patches to the Hardcore kernel will work for the most part.
    You'll revert to the original spell and weapon names and lose any changes the Remix made.
    It's the difference between name like 'fire3' and 'fira.'

    The Remix alters kernel.bin, kernel2.bin and scene.bin.
    There is a separate Remastered Patch to apply these patches without installing the entire Remix:
        FF7Remastered.PcR (Apply with ProdClod)
        FF7Remastered.WM (Apply with WallMarket)

    These steps will update the Remix kernel with some of the changes made in later mods:

    Adding Menu Overhaul Changes to the Remix Kernel
        Menu Overhaul uses touphscript to extensively modify the kernel files.
        Manually recreating these changes is not within the scope of this guide.
        Make sure you have the desired kernel mod installed prior to running the Menu Overhaul installer.
        To use modified spell and item names with the Menu Overhaul ReTranslation, use the kernel patching method described in the Kernel Patching section of this tutorial.
        Create patches for the desired mods and apply those patches to the Menu Overhaul kernel.

    Adding Aeris Patch Changes to the Remix Kernel
        Alter 'kernel.bin' with WallMarket (Optional: Only necessary to implement an added quest reward.)
        Run WallMarket
        Open .\data\kernel\kernel.bin
        Under the WEAPON tab, locate UMBRELLA in the list on the left.
        Double click UMBRELLA to bring up a new dialog and make these changes:
            Name (1st box): => Princess Guard+
            Descriptions (2nd box): => Improved Raised Power when you need to protect others nearby
        Click APPLY and OK
        Now make the following changes:
            Model ID: => 0A
            Attack Tex: => 3A
            Status Attack: => None
            Materia Slots: => O=OO=OO=OO=O (4 pairs for a total of 8 materia slots with the hollow dots in the middle)
            Weapon Strength: => 100
            Weapon Damage:
                1st Box: AX Physical, PAcc & Crit checks, Special damage multipliers
                2nd Box: X2 (1+Dead Allies)
            Stat Increases:
                Vitality: => 20
                Magic: => 51
                Spirit: => 255
                None: => 255
        Select FILE | Create "Kernel.bin" and "Kernel2.bin"
        Close WallMarket

Custom Compilations
NOTE: These are customized installation files I've compiled for my personal use.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: shadowfox on 2011-07-08 10:46:12
Ok next brain fart comes in the section of the pheonix update:

Quote
    Magic: Add files into \data\battle\magic.lgp
        Alter 'old Phoenix' with the 'pheonix original.bmp' texture
        Run image2text.exe
            Open 'pheonix original.bmp'
            Save as a .tex file named 'pheonixd.t00'
        Copy and overwrite 'pheonixd.t00' into the 'old Phoenix' folder
        Copy and overwrite the files from 'old Phoenix' into C:\temp\magic\

If I follow it to the letter, my question would be ..... how do I add the files to the .lgp file? I'm assuming the actual instruction starts with "Alter 'old Phoenix' with the 'pheonix original.bmp' texture" by using "Run image2text.exe". So is this the correct way or or is the first it's own instruction. In that case how? Is "Magic: Add files into \data\battle\magic.lgp" just a description of the following lines?

Ok this section can cause some confusion so I would recommend taking out the line "Magic: Add files into \data\battle\magic.lgp" and leave the rest with the second line as the section description to avoid confusion. So it would look something like:

Alter 'old Phoenix' with the 'pheonix original.bmp' texture
        Run image2text.exe
            Open 'pheonix original.bmp'
            Save as a .tex file named 'pheonixd.t00'
        Copy and overwrite 'pheonixd.t00' into the 'old Phoenix' folder
        Copy and overwrite the files from 'old Phoenix' into C:\temp\magic\


Awesome tutorial so far, found a few more file changes but nothing major or serious going very well.


edit: on a personal note, you suck, you have caused me to want to tweak my install so much now that unless its perfect i start over from scratch. I hate you for this in a loving way :)

Everything went well, had a few compression errors now and then and the leviathan fix did not work, in addition tifa's battle texture error was very prominent also had a Alexander summon texture error as well. However I am going to redo the entire tutorial after your update to make sure I did it 100% right.

Edit2: Figured out everything except the tifa error. Then I found the tifa file \o/ online :)

The biggest error section for me was the 0.MY REBUILDED MODELS section. For that particular section I would recommend trying very hard to get permission to do a repack specific to your guide..

Umm... that's about it man :p

SUMMARY

Well done guide. 0 point notice is the only warning/bug ( still testing, currently on disc 2 ) no glitches reported so far. I am impressed by your work probably the best guide ever. Thank you man.


Sidenote: I created a series of batch files for myself to still be able to update anything in the future as well as automate all the .lgp goodies. A lot easier now :p
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-09 19:53:48
I fixed a serious problem I found when installing the hardcore mod.  The installer can't handle the giant battle.lgp archive and freezes before finishing.  To fix the problem, I install the hardcore mod before adding to battle.lgp.  Also, ProudClod crashes when working with the hardcore mod's scene.bin.  As a result, I reverse the preferred order and patch the hardcore scene.bin with FF7Remastered.PrC.
As of v.14, the Hardcore Mod and Aeris Revival Patch are experimental.

I still have a lot of play testing to do!

Thanks for all the input.  Keep it coming!

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: shadowfox on 2011-07-10 01:04:15
In the rebuild models section with 0.MY REBUILDED MODELS.rar when copying over there is a bitmap named cosa.bmp i take it that is not copied as well?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-10 07:40:31
There are many extraneous files included in 0.MY REBUILDED MODELS.rar.
In the tutorial, I list the most harmful culprits.
The game should ignore any unused files.

The entire archive needs a good cleaning.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: shadowfox on 2011-07-10 09:16:32
There are many extraneous files included in 0.MY REBUILDED MODELS.rar.
In the tutorial, I list the most harmful culprits.
The game should ignore any unused files.

The entire archive needs a good cleaning.

-PitBrat

Ahh cool. I've gone back with the batch files I was talking about, I have automated about 85% of the install and grouped files etc in order of install based on your tutorial and have found only 2 glitches. One of the guys riding on the train has a wrong texture. One of the dogs has a weird texture glitch where when he barks it looks like a string shoots out his mouth across the screen rofl.

So far so good though.


edit: one of the sound files will not properly replace on the install will get the number for you.


edit2 : with the batch files from a clean install of FF7 ( hitting the install button ) until finishing off the last save of the open gl cfg, it took 48 minutes of total install time *flex*
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-10 17:32:31
Hopefully someone will repair all those broken models in Stickysock's Rebuilded pack.
I added path details for the models in the '0.MY REBUILDED MODELS.rar' archive.
Models such as 'Suit man(TEMP)' have duplicates in the archive, but only one version works in the game.

I noticed the dog slobber glitch.  That is a feature of the Remix patch that is possibly inherited from the Phoenix Rejuvination Project.  Does anyone know this model's file name?  I'll look for a replacement.

I also documented 2 broken sound files that I found in ArmorVil's 'new sfx.rar' archive: '24-bite attack.WAV' is silent, '254-change clothes.wav' fails on replace.

Batch files can automate half of this edit.  The tricky part is gathering all the archives into the appropriate the folder tree.
Due to intellectual property issues, the binary patch that performs a complete Bootleg Edit on a fresh install of FF7 is only for my personal use.

The 1_Tifa_Battle.zip is no longer available on Qhimm due to copyright issues.  I don't use it in my install because her arms and feet are constantly popping off.  The feet and arms are repairable, but the copyright issue remains.

Thanks again, Shadowfox.  Your advice is extremely helpful.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: shadowfox on 2011-07-11 08:10:40
Hopefully someone will repair all those broken models in Stickysock's Rebuilded pack.
I added path details for the models in the '0.MY REBUILDED MODELS.rar' archive.
Models such as 'Suit man(TEMP)' have duplicates in the archive, but only one version works in the game.

I noticed the dog slobber glitch.  That is a feature of the Remix patch that is possibly inherited from the Phoenix Rejuvination Project.  Does anyone know this model's file name?  I'll look for a replacement.

I also documented 2 broken sound files that I found in ArmorVil's 'new sfx.rar' archive: '24-bite attack.WAV' is silent, '254-change clothes.wav' fails on replace.

Batch files can automate half of this edit.  The tricky part is gathering all the archives into the appropriate the folder tree.
Due to intellectual property issues, the binary patch that performs a complete Bootleg Edit on a fresh install of FF7 is only for my personal use.

The 1_Tifa_Battle.zip is no longer available on Qhimm due to copyright issues.  I don't use it in my install because her arms and feet are constantly popping off.  The feet and arms are repairable, but the copyright issue remains.

Thanks again, Shadowfox.  Your advice is extremely helpful.

-PitBrat

Yeah I saw the dog to. lol looks like a huge water bag or something on him. I'll load up some saves and get you some screenshots, there are some interesting bugs I've found. Some models have half a leg missing and the texture is off the character about 500 ft ( estimate ) so when you swing them around thier texture covers everything up. lol.

Edit:

Bugged Models found so far:

Cloud in the Silk Dress
The general for shinra
the dog in the sector 7 area in the building around tifa's 7th heaven
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-12 14:56:07
To easily install these mods:
DOWNLOAD BOOTLEG (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306)

Place the Bootleg Configurator in a folder together with all of the mod archives you want installed.
Run the configurator and it unpacks and installs all of the mods and applies the fixes.




Please use the new list located at:
THE BIG LIST
OF
FINAL FANTASY VII MODS (http://forums.qhimm.com/index.php?topic=12503.msg173799#msg173799)





Table of Contents

Comprehensive Game Enhancements (http://forums.qhimm.com/index.php?topic=12503.msg173800#msg173800)

Field, Battle and World Graphic Enhancements (http://forums.qhimm.com/index.php?topic=12503.msg173801#msg173801)

Menu and Magic Graphic Enhancements (http://forums.qhimm.com/index.php?topic=12503.msg173802#msg173802)

Models and Weapons (http://forums.qhimm.com/index.php?topic=12503.msg173803#msg173803)

Cutscenes and Movies (http://forums.qhimm.com/index.php?topic=12503.msg173804#msg173804)

Sound and Music (http://forums.qhimm.com/index.php?topic=12503.msg173805#msg173805)

Gameplay Changes (http://forums.qhimm.com/index.php?topic=12503.msg173806#msg173806)

Tools, Drivers and Patches (http://forums.qhimm.com/index.php?topic=12503.msg173807#msg173807)

Documentation and Tutorials (http://forums.qhimm.com/index.php?topic=12503.msg173809#msg173809)



Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: sl1982 on 2011-07-12 15:07:35
Given the fact that Apz has not released his new cloud I can only assume that the one you are linking is his old one which is not allowed to be distrubuted here. I am removing it from your list.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-12 15:29:36
Thanks for taking care of that.  I definitely do not want to distribute contraband.
I've removed the link from my personal document too, so it won't creep back in.
That file isn't even used in this tutorial anyway.
If posting passwords is against the TOS or offensive to the original author, I'll remove them.
I don't want to include the revamped file list in the tutorial until it's passed all the tests . . .

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: shadowfox on 2011-07-14 11:41:27
Given the fact that Apz has not released his new cloud I can only assume that the one you are linking is his old one which is not allowed to be distrubuted here. I am removing it from your list.

Is there an updated cloud besides his?

Edit: In my previous post stated the leviathan fix did not work, that is false, it was an error on my end, it works fine.
Edit: it looks like the 150 change seems to have caused some parts of models to be swapped on certain characters and oversized on others given the order of installation. Example: overwriting x file will cause a corrupted file to be inserted that has a pointer to the wrong texture on the skeleton, or the 150 change causes certain characters to have a chunk of x piece oversized 150% off the character. The combonation of both due to the installation order causes some pretty weird crap.
Edit: Question - Is it possible to keep the remix videos ( the edited ones with the cool intro, sephirtoth, etc. Without causing a video issue on playback?
Edit: sound file 24 seems to work fine for me but 254 will not.
Updated - Bugged Models found so far:

Guy who works for shinra when they are done with the first mission on the train has a chest piece for his head.
Guy with the shop that has the tank in sector 5? has Red XIII's legs for his left arm.
Cloud in the Silk Dress
The general for shinra
the dog in the sector 7 area in the building around tifa's 7th heaven
Sephiroth - flashback where he thinks he is Zack a chucnk of sephirtohs gear is 150% bigger and in most of the story covers the screen. ( what is the Sephiroth ID? I can fix it and upload it. )
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-14 15:25:48
Strange . . .
In my install I don't have problems with most of those models.
I'm still on the 2nd disc, so I have a bit more to test.
I'm nearly finished with the Bootleg Automated Installer.
I'll start a new game and look for anomalies.
Did you install Aeris Revival and The Hardcore Mod?
As of .15, I've done very little testing with those mods installed.
They're still very experimental.

EDIT:
Upon quick inspection, most of the errors you describe are related to models from the Stickysock's REBUILDED pack.  This pack contains duplicate models that are broken.  I documented exactly where in the archive to find the working version of each model.
In the guide, I use HRC Resizer to enlarge model CTCC by 150%.  Make sure that HRC Resizer isn't changing any of the file names for model CTCC.

The installer will automate the whole process.  Do a fresh install of FF7.  Download the mods you want.  Put the installer in the same folder as the mods.  When it runs, the installer will extract and install all the mods it finds.

To keep the remix videos, just find the video you wish to keep the movies folder and make a copy before installing the FMV Restoration.  Install the FMV Restoration.  Then copy and replace the Remix videos you kept back into the movies folder.

I'll get it figured out!
Thanks,
-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vAddicatedGamer on 2011-07-15 02:53:00
Thanks for compiling all these information. Even if someone is not using the FFVII Remix, s/he would find it useful. Anyway I have some feedback/information/questions:
1. For new sfx, file 254 doesn't work because it doesn't have the correct bit-depth. Re-saving the file as ADPCM (with Audacity or similar program) will fix it, haven't checked if it works in-game or not though.

2. I'm seeing (or rather, I was seeing - since I'm reinstalling mods from scratch now) some NPCs with inconsistent size. Some are huge relative to Cloud although most are normal-sized. I'll post screenshots later.

3. Just some naming questions/comments:
a) isn't the user who who added to PRP dahfa instead of Dahl? Or is the latter his real name? 
b) And the rebuilded pack seemed to have been posted by squallff8 and not by Stickysock, but then maybe I have missed a post or two.
c) Typo in PRP - Rejuvenation, not Rejuvination
d) Tuffi battle model -> Yuffie battle model? (in first post)

4. Some suggestions:
a) Maybe instead of linking to threads/thread pages, you can link to specific posts? For example, for squallff8's rebuilded models, http://forums.qhimm.com/index.php?topic=7422.msg158761#msg158761
b) Having the hyperlinks to files on the steps that uses them might be helpful. I like to see what the mods do before downloading all of them.
c) Bundling things together by theme - e.g. GUI overhaul, sound effects, field model, battle model, movie, music, bare-essentials - might improve readability of the post.

5. About the automated installer, will it do things like unpack LGP -> insert files -> repack LGP and would you still need the tools that you listed? I am also trying to figure out how to automate the process but I don't know where to start. Can you give me some pointers or PM me your script so I can have a look?

Thanks again!
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-15 14:59:20
vAddicatedGamer,
Thanks, I've already made quite a few changes based on your suggestions.

1) For the correct sound format, choose "Microsoft ADPCM", and 44100 Khz, 4bits, Mono.  I created a patcher that adds all the sounds I've found in the forums so far.

2) Not all of the models are sized proportionately.  The only way to fix this problem is to identify the problem in game, find the model file and resize it with HRC Resizer.

3) You're correct!  I've made all these changes.

4a&b) The links still need a lot of work.  I'll definitely use your ideas.
4c)Much of the order is based on how and when I discovered the mods.  Some of these mods require installation in a very specific order.  I'll explore grouping options that won't require a lot of retesting for compatibility.

When I began this tutorial, I had no idea it would grow this large.  I definitely need to cut the clutter.

5) The installer is a .bat file that you put in the same folder as all the mods.  Run the installer and it extracts the .zip, .rar and .7z files.; extracts the .lgp files; launches and installs all the mods; compiles the .lgp's and puts the game back together. 

The installer could use a front end.  Right now it works from the command line.

Shadowfox,
I think the cause of the model glitches you're experiencing is most likely that you've added files that belong in high-us.lgp, world_us.lgp or flevel.lgp into char.lgp.

Thanks,
-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-07-18 07:24:12
Hows it coming?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: StrayOff on 2011-07-18 14:37:40
hey,

i just want to let you know that you can find the content of "PRP_AddOnPack.exe" in the italian repackage installer called "Final Fantasy VII ITA Reloaded.exe". i didn't test those models from the setup yet but i think they will work ;-)

you can find this version here: http://forums.qhimm.com/index.php?topic=10829.0
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-19 13:00:11
Woohoo!
Last night, for the first time, the Bootleg script ran from start to finish with no errors!
Now I need to verify the install to make sure nothing is mangled.
Because it's not possible to control certain programs like WallMarket, Cosmo and ProudCloud with a script, I had to include a few sprinkles of already patched files.  The whole package is roughly 7MB.
The few files I included are:
   PRP Addon field and world models not already in the Remix
   Updated Remix .bat files to work with FF7Music Installer
   FF7MUSIC.ini edited to support FinalFanTim's OGGs and the Remix MP3s
   Alternate texture for Mike's Phoenix
   All of the new sound effects I could find in Armorvil's thread
   Resized CTCC 3.0 model from Squallff8's REBUILDED pack
   Cloud's leg renamed from Bloodshot's HQMB2
   Battle model changes necessary to support modified weapons textures
   KERNEL.BIN and kernel2.bin files patched to support all mod combinations

Getting the script to work with all the crazy file names is the trickiest part.
There's no front end, so preferences are set via the command line.
Run the installer as administrator for the default settings.
For a customized installation, start a command window as administrator and launch the installer with the command line options.
Right now, the installer accepts 7 options for customization.

Does anyone want to contribute a front end to this project?

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vAddicatedGamer on 2011-07-19 20:17:15
So are you going to post the batch file :)? I actually prefer something that I can open up with a text editor to see what a mod or mod compilation is changing.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: sen on 2011-07-21 16:08:41
Brilliant list really appreciate this alot thanks :)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-07-21 16:53:25
I cant wait XD
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-21 21:24:05
Please use the new list located at:
THE BIG LIST
OF
FINAL FANTASY VII MODS (http://forums.qhimm.com/index.php?topic=12503.msg173799#msg173799)





Table of Contents

Comprehensive Game Enhancements (http://forums.qhimm.com/index.php?topic=12503.msg173800#msg173800)

Field, Battle and World Graphic Enhancements (http://forums.qhimm.com/index.php?topic=12503.msg173801#msg173801)

Menu and Magic Graphic Enhancements (http://forums.qhimm.com/index.php?topic=12503.msg173802#msg173802)

Models and Weapons (http://forums.qhimm.com/index.php?topic=12503.msg173803#msg173803)

Cutscenes and Movies (http://forums.qhimm.com/index.php?topic=12503.msg173804#msg173804)

Sound and Music (http://forums.qhimm.com/index.php?topic=12503.msg173805#msg173805)

Gameplay Changes (http://forums.qhimm.com/index.php?topic=12503.msg173806#msg173806)

Tools, Drivers and Patches (http://forums.qhimm.com/index.php?topic=12503.msg173807#msg173807)

Documentation and Tutorials (http://forums.qhimm.com/index.php?topic=12503.msg173809#msg173809)



Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-07-23 07:52:32
did you get m003 added?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: sen on 2011-07-23 14:02:13
snip
Title: Re: [Tutorial] Bootleg Configurator
Post by: PitBrat on 2011-07-23 14:20:38
ReadMe
Code: [Select]
Bootleg Configurator
 for
Final Fantasy VII
 by PitBrat
2012.12.30 VERSION .040


Bootleg installs and integrates a customized selection of mods for Final Fantasy VII.


Installation:
1) Download all of the supported mods into a single folder (Bootleg fails if critical mods are missing).
2) Do a MAXIMUM INSTALLATION of Final Fantasy VII preferably to a non-system folder such as 'D:\Games\FF7' (Prevents privilege errors and missing mods).
3) Place 'Bootleg.exe' and 'BFE.exe' together in the folder containing the mods.
4) CLOSE ALL OPEN FF7 GAME FILES AND FOLDERS AND DISABLE FIREWALLS OR BOOTLEG WILL FAIL.
5) Run 'BFE.exe' for complete control of the Bootleg process.


Requirements:
An authentic copy of the PC game Final Fantasy VII
GPU with OpenGL and Shader 2.0 support and at least 512MB (recommended Geforce 8800 or better) (Intel GPU's not supported)
A minimum 17GB of free space for setup files

The final installation is 7GB to 9GB depending on mod selection.

For more information, consult the Qhimm forums: http://forums.qhimm.com/index.php?topic=12008.0
A detailed list of mods with support and download links-- Bootleg_Mods.htm-- is in the Final Fantasy VII folder.
For the most current list of mods, consult the Big List of Final Fantasy VII Mods: http://forums.qhimm.com/index.php?topic=12503.msg173799#msg173799

Place ALL of the mods in the same folder with Bootleg.exe.
Otherwise, use the /F switch to specify mod locations.

For help, issue the command 'bootleg /?'

Usage:
bootleg [/C[#]] [/S[#]] [/P[#]] [/U[#]] [/R[#]] [/O[#]] [/N[#]] [/A[#]] [/V[#]] [/H[#]] [/L[#]] [/M[#]] [/K[#]] [/E[#]] [/T[#]] [/Z[#]] [/B[#]] [/J[#]] [/W[#]] [/Y[#]] [/Q[#]] [/G[#]] [/$[#]] [/@[#]] [/I "[image].zip"] [/D"[path]"] [/F"[path n]"] [/X"[path]"]

 /C[0-24]         0 = No Change
                  1 = Cloud Field Model - WITHOUT sword
                  2 = Cloud Field Model - WITH Buster sword (DEFAULT)
                  3 = Cloud Field Model - Wielding Masamune
                  4 = Cloud Field Model - Omni Cloud
                  5 = Cloud Field Model - Squallff8's Rebuilded
                  6 = Cloud Filed Model - Grimmy's AC Style
                  7 = Cloud Field Model - FMV with Sword (Weemus)
                  8 = Cloud Field Model - FMV Without Sword (Weemus)
                  9 = Cloud Field Model - Chibi Strife (NameSpoofer)
                  10 = Cloud Field Model - APZ with Sword
                  11 = Cloud Field Model - APZ without Sword
                  12 = Cloud Field Model - APZ with Sword
                  13 = Cloud Field Model - APZ without Sword
                  14 = Cloud Field Model - APZ Dark with Sword
                  15 = Cloud Field Model - APZ Dark without Sword
                  16 = Cloud Field Model - APZ Chibi
                  17 = Cloud Field Model - APZ Chibi
                  18 = Cloud Field Model - APZ Dark Chibi
                  19 = Cloud Field Model - BitzNCS New Chibi
                  20 = Cloud Field Model - PRP Classic
                  21 = Cloud Field Model - Chibi Reconstruction
                  22 = Cloud Field Model - Dahfa's Chibi
                  23 = Cloud Field Model - APZ Adjusted
                  24 = Cloud Field Model - Team Avalanche Chibi
 /S[0-5]          0 = No Change
                  1 = FFX Save Point (DEFAULT)
                  2 = CC Save Point
                  3 = Memories Save Point
                  4 = Team Avalanche Save Point
                  5 = Save Point with Balls
 /P[0-3]          0 = No Change
                  1 = New Style Phoenix Summons Magic (DEFAULT)
                  2 = Old Style Phoenix Summons Magic
                  3 = Customized Phoenix Summons Magic
 /R[0-1]          0 = Do NOT Install Aeris Revival (DEFAULT)
                  1 = Install Aeris Revival
 /O[0-1]          0 = Do NOT Install Menu Overhaul (DEFAULT)
                  1 = Install Menu Overhaul
 /N[0-1]          0 = Do NOT Use New Spell Names
                  1 = Use New Spell Names (DEFAULT)
 /A[0-1]          0 = Do NOT Install Team Avalanche High Res Graphics (DEFAULT)
                  1 = Install Team Avalanche High Res Graphics
 /V[0-3]          0 = Aeris Battle Model - No Change ^(DEFAULT^)
                  1 = Aeris Battle Model - HQ Aerith
                  2 = Aeris Battle Model - Sailor Moon Jupiter
                  3 = Aeris Battle Model - Whiteraven's HQ Aerith
 /H[0-11]         0 = Cloud Battle Model - No Change
                  1 = Cloud Battle Model - Classic
                  2 = Cloud Battle Model - The Remix APZ
                  3 = Cloud Battle Model - Grimmy's Hi Res (DEFAULT)
                  4 = Cloud Battle Model - Grimmy's AC Style
                  5 = Cloud Battle Model - FMV Cloud (Weemus)
                  6 = Cloud Battle Model - Strife
                  7 = Cloud Battle Model - New APZ
                  8 = Cloud Battle Model - New APZ Black
                  9 = Cloud Battle Model - New APZ Dark
                 10 = Cloud Battle Model - New APZ Mature
                 11 = Cloud Battle Model - Team Avalanche
 /L[0-9]          0 = No Change
                  1 = Kela51's Original V3 Limit
                  2 = Kela51's Blue V2 Limit
                  3 = Kela51's Blue V3 Limit
                  4 = Kela51's Blue V4 Limit
                  5 = Kela51's Original V4 Limit (DEFAULT)
                  6 = Mike's Flame Limit Texture
                  7 = Jinkazama2k7's Green Limit
                  8 = Mike's Blue Flame Limit Texture
                  9 = Mike's Flame Limit V2 Texture
 /M[0-12]         0 = Menu Background No Change (DEFAULT)
                  1 = Remix Menu Background
                  2 = Buster Sword in red by Felix Leonhart
                  3 = HD Buster Sword by Wren Jr.
                  4 = Midgar
                  5 = Friend's by Nikfrozty
                  6 = Cloud
                  7 = Simple
                  8 = Buster Sword with Glare
                  9 = Standoff by Milo Leonhart
                  10 = Standoff with FF7 Logo by Milo Leonhart
                  11 = Zendar's AC Buster Sword at Midgar
                  12 = Recko's Gold Hilt Buster Sword
 /K[0-16]         0 = No Change (Use Original Vanilla Kernel) (DEFAULT)
                  1 = Remastered - Kernel AI, stats and equipment from The Remix
                  2 = Scene Redux - Better Items to Steal
                  3 = Harder Items Easy - Items are Less Powerful
                  4 = Harder Items Normal - Items are Significantly Less Powerful
                  5 = Harder Items Difficult - Items are MUCH LESS Powerful
                  6 = Harder Items Easy + Scene Redux
                  7 = Harder Items Normal + Scene Redux
                  8 = Harder Items Difficult + Scene Redux
                  9 = Lost Wing - Complete Overhaul with Extensive Modifications
                  10 = Gjoerulv's Hardcore Mod - The Preeminent Difficulty Mod
                  11 = Mode Switching - All Mods
                  12 = Mode Switching - Without Hardcore
                  13 = Reasonable Difficulty - Not as Challenging as Hardcore
                  14 = Reasonable Difficulty + Harder Items Easy
                  15 = Reasonable Difficulty + Harder Items Normal
                  16 = Reasonable Difficulty + Harder Items Difficult
 /E[0-12]         0 = No Change
                  1 = DLPB's Hi Quality FMVs (DEFAULT)
                  2 = Bootlegged - Trojak's Enhanced with DLBP and Xion999
                  3 = Bootlegged - Trojak's Enhanced with Grimmy and Xion999
                  4 = Bootlegged - Trojak's Enhanced with DLBP and Xion999 and Rumbah
                  5 = Rumbah Complete - 1280 Smooth
                  6 = Rumbah Complete - 1280 Sharp
                  7 = Rumbah Complete - 640 Smooth
                  8 = Rumbah Complete - 640 Smooth
                  9 = Grimmy's AC Style enhanced with Leonhart7413
                  10 = Grimmy's AC Style enhanced with Leonhart7413 HD Alternate
                  11 = Bootlegged reworked with PH03N1XFURY
                  12 = Grimmy's AC Style Movies
 /T[0-4]          0 = No Field Art Mods
                  1 = Bootlegged: BlackFan, SL1982 and FacePalmer Field Art (DEFAULT)
                  2 = Blackfan over SL1982's over FacePalmer Field Art
                  3 = FacePalmer Field Art
                  4 = BlackFan over SL1982 without FacePalmer Field Art
 /Z[0-23]         0 = Avatars No Change
                  1 = Bloodshot's Transparent Avatars (DEFAULT)
                  2 = Nikfrozty's Crisis Core Avatars
                  3 = Nikfrozty's Alternative Avatars
                  4 = Full Portrait Transparent Avatars
                  5 = Milo Leonhart's 10th Anniversary Photographic Avatars
                  6 = Milo Leonhart's Demi Face Avatars
                  7 = Milo Leonhart's Demi Face Avatars V2
                  8 = Milo Leonhart's Demi Face Avatars V3
                  9 = Singular One's AC Transparent Avatars
                  10 = Zendar's Round AC Avatars
                  11 = Zendar's Round AC Avatars V2
                  12 = Zendar's Round AC Avatars V3
                  13 = Zendar's Round AC Avatars V4
                  14 = Zendar's Round AC Avatars V5
                  15 = Zendar's Round AC Avatars V5.01
                  16 = Armorvil's Eye Avatars
                  17 = Grimmy's AC Style Avatars
                  18 = Kula Wende's AC Style Avatars
                  19 = Nero's AC Style Avatars
                  20 = Nikfrozty's AC Style Avatars
                  21 = Aff7iction's Beautified Avatars
                  22 = MinMin's Avatars
                  23 = Recko's Transparent Avatars
 /B[0-1]          0 = Do NOT install Bunny Outfit for dress models (DEFAULT)
                  1 = Install Bunny Outfit for dress models
 /U[0-1]          0 = Do NOT Update Masamune
                  1 = Update Masamune (DEFAULT)
 /W[0-8]          0 = FinalFanTim's OGG Soundtrack
                  1 = PSF MIDI Soundtrack (DEFAULT)
                  2 = OCRemix Soundtrack
                  3 = Custom Soundtrack from the Remix
                  4 = Bootleg Soundtrack
                  5 = Anxious Heart - Original Selection
                  6 = Anxious Heart - DLPB Selection
                  7 = Anxious Heart - Fan Selection
                  8 = Anxious Heart - Professional Selection
 /Y[0-1]          0 = Do NOT Use Any CD Loader (DEFAULT)
                  1 = Use Any CD Loader
 /Q[0-6]          0 = No Change
                  1 = Grimmy's Cloud and Sephiroth Prelude Credits
                  2 = JordieBo's Prelude Graphics (DEFAULT)
                  3 = JordieBo's Dark Prelude Graphics
                  4 = JordieBo's Glowing Prelude Graphics
                  5 = Strayoff's Prelude Graphics
                  6 = Grimmy's Cloud and Tifa Prelude Credits
 /G               Custom Cloud Weapons [16 Digits]
                  0's = Millenia (Default)
                  1's = Slayersnext
 /$               Custom Avatars [Works with /Z-1]
 /@               Brat Code
 /I"[image].zip"  Vanilla FF7 Installation Folder as a ZIP file
 /D"[path]"       Valid FF7 install path enclosed in ""

 /F"[path n]"     Mod source path enclosed in ""
                  Repeat for each mod path to add
 /X"[path]"       Temporary folder where the magic happens (REQUIRES A MINIMUM 17GB FREE SPACE)

EXAMPLE: bootleg /C0 /S1 /P3 /R1 /O1 /N1 /A0 /D"D:\Games\Final Fantasy VII" /F"C:\Downloads" /F"D:\Downloads"

The example installs the Cloud field model without a sword, FFX save point,
Mike's customized phoenix, Aeris Revival, Menu Overhaul, new spell names
and Mike's limit texture while searching for mods in: C:\Downloads,
D:\Downloads and the Bootleg start folder.


Bootleg.exe must run with administrator privileges and will request administrator access.

Place Bootleg.exe in a folder with all of the FF7 mods.
If a mod is missing and you do not explicitly disable it during setup, strange
things will happen. All mods must reside in the folder with Bootleg.exe and
have the exact filenames from the Supported Mods list.
Use the /F switch to specify additional mod source paths.

NOTES:
Only apply Bootleg to a fresh maximum installation of the English 3 CD-ROM version of Final Fantasy VII.
Install Final Fantasy VII to a non-system folder such as 'D:\Games\FF7' to prevent privilege errors and missing mods.
Installing Bootleg WITHOUT The Remix-- Final_Fantasy_VII_Remix_v2-5-1_Installer.exe-- will result in missing game files.
Please disable any virus scanning software before running Bootleg Configurator due to a potential conflict with some mods.
Close all open FF7 files and folders before starting or Bootleg will fail.
The mods must reside in the same folder as Bootleg.exe and have the exact filenames in the Supported Mods list.
Use the /F switch to add mod search paths for mods not in the folder with Bootleg.exe.

NOT YET Supported Mods (To Do List):
    Option to Make Field Model Weapons Match Battle Model Weapons
    Option for Customizable Soundtrack

----------
KNOWN BUGS
----------

-Some field models need resized.
-Some field models don't blink or have flashing faces.
-Various glitches in field model animations when using PRP models.
-Aeris Revival in Hardcore Mode is missing some Revival scripts.  Aeris does not appear in 3 field scenes.
-Extended play time may result in corrupted graphics and a crash especially on lower end Intel GPU's.  Avoid pausing the game during battles.
-Rarely a crash occurs during the final rescue scene at the containment chamber in the Shinra Building lab.
    The crash is related to system ram and session play time.
    Use the nearby save point to avoid frustration.
-The Fort Condor mod occasionally causes a crash in the later levels of the Fort Condor minigame.
-Inconsistent install results when using paths containing parentheses, spaces and non U.S. characters: é, è, á, à, et cetera
-Installing to a system folder results in missing mods, lost settings, lost save games and mismatched kernels on some systems.  Avoid errors by installing to a NON SYSTEM FOLDER.
-ReTranslation only installs in Normal and Hardcore Modes when Mode Switching is Enabled.
-ReTranslation is not compatible with Lost Wing.
-Translation is incomplete for some language and mode combinations.  Battle and Menu text remains in English for some languages.
-When using FacePalmer field textures: the doors in Aeris' house sometimes appear closed when open; the door in the Costa Del Sol inn has a blue outline; in the chocobo sage's house there is a small white blotch above him, dark edges outline the scenery in the ice crater maze.
-Some Magic Upscale textures are glitched and show borders: Hell Bomber, Shadow Flare.
-Selecting NO CHANGE for battle models and installing weapons models may result in missing textures if existing battle models don't already have enough texture slots.
-Selecting NO CHANGE for field models and installing hair styles may result in glitched heads if existing field models are not compatible.
-FF7Music conflicts with game controller to keyboard emulators such as Joy2Pad and Xpadder.
-Alternate Hairstyles are disabled for some models.
-Battle model animations for the Green Frog (RSAA) and Purple Frog (HBAA) are glitched.
-With Menu Overhaul all save menus that are not from an actual save point will have the pointer on the wrong line.
-With Menu Overhaul the Junon taxi-helicopter is broken: Out of Town goes to Other District, Other District crashes the game.
-With Menu Overhaul some Yes/No menu options are reversed.
-When Installing on Re-Release version, features such as achievements, cloud saves and the trainer are lost.


---------------
Version History
---------------
.040
    Added New APZ Cloud Battle Model in Normal, Dark and Uniform: apzcloud_FINAL.rar, apzcloud_DLC.rar
    Added New APZ Cloud Field Model with and without Sword in Normal, Dark and Black: APZ Cloud Field V4.2.rar, black.zip
    Added New APZ Chibi Cloud Field Model in Normal, Dark and Black: Chibi APZ Cloud Beta.rar
    Added BlitzNCS New Chibi Cloud Field Model: NCS_NewChibiCloud.zip
    Added Save Point Model with Balls: Save Point FFX Edit Multicoloured Balls.7z
    Added Support for Team Avalanche Cloud Battle Model: Battle Model.rar
    Added Support for Team Avalanche Chibi Cloud Field Model: Chibi Cloud.rar
    Added Support for Team Avalanche Guard Scorpion Battle Model: Guard Scorpion.rar
    Added Support for Team Avalanche Sweeper Battle Model with Bombing Mission Fix: Sweeper.rar
    Added Support for Team Avalanche Save Point Model: Save Point.7z
    Added Support for Team Avalanche Materia Models: materia.rar
    Added ComplexMultiShader: ComplexMultiShader.zip
    Added Omzy's FacePalmer Fixes: Omzy's FF7 Field Pack.zip, FixedLightingTextures PART1.rar, FixedLightingTextures PART2.rar, FixedMissing Files.rar, FixedSpecialCases.rar, itown1b.zip, ealin_2.zip
    Added Minmin's Transparent Avatars: minatars_1.1.zip
    Added Zendar's Coin Skill Textures: qsvyig.png, zeni_h_00.rar, zeni_h_00.rar, mj0dq1.png, amz5z5.png, Coin.rar
    Added Zendar's Blue Counter Numbers Texture: 2itfspt.png
    Added Missing PSF Music: ff7 missing psfs.zip
    Added Cait Sith Weapons: cait sith weapons.7z
    Added Cloud Weapon Options-- No Change, Dragon Murasame, APZ Buster, APZ Ragnarok, OmniBuster, Oblivion Lovelace, Oblivion Ultima: apzbustertexid5.zip, external mods pack0.2.zip
    Added Individual Customization for Cloud Weapons: slayernexts with compiled textures.zip
    Added FMV Cutscene option: No Change
    Added Support of Re-Release Version: FF7 PC New to Old Converter By Kranmer FULL.exe
    Added New Track to Bootleg Soundtrack: 4-18 - Staff Roll (End Credits)-rev5-ff7music.ogg
    Added FeliX Leonhart's World Map Ocean Textures: world.exe
    Added Chibi Reconstruction Models: Chibi Reconstruction 1.5.exe, Mxsters Chibi Reconstruction V1.6.exe, CHIBICON.rar, Cloud.rar, clouddress.rar, Jessie Version 2.rar, Red13 Release.rar
    Added NameSpoofer's Cloud Strife ReModel: CloudRemodel.rar
    Added Whiteraven's AC Barret Battle Model: Whiteraven AC Barret Battle.rar
    Added Whiteraven's AC Tifa Models: Whiteraven Tifa Battle.rar, White Raven Tifa Mod.rar
    Added Whiteraven's Vincent Re-ReModel Battle Model: Whiteraven Vincent Battle.rar
    Added Whiteraven's AC Yuffie Battle Model and Fixed Transparent Hair: Whiteraven Yufie Battle fixed.rar
    Added Whiteraven's HQ Aerith Battle Model: Whiteraven Aerith Battle.rar
    Added Whiteraven's Mature APZ Cloud Battle Model: Whiteraven Apzcloud Mature-Rev.rar
    Added Whiteraven's Mature APZ Cloud Battle Model Converted by Buster Swd: Whiteraven Apz Cloud revision for field(adjusted).rar
    Added Weemus' FMV Style Models: Weeemus FMV Mod Beta 2.0d.rar
    Added E1sunz's Cait Sith - Cat Only Battle Model: Battle - Cait Sith Cat Only.rar
    Added JLOUTLAW's Hypersonic Limit Texture: Hyper Sonic Limit Texture.rar
    Added Bloodshot's Re-Animations: FF7 Re-animated.rar
    Added Recko's Gold Hilt Buster Sword Menu Background: buster_00.png
    Added Recko's Transparent Avatars: Avatars.zip
    Added Missing Hairstyles for High-us Minigame: Cloud and Tifa
    Added JLOUTLAW's Ruby Weapon Retexture: Ruby WEAPON Retexture.rar, Ruby Weapon Retexture Project.zip, Modified Ruby WEAPON Retexture.rar
    Added Bootloader Option to Disable Forced Refresh Rate
    Added Kuugen's Nightmare Conversion: Nightmare Files 1.rar, Nightmare flevel slim.rar, Nightmare OST.part1.rar
    Added PRP, Rebuilded, Chibi Construction and Dahfa's Chibi Field Model Options for Cloud, Tifa, Barret, Aeris, Yuffie, Cid, Red XIII, Vincent and Sephiroth
    Added Bootloader Option to Mount/Unmount a Virtual FF7DISC1
    Added Bootloader Option to Automatically Set the Data Drive
    Added Bootloader Ability to Save Last Run Options
    Added Support for the Standalone OCRemix Soundtrack Pack: ffviiremix mp3's part1.rar, ffviiremix mp3's part2.rar
    Added Support for Anxious Heart Soundtrack Compilation by DLPB
    Restored Missing Materia Animations
    Restored Missing Menu Background-- Zendar's AC Buster Sword at Midgar
    Restored MinMin's Missing Avatars
    Restored Missing Dahfa Barret Navy Uniform Field Model (AYFB)
    Revised Bootleg.log
    Revised Avalanche and Remix Model Installation
    Revised Base Model Installation to Recognize NO CHANGE Option for Player Models
    Revised Hairstyles to Accommodate New Models
    Removed Glitched Field Textures: colne_6
    Removed Dependence on The Remix - Bootleg Only Requires The Remix for the Original APZ Cloud and The Remix FMV's
    Updated German Conversion Thanks to Kompass63: gerFF7exe-03.zip
    Updated Gjoerulv's Hardcore Mod to 1.0.6: Gjoerulv-1.0.6.rar
    Updated Kranmer's Trainer: FF7 Trainer 0.7.1v4 By Kranmer.exe
    +Fixed Files Missing From LGP Archives Due to Ulgp Bug: ulgp_v0.7.7z
    +Fixed Translation of DISC_US.LGP
    +Fixed Broken Grimmy's AC Yuffie Battle Model
    +Fixed Grimmy's AC Yuffie always Installs with Grimmy's AC Tifa
    +Fixed Missing Weapon Textures for Grimmy's AC Cloud
    +Fixed Mismatched Enemy Lookup Table when Using Menu Overhaul ReTranslation with some mods: New Spell Names, Aeris Revival, Items Easy, Items Normal and Items Difficult
    +Fixed Crash due to Bootleg Setting Incorrect Sound Device
    +Fixed Crash After Remix When Using APZ Cloud or Timu Sumisu Barret
    +Fixed Missing/Broken Hairstyles for Cloud
    +Fixed Missing Cloud Wields Masamune Models
    +Fixed Broken Timu Barret+Kleyon Field Installation
    +Fixed Missing Summon Menu Command with Menu Overhaul: Hexteditor.zip
    +Fixed Missing Romeo 14 Materia Texture in Normal Mode
    +Fixed Alpha Blending for High-us Models: Cloud, Tifa, Aeris, Red XIII and Barret
    +Fixed Missing Sailor Moon Tifa Weapon
    +Fixed Missing Weapon Textures when No Change Selected for Battle Models
    +Fixed Missing Texture Errors
    +Fixed Hair Style Compatibility
    +Fixed Crash Due to Missing Condor.lgp when Not Using Stayoff's Condor Minigame Mod
    +Fixed Mismatched Lookup Table in Remix Remastered Mode
    +Fixed Blinking Head for Megaten's Pimped Barret; Jinkazama2k7's Assault Biggs, Jessie and Wedge, Rebuilded GFDF Hang Man
    +Fixed Bug When Creating FF7 Image
    Integrated Mods: ComplexMultiShader.zip, ulgp_v0.7.7z, minatars_1.1.zip, qsvyig.png, 2itfspt.png, zeni_h_00.rar, zeni_h_00.rar, ff7 missing psfs.zip, cait sith weapons.7z, dragon buster.7z, Hexteditor.zip, Coin.rar, FF7 PC New to Old Converter By Kranmer V0.2.zip, itown1b.zip, ealin_2.zip, 4-18 - Staff Roll (End Credits)-rev5-ff7music.ogg, gerFF7exe-03.zip, apzbustertexid5.zip, slayernexts with compiled textures.zip, world.exe, Chibi Reconstruction 1.5.exe, Mxsters Chibi Reconstruction V1.6.exe, CHIBICON.rar, Cloud.rar, clouddress.rar, Jessie Version 2.rar, Red13 Release.rar, Whiteraven AC Barret Battle.rar, Whiteraven Tifa Battle.rar, White Raven Tifa Mod.rar, Whiteraven Vincent Battle.rar, Whiteraven Yufie Battle fixed.rar, Weeemus FMV Mod Beta 2.0d.rar, CloudRemodel.rar, Hyper Sonic Limit Texture.rar, FF7 Re-animated.rar, Whiteraven Aerith Battle.rar, apzcloud_FINAL.rar, apzcloud_DLC.rar, APZ Cloud Field V4.2.rar, black.zip, Chibi APZ Cloud Beta.rar, NCS_NewChibiCloud.zip, Whiteraven Apzcloud Mature-Rev.rar, Avatars.zip, Barret.zip, Ruby WEAPON Retexture.rar, Ruby Weapon Retexture Project.zip, Modified Ruby WEAPON Retexture.rar, external mods pack0.2.zip, Whiteraven Apz Cloud revision for field(adjusted).rar, FF7 Trainer 0.7.1v4 By Kranmer.exe, Battle - Cait Sith Cat Only.rar, innounp037.rar, Save Point FFX Edit Multicoloured Balls.7z

FAQ
Code: [Select]
--------------------------
Frequently Asked Questions
--------------------------

Q:I downloaded the re-release and installed Bootleg.  Now when I start the game is asks for Disk 1!
A:In Bootloader click CONFIGURE.
  Click the MOUNT button.
  Click Write CFG.
  Play FF7.
  NOTE: The system may take a moment to recognize the new disk.  If the game fails to start the first time, try again.
  Alternately:
  Install Kranmer's AnyCD patch.
  Rename a USB drive or Harddrive to "FF7DISC1"
  Run Bootloader and select CONFIGURE.
  In the Data Drive dropdown list, select the drive letter for the drive named "FF7DISC1"

Q:I'm experiencing black screens, tearing, stuttering and out of memory errors.
A:Bootleg is not compatible with Intel graphics cards.  If you are using a laptop with a Radeon/NVidia card and an Intel CPU, the Intel GPU is most likely the default video card.
  The game uses the default video card which is most likely the Intel GPU.
  Check in the app.log to identify which GPU FF7 is using.
  To force FF7 to run on the Radeon/NVidia GPU, go into the graphics settings and "add" the file/app, "FF7.exe," to run on the improved performance processor.

Q:What is an FF7 image file?
A:It is a optional .ZIP file containing the files and folders from inside the Final Fantasy VII installation folder.
  When using an image, you no longer have to do a vanilla install before Bootleg.
  It simplifies installing FF7 to almost any folder.

Q:How do I create an FF7 image file?
A:First, do a full install of FF7.
  Browse to inside the FF7 install folder.
  CTR+A to Select all.
  Right click and Send To compressed file.

Q:How do I use an FF7 image file?
A:Be very careful.  Use of an invalid image will result in an unplayable game.
  Follow the procedure to create an FF7 image file for use with Bootleg.
  Now run Bootleg Front End (BFE.exe) and in the text box labeled 'FF7 Image' select the .ZIP image file.

Q:Why does the Menu Overhaul Installer run twice?
A:You enabled mode switching with the Hardcore Mod.
  The Menu Overhaul Installs first for Normal mode.
  Then it installs a second time for Hardcore mode.
  You can configure cheat, game and graphics settings separately for each mode.
  Possibilities include enabling all of the cheats in Hardcore Mode and none in Normal Mode.

Q:How do I use the Avatars and Prelude Credits included with Menu Overhaul and Avalanche?
A:Select NO CHANGE for those items in Bootleg.  Otherwise Bootleg overrides other mods.

Q:Why is APP.LOG full of 'ERROR: failed to find file battle/???? (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)' and similar errors?
A:These errors are harmless.  They are related to weapon modifications.  The errors do not affect the game negatively.

Q:Why is there a bar across the battle scenes?
A:This is an issue with Aali's OpenGL Driver 0.7.11B and should be corrected soon.

Q:What is the 'Temporary Files' folder?
A:Bootleg creates a working folder names 'Bootleg_Setup' in the 'Temporary Files' path.
  This folder contains the extracted mods and patch folders while Bootleg is running.
  Bootleg requires 16GB of free space on the 'Temporary Files' drive.

Q:Why does Bootleg exit without displaying 'Bootleg_Readme.txt'?
A:Bootleg has crashed.
  Disable UAC and turn off virus scanning software.
  Close any open programs.
  Avoid using spaces and non U.S. characters in the mod path.
  Run 'BFE.exe' and start Bootleg with the 'Run Bootleg' button.
 
Q:Why does BFE.exe fail to run with the error "The application failed to initialize properly (0xc0000135)"?
A:You need to install the Microsoft .NET Framework 2.0 from: http://www.microsoft.com/en-us/download/details.aspx?id=22808
  Or the Microsoft .NET Framework 3.5 Service Pack 1 from: http://www.microsoft.com/en-us/download/details.aspx?displaylang=en&id=22

Q:Why is there a pause while battle scenes load?
A:The game engine is slow when loading the battle scenes from a very large battle.lgp.
  To significantly shorten load times, uncheck the box next to 'Battle Scenes as LGP' during Bootleg configuration.
  In 'FF7_OpenGL.cfg' set 'use_pbo = yes' to further improve load times.  This setting might cause anomalies on ATI graphics cards.

Q:Is FF7anyCDv2.dll a virus?
A:No, it's a false positive.  It's a non essential convenience that enables the game to run without the need to switch discs.

Q:Do I have to disable my virus scanner?
A:Bootleg runs fine with virus software enabled.
  The authors of some of the supported mods-- FF7Music and Menu Overhaul-- suggest disabling virus scanning software before installation.

Q:How do I change the soundtrack?
A:Select the soundtrack during setup.
  Alternately, change the soundtrack after installation:
  Run .\FF7Music\FF7Music.exe
  Click on Configure
  Select the Files tab
  In the Profile Box, select the desired soundtrack

Q:What are the soundtrack options?
A:Available soundtracks include:
      PSF - Original MIDI
      FileNamesOnly - FinalFanTim's original MP3s
      OSTRemastered - FinalFanTim's looped OGGs
      mp3 (remixed) - All OCRemixes MP3s
      Custom - a combination of OCRemix and FinalFanTim's MP3s
      Bootleg - a combination of FinalFanTim's OGGs; OCRemix MP3s; NetHead's tracks 3-06 - The Nightmare's Beginning-rev8.ogg, 3-16 - Interrupted by Fireworks-rev18.ogg, 3-20 - Buried in the Snow-v.2.ogg and Symphonic's track JenovaRemix.ogg

Q:Why is there no sound in the game?  Why is the music playing from a different sound device than the game sounds?
A:You need to configure the sound and/or MIDI device.
  Run .\FF7Config.exe as Administrator
  In the SOUND tab, select the 'Sound Driver'
  In the MIDI tab, select the 'MIDI Driver' and the 'MIDI Data'
  Click OK to save the settings
  Open the Volume Mixer
  Adjust the volume for the playback device, applications and FF7 executable

Q:What is mode switching?
A:Mode switching allows you to easily switch between difficulty mods when starting Final Fantasy VII.
  Switch between modes of play by running BootLoader.exe from the game folder or using the FFVII Bootloader shortcut.
  To start Final Fantasy VII in the last mode played, run 'Run FFVII-Bootleg.bat' from the game folder or using the
  Final Fantasy VII shortcut.  Shortcuts are located on the desktop and in the start menu.

Q:How do I start the game in Hardcore Mode?
A:Install Mode Switching with Hardcore Mod support.  Switch to Hardcore mode by starting BootLoader and selecting Hardcore Mod in the mode list.
  If you installed the Hardcore Mod without enabling Mode Switching, Final Fantasy VII will always start in Hardcore mode.
  To start Final Fantasy VII in the last mode played, run 'Run FFVII-Bootleg.bat' from the game folder or use the 'Final Fantasy VII' shortcut.

Q:How do I start the game in Normal mode?
A:Once Hardcore mode is enabled, it stays enabled until you start BootLoader and switch to Normal mode.
  To start Final Fantasy VII in the last mode played, run 'Run FFVII-Bootleg.bat' from the game folder or use the 'Final Fantasy VII' shortcut.

Q:What is BootLoader?
A:BootLoader allows you to easily switch between difficulty mods and change other option before starting Final Fantasy VII.
  Start BootLoader with the "FFVII BootLoader' shortcut or by running BootLoader.exe from the game folder.
  Use the 'Final Fantasy VII' shortcut to quickly start the game in the last mode played.

Q:How do I change the drive that FF7 checks for the game CD-ROM?
A:Run 'FF7_CD.exe' in the game folder to change the data drive.

Q:Do I really need to close all programs before running Bootleg?
  If any FF7 game files or folders are open during installation, Bootleg will fail to update the game.
  Close all folders and files related to the FF7 installation destination.

Q:HELP! Hardcore Mode is way too difficult.
A:There is a Hardcore Mode guide included in the Original_Readmes_Bootleg folder: Hardcore_Guide.txt.

Q:Where should I install Final Fantasy VII?
A:I recommend NOT using a system folder like 'Program Files' or 'Desktop' or 'Users' or any other system folder as the installation destination.
  Instead, install to a folder such as 'C:\Games\Final Fantasy VII\' or a new folder of your choice.
  Installing the game to a system folder sometimes results in missing mods and the inability to save or edit game files.

Q:How can I contact PitBrat or VGR?
A:We frequent the #VGR channel on the IRC Espernet servers.
  In BFE select Brat Chat from the Help menu to connect directly to the live chat.

Q:Who is VGR?
A:VGR is a valuable member of the Bootleg team.  Without his skills, support and encouragement, this project would fail.
  He has detailed knowledge of Final Fantasy VII, Bootleg and all of the supported mods.  His input helps direct the development
  of Bootleg.  He is also in charge of bug testing and has devoted many hours to making Bootleg better.  For tech support, requests and general chat,
  contact VGR in the Qhimm.com forums or visit the official Bootleg IRC channel-- #VGR on Espernet.

Q:Who is PitBrat?
A:PitBrat is a mystery.

Q:How do I change the Menu Overhaul menu style?
A:Install Kranmer's Menu Overhaul Menu Style Switcher.
  While FF7 is running, use these hot keys to switch styles:
  STYLE . . . . . . HOT KEY
  FFIX  . . . . . . CTRL+F5
  FFX   . . . . . . CTRL+F6
  FFIX w/9999 . . . CTRL+F7
  FFX w/9999  . . . CTRL+F8
  Do NOT switch to the 9999 menu unless you enabled this feature during the Menu Overhaul installation or in Aali's OpenGL driver.
  If the display becomes misaligned, simply switch modes again to correct the alignment.

Q:Help, I installed Always Run and now Aerith always catches me!
A:Don't hold down the RUN key to make Cloud walk.  The game thinks he's running even though it looks like he is walking.
  Use only the direction keys as normal to run out of the house.  Even though Cloud is running, the game thinks he is walking.

Q:How do I toggle always run?
A:Install Kranmer's always run toggle dll
  While FF7 is running, use these hot keys to enable/disable always run:
  Always Run ON . . . CTRL+F3
  Always Run OFF  . . CTRL+F4

Q:How do I use Load Anywhere?
A:Install Kranmer's Load Anywhere mod
  While FF7 is running move Cloud to a field screen.
  Press CTRL+L to bring up the menu.  Press CTRL+L again to load a save game.
  WARNING:Loading games from the world map produces unexpected results.

Q:Why does FF7 crash every time I try to start a game?
A:Disable Compatibility mode for FF7.exe and launch the game.
  Disable DEP if nothing else works.
  Warning: Do not use this option if you are not an administrator. Make sure that you fully understand what you are doing.
  From the Start menu, select All Programs, then go to Accessories and then finally right-click on Command Prompt and click Run as Administrator.
  Once the command prompt is open, you can now disable the DEP by entering the following command line.
      bcdedit.exe /set {current} nx AlwaysOff
  Keep the Command Prompt open and run the executable file that DEP was preventing from running before.
  After you are done with the installation, simply type this command line to enable DEP back on again.
      bcdedit.exe /set {current} nx AlwaysOn
  If you want to completely disable DEP then you will have to remove “{current}” from the command line.

Q:Why does the game run so slowly after Bootleg?
A:These mods push the FF7 engine to its limits and require a much more powerful system than did the original game.
  Aali's OpenGL driver provides some additional options to help improve performance.
  Enable PBO either with the Bootloader Configure button or by manually editing FF7_OpenGL.cfg:
    use_pbo = yes

Q:The game crashes when I use Cyd's Hyper Jump limit break.
A:Don't select anything else while Cyd performs Hyper Jump; let the limit break animation play out before taking any further action.

Q:Using Print Scrn to grab frames results in an all image.
A:Disable Fullscreen mode: fullscreen=no

Q:My controls stopped working when I restarted the game.
A:Make a backup of ff7input.cfg before you encounter the error.  Replace the original file with the backup.
  If you don't have a backup, delete ff7input.cfg to revert to the standard numpad controls.

Q:Why are the battle text, ATB, HP, and Mana bars all messed up during battles?
A:9999 Limit Breaker is enabled in Aali's driver configuration. Disable it in FF7_Opengl.cfg.
  break_9999limit = no

Q:The game crashes during battles after I load a save game.
A:Don't mix and match save games.  Saves created in modes like Hardcore or Normal won't work in any other mode.

Q:What is the BootlegCustomModels folder?
A:Place your custom models in the appropriate folders before running Bootleg.  Enable the custom models option and Bootleg will install these models.

Q:Using the Trainer to add Sephiroth to the party cause the cure to hurt.
A:Sephiroth only works in party slot 3.  Only add Sephiroth to the party in slot 3.

Q:My virus scanning software identified these files as potential risks: FF7 Trainer 0.7.1v3 By Kranmer.exe and FF7anyCDv2.dll
A:The virus scanning software is wrong.  These files are not a risk.  This is a misidentification.

Q:I want to reinstall Bootleg without changing any of the models I already have installed.
A:Select NO CHANGE for each of the main models.  Select NO CHANGE for the Base Models.  Deselect all additional models.

Q:When using Grimmy's AC Cloud with Slayersnext's weapons, Millenia's buster sword is installed.
A:Slayersnext's Cloud weapons are not entirely compatible with Grimmy's AC Cloud.  Millenia's weapons are used for Cloud's first two swords.

Q:The game worked but now it crashes at startup!
A:Uninstall the game, delete all the game folders, delete the Bootleg files (BFE.exe, bootleg.exe, BFE.ini), reinstall FF7 (or specify an image), extract the Bootleg files again and re-run BFE.exe.

Q:I use the Chrome browser and FF7Config and FF7 crash when starting.
A:The Chrome browser causes problems with FF7.  Close Chrome and all associated services.

Very Special Thanks to:
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Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: sen on 2011-07-23 15:01:39
Snip, delete.
Title: Re: [Tutorial] Bootleg Configurator
Post by: PitBrat on 2011-07-23 21:27:45
Bootleg Configurator 040
DOWNLOAD (https://docs.google.com/open?id=0BwC7kjtdF7wpd3NnWVNIVVhMNVU)

Download mods separately!
The Big List of Final Fantasy VII Mods, Docs & Tools (http://forums.qhimm.com/index.php?topic=12503.msg173799#msg173799)

Tifa's Bootleg - Installation Tutorial (http://forums.qhimm.com/index.php?topic=13212.msg183580#msg183580)

Tifa's Package - Bootleg Mods with Previews (http://forums.qhimm.com/index.php?topic=13981.msg196162#msg196162)

Read the Bootleg_Readme.txt (http://forums.qhimm.com/index.php?topic=12008.msg168273#msg168273)

Set Bootleg.exe to run as Administrator:
    Right Click on Bootleg.exe
    Select Properties
    Go to the Compatibility Tab
    Check Run this program as an administrator
    APPLY

Run BFE.exe to start Bootleg.

File names are very important and must match the list exactly.

Bootleg searches for these files in the mods folder:
Code: [Select]
    4.zip                                               Grimmy            HQ AC Style FMV's
    640sharp.part1.rar - 640sharp.part3.rar             Rumbah            All Movies, 640 Sharp Filter
    640smooth.part1.rar - 640smooth.part3.rar           Rumbah            All Movies, 640 Smooth Filter
    1280sharp.part1.rar - 1280sharp.part9.rar           Rumbah            All Movies, 1280 Sharp Filter
    1280smooth.part1.rar - 1280smooth.part6.rar         Rumbah            All Movies, 1280 Smooth Filter
    Aeris_Patch_23_March_2011.rar                       Ultima Espio      Aeris Revival Patch                   Qhimm Forum-> http://forums.qhimm.com/index.php?topic=9786.0
                                                                                                                Download----> http://www.mediafire.com/?2wh2lz3h2q572bo
    AH.exe                                              DLPB              Anxious Heart Soundtrack Compilation
    Avalanche GUI v2.0.8.exe
    Avalanche High Res.exe
    Battle Model.rar                                    Team Avalanche    Avalanche Cloud Battle Model
    Battle Scene enhacement lgp use.zip
    Chibi Cloud.rar                                     Team Avalanche    Avalanche Chibi Cloud Field Model
    cloud.7z                                            Grimmy            AC Style Cloud Models
    corel prison and bonus.rar
    data.7z.001                                         Grimmy            Upscaled Magic Graphics Part 1 of 6
    data.7z.002                                         Grimmy            Upscaled Magic Graphics Part 2 of 6
    data.7z.003                                         Grimmy            Upscaled Magic Graphics Part 3 of 6
    data.7z.004                                         Grimmy            Upscaled Magic Graphics Part 4 of 6
    data.7z.005                                         Grimmy            Upscaled Magic Graphics Part 5 of 6
    data.7z.006                                         Grimmy            Upscaled Magic Graphics Part 6 of 6
    eidoslogo.avi
    ending2.avi                                         Grimmy            HQ AC Style Ending FMV
    FacePalmer.zip                                      Omzy              Hi Res Field Textures                 Qhimm Forum-> http://forums.qhimm.com/index.php?topic=11933.msg165489#msg165489
                                                                                                                Download----> http://www.mediafire.com/?l5bl61acmnc07mv
    FacePalmer.Part01.rar - FacePalmer.Part.20.rar
    ff7_enhanced_movies_1.zip                           Trojak            Enhances Movies 1
    ff7_enhanced_movies_1.part1.rar                     Trojak            Enhanced Movies 1 in Parts
    ff7_enhanced_movies_1.part2.rar                     Trojak            Enhanced Movies 1 in Parts
    ff7_enhanced_movies_1.part3.rar                     Trojak            Enhanced Movies 1 in Parts
    ff7_enhanced_movies_2.zip                           Trojak            Enhanced Movies 2
    ff7_enhanced_movies_2.part1.rar                     Trojak            Enhanced Movies 2 in Parts
    ff7_enhanced_movies_2.part2.rar                     Trojak            Enhanced Movies 2 in Parts
    ff7_enhanced_movies_2.part3.rar                     Trojak            Enhanced Movies 2 in Parts
    ff7_enhanced_movies_2.part4.rar                     Trojak            Enhanced Movies 2 in Parts
    ff7_opengl-0.7.11b.zip
    ff7music_install_15112.exe                          Covarr            FF7Music with Looped OGG Soundtrack
    ff7music_install_15113.exe                          Covarr            FF7Music Installer (Needs OSTRe.7z)   Qhimm Forum-> http://forums.qhimm.com/index.php?topic=10546.msg167562#msg167562
    ffviiremix mp3's part1.rar                          OCRemix           OCRemix Soundtrack from The Remix
    ffviiremix mp3's part2.rar                          OCRemix           OCRemix Soundtrack from The Remix
    Field Files Pack 1.rar
    Field Files Pack 2.rar
    Field Files Pack 3.rar
    Field Files Pack 4.rar
    Field Files Pack 5.rar
    Final_Fantasy_VII_Remix_v2-5-1_Installer.exe
    Final_Fantasy_VII_Remix_v2-5-1_Installer.part01.rar
                                           - part13.rar
    FixedLightingTextures PART1.rar                     Omzy              FacePalmer Fixes
    FixedLightingTextures PART2.rar                     Omzy              FacePalmer Fixes
    FixedMissing Files.rar                              Omzy              FacePalmer Fixes
    FixedSpecialCases.rar                               Omzy              FacePalmer Fixes
    FL-BSE v0.1.1 UPD.zip
    FL-BSE v0.1.zip
    FL-WME Beta.exe
    flevel.rar                                          Tenko Kuugen      Nightmare Overhaul Full Flevel
    FMVRes.exe
    FMVRes-1.bin
    FMVRes-2.bin
    FMVRes-3.bin
    FMVRes-4.bin
    FMVRes-5.bin
    FMVRes-6.bin
    funeral&nibelheim-reworked.rar                      PH03N1XFURY       Reworked Funeral and Nibelheim FMV's
    Gjoerulv-1.0.6.rar                                  Gjoerulv          Hardcore Mod
    Guard Scorpion.rar                                  Team Avalanche    Avalanche Guard Scorpion Battle Model
    HQ_opening_credits.zip                              Grimmy            FMV's                                 Qhimm Forum-> http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495
                                                                                                                Download----> http://www.gamefront.com/files/HQ+opening+creditszip/;13791945;/fileinfo.html
    hq_vids_2.7z                                        Grimmy            FMV's                                 Qhimm Forum-> http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495
                                                                                                                Download----> http://www.gamefront.com/files/hq+vids+27z/;13803101;/fileinfo.html
    JKA Tifa.7z                                         Grimmy            AC Style Tifa Model
    JKA Yuffie.7z                                       Grimmy            AC Style Yuffie Model
    Magochocobo Battle Scenes (lgp use).rar             FeliX Leonhart    Battle art enhancement for LGP
    Magochocobo ff7 battle pack 2.rar                   Magochocobo       Battle art enhancement as PNG Pack 2
    Magochocobo png battle files.rar                    Magochocobo       Battle art enhancement as PNG Pack 1
    magochocobo_ff7pack3.rar                            Magochocobo       Battle art enhancement as PNG Pack 3
    materia.rar                                         Team Avalanche    Team Avalanche Materia Models
    missing_hq.zip                                      Grimmy            FMV's                                 Qhimm Forum-> http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495
                                                                                                                Download----> http://www.gamefront.com/files/missing+hqzip/;13803046;/fileinfo.html
    MO.exe                                              DLPB & Kranmer    Menu Overhaul m005c                   Qhimm Forum-> http://forums.qhimm.com/index.php?topic=11649.msg161349#msg161349
    MOVIE.zip                                           Grimmy            FMV's                                 Qhimm Forum-> http://forums.qhimm.com/index.php?topic=11257.msg156206#msg156206
                                                                                                                Download----> http://uploaded.to/file/uic6or
    movies.part1.rar                                    Leonhart7413      Alternate AC Style Intro FMV's
    movies.part2.rar                                    Leonhart7413      Alternate AC Style Intro FMV's
    movies.part3.rar                                    Leonhart7413      Alternate AC Style Intro FMV's
    movies.part4.rar                                    Leonhart7413      Alternate AC Style Intro FMV's
    New_opening.7z                                      Grimmy            FMV's                                 Qhimm Forum-> http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495
                                                                                                                Download----> http://www.mediafire.com/download.php?famt9hca25ozoa4
    Nightmare 1.01 core files.rar                       Tenko Kuugen      Nightmare Overhaul
    Nightmare 7 flevel slim 1-01.rar                    Tenko Kuugen      Nightmare Overhaul
    Nightmare OST.part1.rar                             Tenko Kuugen      Nightmare Overhaul
    NoCaitFMV.exe                                       DLPB              FMV's without Cait Sith
    opening.rar                                         Leonhart7413      Alternate HD AC Style Opening
    OSTRe.7z                                            Covarr            Remastered Soundtrack for FF7Music
    RetFMV.exe                                          DLPB              FMV's with ReTranslation
    Save Point.7z                                       Team Avalanche    Team Avalanche Save Point Model
    sqlogo.AVI                                          Grimmy            HQ AC Style Intro FMV
    sqlogo.part1.rar                                    Leonhart7413      Alternate HD AC Style Intro
    sqlogo.part2.rar                                    Leonhart7413      Alternate HD AC Style Intro
    sqlogo.part3.rar                                    Leonhart7413      Alternate HD AC Style Intro
    Sweeper.rar                                         Team Avalanche    Sweeper Battle Model
    tank_and_pirate_ship.zip                            kuroda masahiro   Tank and Pirate Ship Models
    Trish(aka Mike)'s custom model pack.7z              Mike              Models                                Qhimm Forum-> http://forums.qhimm.com/index.php?topic=10512.msg148439#msg148439
                                                                                                                Download----> http://www.mediafire.com/?r9zs2u264zh1nmv
    yarLson Field Upscale Project v0.35.zip             yarLson           Hi Res Field Textures                 Qhimm Forum-> http://forums.qhimm.com/index.php?topic=11505.0
There are two versions of FacePalmer: FacePalmer.zip and the 20 FacePalmer.part??.rar files.
You do not need both versions.

Always allow Bootleg.exe to run as Administrator

Use the MOD LIST function in BFE to identify and download required mod files.

Download all Bootleg supported mods.
And, as always, read the Bootleg_Readme.txt (http://forums.qhimm.com/index.php?topic=12008.msg168273#msg168273) . . .

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-07-24 00:06:31
WOOT!
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-07-24 01:30:47
just got everything downloaded, iam about to run it.

1 thing, i was unable to locate Cloud_Bike_Fix_Fixed.zip

and i had to rename Avalanche High Res.exe

i downloaded EVERYTHING took me about an hour

and it worked!

FREAKING AMAZING !!!!! NICEEEEEE!!!!

1 small problem or its something iam not doing right.

It keeps running the hardcore installer even when i choose no.

am i supposed  to x out of or do i run the patch?

Also read me file needs to update, but other than that, iam playing on my main saved game and i see no problems.

GAME LOOKS AMAZING NOW


Iam about to make this topic famous on overclock.net

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-24 04:56:33
Finalturismo,
If the Remix is installed, the Hardcore installer automatically runs to update the hardcore component of the Remix.  The switch is ignored.  An old version of the Hardcore mod is already integrated in the Remix and requires updating.
You basically have two modes for FF7... There are two shortcuts, Final Fantasy VII and Final Fantasy VII Hardcore.  Also, in the Final Fantasy VII folder, there are two .bat files, 'Run FFVII-Remix.bat' and 'Run FFVII-Remix-Hardcore.bat'.  Always run as administrator or the mode won't change.
This allows you to easily switch between Normal and Hardcore Modes.  Also, the Menu Overhaul installs twice with the Remix-- once for each mode.  The cheat settings can be configured differently for Normal and Hardcore Modes.
You could enable all the cheats for Hardcore and none for Normal.
For now, both modes share the same Menu Overhaul graphics.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-07-24 07:35:06
Awesome, that means no problems what so ever than. 
It just threw me off with the read me and the popup.

I figured that much tho.

Anyway this is better than sex.

Ive been using the default ff7 launcher on the desktop, is that ok?

Or do i run the remix.bat file just like the remix edition.

Not that i seen any difference between them.

Everyone should install this, so they can get a better idea of other textures etc need to be redone XD!

The even newer world map graphics were jaw dropping.

Same with the new Phoenix

And levels being smoothed out XD

and i could keep going...

even the high wind map has a smoother look to it. 
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-24 17:49:39
finalturismo,
I check out the two issues you mentioned.
Cloud_Bike_Fix_Fixed.zip is a test file I was using.  I removed it from the list.  It's already in Bootleg.exe.

Avalanche High Res.exe vs Avalanche High Res b9.exe was my bad.  Naughty me renamed the file.  I fixed it so now both names work.
But, when I was fixing that, I realized that I wasn't actually including the Barret and Diamond Sword models from the Avalanche installer.  It doesn't really make a difference because these models are also in the Remix, but I fixed it anyway.

I also removed the 'Cloud Strife' stick man Cloud model.  I had it incorrectly labeled as a save point.

I've Updated the link with the new version.

You can launch FF7 with any of the three shortcuts, either .bat file or even the .exe.  Just make sure to run as administrator.  To enable Hardcore mode, use the shortcut 'Final Fantasy VII Hardcore' or the .bat file 'Run FFVII-Remix-Hardcore.bat'.  Once Hardcore mode is enabled, it stays enabled until you run the .bat file 'Run FFVII-Remix.bat' or the 'Final Fantasy VII' shortcut located in All Programs, Final Fantasy VII.
The 'Final Fantasy VII' shortcut on the desktop launches FF7 in whichever mode it was last run--Normal or Hardcore.

I should also mention another feature.
There are now 4 soundtracks available: MIDI, OGG, MP3 and a cool Remixed version with more bass.
OGGs are the default because they loop better.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: nickblames on 2011-07-24 18:15:29
"Run Bootleg.exe as administrator by right clicking on Bootleg.bat and selecting Run as administrator."

I must be missing something obvious but there is no Bootleg.bat when I unzip the installer.  Running Bootleg.exe as Administrator (from folder or command prompt) only brings up a command prompt splash screen then sends me back to the root folder.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-24 18:21:34
That was a typo.  It's Bootleg.exe.
You have to have a fresh Final Fantasy VII installed to the default location.
Alternate install paths is a feature still on my 'to do' list.
If you change the install path of FF7, it's not going to work.

Also, Bootleg.exe should be in the same folder with all the mod files.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: nickblames on 2011-07-24 18:39:28
Already on a fresh install into the default path for Win 7 and the Bootleg.exe is in with the mods.

Do the mod files need to be extracted or still zipped?  (tried both)
Do I need to have all the programs (kimera, wallmarket, etc) installed/unzipped?  If so, then where to?
Do all the mod files and Bootleg.exe need to be on the same drive/partition as the FF7 install?
Do I need to have the mods I don't want to install in the folder with the mods in it?  EX: Do I need the V2 of the limit break mod if I only want V3?
In the readme the programs list includes ff7_1.02.zip and ff7_102.zip.  I'm assuming these are redundant of the 1.02 patch folder but the one in your mod.html is named ff7102zx.zip do i need to change the name?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-07-24 18:44:11
Keep the file names the same, straight from the downloads
ff7102zx.zip is all you need for the 1.02 patch
you do not unzip / unrar the files

It should look like this
(http://img838.imageshack.us/img838/2779/unledbj.jpg) (http://imageshack.us/photo/my-images/838/unledbj.jpg/)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-24 19:07:07
At least one of the patch zips is required for Bootleg.exe to run.  Any of these files will work:ff7_1.02.zip, ff7_102.zip or ff7102zx.zip.

Bootleg.exe will attempt to continue running if it can't find a mod file, but there might be anomalies.
There is a warning message if something isn't found.

The Bootleg installer isn't really designed to pick and choose... it's more of a complete experience.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: nickblames on 2011-07-25 03:04:40
Figured it out, all the files need to be on the same drive/partition as the game install.  Thanks for the help guys.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-25 16:06:57
I found a couple of small flaws with Bloodshot's Hi Quality Bike model; a merchant has a piece of Cloud for an arm.  There's an issue with young the Aerith model losing a texture when HQ Aerith is installed.  So far, the glitches are only cosmetic.  I'll have things fixed in the next version.
I'm also working the PRP into the mix.  There are quite a few more field and world models to add. 
With the addition of the PRP, nearly all of the field models are redone!
FF7Music is now at version 1.51.9, so I need to update it in the Bootleg.
I'm considering adding an option to install all the FF7 Tools as well.

Nickblames,
Awesome!  Now you can help test this thing out too . . .

If anyone find some other tidbit to cram in, please let me know!
Anyone know how 'anycd' works and whether it's worth including?
What about the Sephiroth mod?

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-07-25 23:52:50
Iam already waiting for the next release XD
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-27 14:54:01
Why does the Remix have such a bad reputation?  It does much more than just add the PRP models.  Besides, it's not a simple task to properly extract and install the PRP models.  Everything is lumped together!  Sure, renaming the PRP lgp's might appear to work, but that's just sloppy.  Who wants all those extra files  floating around in there!

I've sorted through the PRP installer and have a working list of models not already in the Remix.  The new Bootleg is nearly ready for release.

Removing the Remix from the list of essential mods is still not feasible.  The Remix is outdated and breaks some stuff, but it does a great job of installing essentials like the PRP.  Plus, the Remix includes many small fixes and tweaks not available anywhere else.  Not using the Remix would require that I redo everything it already does so well.

On a side note, what's your favorite Cloud model for field or battle?

-PitBrat

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: nickblames on 2011-07-28 05:33:31
I think your average modder just wants a 'Download - Install - Play' solution and having to deal with all the extra stuff just piles on too much.  Luckily for us you came along and took most of the guesswork out of it.

Also, if you don't want extra files floating around you might want to contact Magochocobo and find out definitively if you need both the .png's and the .lgp's.  From everything I've read it seams like the .lgp's are no longer necessary.

APZ Freak still has the best around but unfortunately he hasn't finished the new cannon Cloud just yet so I think whatever version is in the Remix is the best we've got.

Good work and thanks again for putting all this together.

PS - What settings do you personally prefer when installing this?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: StrayOff on 2011-07-28 09:33:31
for an easier download handling i put all the links in an jdownloader-container. http://www.megaupload.com/?d=DOCOSK11 (http://www.megaupload.com/?d=DOCOSK11)
the gamefront-mirrors aren't included because they are actually not working. you have to load them seperately
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-29 21:18:05
Okay, I've updated the link with Bootleg 0001 Beta.
Check the first page.

I tweaked a few things: added extra PRP models, updated FF7Music installer, fixed Bloodshot's HQMB, fixed HQ Aerith, corrected Avalanche install order, better integrated Hardcore Mod with Aeris Revival, added alternate menu backgrounds and more.

I'm still working on completely combining Aeris Revival with the Hardcore Mod.  There are 28 scene files in flevel.lgp that overlap between these mods.  Right now, the Hardcore Mod takes precedence when using both mods together.  I haven't tested the impact this has on gameplay.  There is no conflict when using Aeris Revival without the Hardcore Mod.

The settings I use most often for Bootleg 0001 Beta are:
    bootleg /c0 /s0 /p2 /r0 /n1 /a1 /v1 /h1 /l5 /m1 /x1

The PRP installer is really crummy.  If people have problems using the PRP installer, I'll move the few models into the bootleg itself.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: DarkFang on 2011-07-29 21:29:45
I would use the Remix patcher but it changes the script of the AI and changes the stats/equipment the characters start with. For example, when using the Remix patcher, Barret starts with a Protect Vest.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-29 21:41:31
Okay, I'll include an option to install without the scene and kernel changes made by the Remix Remastered AI.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: DarkFang on 2011-07-29 21:44:12
Okay, I'll include an option to install without the scene and kernel changes made by the Remix Remastered AI.

-PitBrat

Well shit you can do that? I just spent like a half an hour trying to work around that lol.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-29 22:47:36
Yeah, the Remastered changes are in:
    ./data/kernel/kernel.bin
    ./data/kernel/kernel2.bin
    ./data/battle/scene.bin

Just copy and replace those files with files from a fresh install of FF7 and you'll be back to vanilla.
I've a bit more work to do to incorporate changes from the Menu Overhaul, Hardcore Mod and Aeris Revival in various combinations.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-07-29 22:55:32
Woot new update, installing now!!
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-29 23:44:18
Let me know if the PRP installer works.  The original installer seems to have some major issues.  I might have to come up with another solution.

I already have another update that has an option to not use the remastered AI, stats and equipment from the Remix.
I didn't realize there was a demand for the vanilla version.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-07-30 01:12:58
Iam installing it now, i just gota check and make sure i have all the updated mods.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-30 01:28:28
Great, I just noticed that the last release of FF7Music 1519 is bugged and there's a hot patch.
Now I gotta either revert to FF7Music 1518 or work in the hot patch somehow...
I took the link down because none of the launchers work after FF7Music breaks everything.


Good, Covarr corrected the bug and left the filename the same.  I downloaded FF7Music 1519 again and it works.
BTW, did you notice that you can switch between all the soundtracks, including the Remix, using FF7Music?
I'm slowly learning how to edit models.  Now I want to tackle repairing the rest of the Rebuilded models.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-07-30 01:48:31
You said you added the new PRP models right?

I saw this in the readme
Version History:

.0001BETA
    Added additional Phoenix Rejuvenation Project field models

Does that mean i need to download the prp, or are they included in the bootleg.exe?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-30 01:52:10
You'll need to download the PRP installer with this version.
The PRP installer is so crummy, I'm seriously considering including the models in the Bootleg.
Give a few minutes, and I'll update the Bootleg to include the models. The installer barely works and leaves garbage behind in the FF7 folder.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-07-30 01:56:41
That sounds like it would be easier for both of us XD.

How many models did they add anyway if you dont mind me asking?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-30 02:21:15
Not very many.  Dahfa's young Aerith models are better, so I didn't bother with the PRP versions.  New models include: the guy with the rifle at the gun range, all of the materia, barrels, a dragon, a chocobo, the boy in glasses, the lady in purple, the knight, the dragon, the helicopter, a soccer ball, a basket ball, and the monster that comes out of the wall.  I only worked on field models this time.  I think the rest were already in the Remix, but I have a bit more research to do.  I notice some people in the PRP thread are working on it.  I'll bootleg their findings!

Bootleg 0001BETA3 integrates the models.  Download it again because I messed up the first try. The only new mod to download is the newest ff7music_install_1519.exe

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-07-30 02:36:49
ight iam installing
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: StrayOff on 2011-07-30 14:38:51
hey, i made a collection list of models which should go into the bootleg. i don't know which are implemented and which not. they come from PRP 0.7 and they come with more quality :-)

Quote
Verzeichnis von C:\Spiele\Final Fantasy 7\Patches\Phoenix Rejuvenation Models

30.07.2011  10:56                72 ateb.hrc
30.07.2011  10:57                72 aude.hrc
30.07.2011  10:58                72 awbe.hrc
30.07.2011  11:08                72 bxjb.hrc
30.07.2011  11:09                74 byba.hrc
30.07.2011  11:09                74 bybf.hrc
30.07.2011  11:10                74 bycd.hrc
30.07.2011  11:10                72 byib.hrc
30.07.2011  11:12               903 crid.hrc
30.07.2011  11:13               949 ctib.hrc
30.07.2011  11:14                72 dabf.hrc
30.07.2011  11:15               121 dhge.hrc
30.07.2011  11:16                71 dhhf.hrc
30.07.2011  11:18               886 dxje.hrc
30.07.2011  15:33               201 eaid.hrc
30.07.2011  15:34                75 ebjf.hrc
30.07.2011  15:35                75 ecae.hrc
30.07.2011  15:41               764 eihd.hrc
30.07.2011  15:43               754 ekbf.hrc
30.07.2011  15:43               739 elgc.hrc
30.07.2011  15:44               950 enab.hrc
30.07.2011  15:47                74 eoce.hrc
30.07.2011  15:48               874 eseb.hrc
30.07.2011  15:53               855 fbba.hrc
30.07.2011  15:53               833 fcaf.hrc
30.07.2011  15:54               866 fcgd.hrc
30.07.2011  15:54               815 feea.hrc
30.07.2011  15:55               361 ffec.hrc
30.07.2011  15:55               473 fgae.hrc
30.07.2011  15:58                74 fgec.hrc
30.07.2011  15:59               184 fgfb.hrc
30.07.2011  16:01               921 fjcf.hrc
30.07.2011  16:05               816 fxjc.hrc
30.07.2011  16:06               722 fzcc.hrc
30.07.2011  16:07               720 gabe.hrc
30.07.2011  16:07               804 gajc.hrc
30.07.2011  16:08               593 gbia.hrc
30.07.2011  16:12                75 gjcf.hrc
30.07.2011  16:15               846 gofd.hrc
30.07.2011  16:15               884 gpcd.hrc
30.07.2011  16:16               854 gpjb.hrc
30.07.2011  16:16               854 gqfe.hrc
30.07.2011  16:16                74 grcc.hrc
30.07.2011  16:18                75 guhc.hrc
30.07.2011  16:18                75 guib.hrc
30.07.2011  16:19                74 gvae.hrc
30.07.2011  16:21                74 gwib.hrc
30.07.2011  16:23               854 gzhf.hrc
30.07.2011  16:24               283 hagb.hrc
30.07.2011  16:26               744 hhjf.hrc
30.07.2011  16:26                75 hjdc.hrc

i also found a bug in model euaf.hrc it has no eyes in its face :-D

ps: does anyone know why the original game provides only 12.000 files in char.lgp and the remixed/bootlegged more than 14.500 files? also the models have names up to "h", but in original only to "e" or something like that :-O
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-30 20:02:24
The current version of PRP is 1.1!

Model euaf.hrc looks the same way in a vanilla install of FF7.
I guess she was never meant to have a face.
Weird.
Usually when a model is missing the face texture, there's a white box where the eyes and mouth should go.

I don't see any change from the original in the models: bxjb.hrc, byba.hrc, bybf.hrc, bycd.hrc, dhhf.hrc, ebjf.hrc, ecae.hrc, eoce.hrc, fgec.hrc, fgfb.hrc, grcc.hrc, guhc.hrc, guib.hrc, gvae.hrc, hagb.hrc.

Plus, there are quite a few updated models not in that list.


-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: StrayOff on 2011-07-30 22:14:54
my fault. but i got the current prp version, just messed something up.
mhhh maybe i patched something wrong in char.lgp by using the manual version of bootleg a week ago
just hard to have an overview of ~400 models in this ;)

 i don't know how bootleg.exe setup looks like because it doesn't install on my system (i run it as admin and tried several params). it shows the bootleg logo in cmd and then it quits some seconds later. don't know what im doing wrong

if you are interested i could make an nsis installer for bootleg project in august or september. i earned much knowledge with this last weeks by making one for my personal purpose. it would be much more pretty with an installer/uninstaller and some checkboxes/live overview of "what does this f**king installer right now?", also including some system cleanup (delete old links)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-30 23:08:41
I'm not sure if an NSIS installer would work.
Bootleg.exe is really just a .bat file that looks for each downloaded mod, extracts it from whatever archive, installs it and then applies some fixes I've made to get all of the mods working together.
Bootleg.exe won't do anything by itself.  You have to download all the individual mods into a single folder along with Bootleg.exe.  Then run Bootleg.exe as administrator.

NSIS would be awesome if I could rip all the individual mod pieces out and put them together in one setup file.  Alas, I don't have permission to do that.
Plus, this way if there is an update, one only need download the new mod and a small Bootleg.exe. 

I've considered creating a series of binary patches that would work well with NSIS.  But, if everything were together in one setup, it would be over 5GB.  Not to mention I wouldn't be able to advertise or discuss it here; I'm not authorized to redistribute the work of others!

Bootleg.exe tries to clean up after itself.  It uses the folder \Users\USERNAME\AppData\Local\Temp\Bootleg_Setup folder to store everything while it's running.
If you look in that folder while Bootleg is running, you can see all the extracted files.

Just to be clear, you have to download all of the listed mods into a single folder.  Place Bootleg.exe in that same folder.  Run Bootleg.exe as administrator.  The mod will tell you if it can't find one to the .rar, .zip, .7z or .exe mod files.

Bootleg.exe accepts command line switches.  If I had a pretty front end, it could launch Bootleg.exe with the appropriate switches.  VB or Java should offer a simple enough solution.  There are quite a few logic decisions, loops, unzipping, unrarring and various file operations going on while the Bootleg is running.  That stuff might be too cumbersome with NSIS.  Also, Bootleg.exe isn't installed to the FF7 folder.  It goes in the folder where the mods archives are stored.

The biggest obstacle to an NSIS installer is that one has to download each mod individually before Bootleg.exe will even work.  Does NSIS support dynamic linking so that it can download the mod files on the fly during installation?

You're right though.  I need something prettier than a blinking cursor for this installer!

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: StrayOff on 2011-07-31 09:29:22
Quote
Just to be clear, you have to download all of the listed mods into a single folder.  Place Bootleg.exe in that same folder.  Run Bootleg.exe as administrator.  The mod will tell you if it can't find one to the .rar, .zip, .7z or .exe mod files.
yes i did! word for word from readme.txt but it seems to be dislike me

i made my nsis installer with zip-extracting because my personal setup is over 5gb so i keep smaller zip files external from the nsis setup. that allows keeping the mods to their original archives and also allows the individual config of mods. the nsis setup should only contain the "patch engine" and an online updater, which would be no problem because nsis supports this on-the-fly-downloading wery well even with proxy - all as you mentioned.

i decided to make a little example installer for you during next 2 or 3 weeks -as you know a perfect mod needs much time ;) (don't have really much time because i am going to write a huge and hard test in university) if you agree ;-) just to show you what an nsis setup can do by installing one or two little mods to an lgp or something else by live downloading and/or using locally downloaded files + cleanup/system checks/...and so on
if it's going to be a good one maybe we could make up a bigger setup which contains the whole bootleg
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-07-31 17:57:16
The NSIS installer needs to launch the separate installers for each mod.
Extract the .rar, .7z or .zip; find and launch the .exe if it exists; wait for that mods proprietary installer to finish; copy the files to where they belong; and apply any fixes before continuing.
The trickiest part I've encountered so far is reading all the file names.
Some of the mods have single quotes, tons of spaces and even some foreign characters in the names.
A sparkly installer will be nice!

-PitBrat

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: pico on 2011-07-31 18:57:16
Hi PitBrat,

Thanks for making this much-needed program! However I am having some problems ...

I have downloaded all the files into the same folder with bootleg.exe. When I run it as administrator, I see the ASCII art flash briefly onscreen before the window closes. I am running Win XP Pro, do you have any idea why it might not be working for me?

The only thing I can think of myself is if a download for one of the numerous mods quit halfway-through or something like that. Would incorrect file sizes cause a problem with bootleg.exe?

Anyway, I have read through the readme and the thread here, and I think you may need to remove the "Millenia's Custom Weapons.exe" from the file listing below the download link for the bootleg, because it should be contained within cloudswords_installer.rar, right? Thank you.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-01 15:28:10
Bootleg runs on XP.

EDIT: An issue with Gjoerulvs' Hardcore Mod may prevent that installer from running on XP.  The Bootleg continue without the Hardcore Mod.

The file ff7102zx.zip must be in the same folder with Bootleg.exe.
You must already have a fresh install of FF7 to one of these folders:
    C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\
or
    C:\Program Files\Square Soft, Inc\Final Fantasy VII\

The Bootleg will NOT work if FF7 is installed elsewhere.

Thanks, I removed the extra file from the list.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: pico on 2011-08-01 18:02:13
OK, well I have followed all these instructions to the best of my ability, but it still isn't working. There are some odd quirks with my machine though; there could be a problem on my end, for example with dual-booting and windows un-recognized drive partitions. Maybe I will try again when I get around to fresh-installing everything. For that matter, would your bootleg work under Linux?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-01 23:18:01
The main engine behind the Bootleg is a .bat file.
Anything that supports a Windows NT or later CMD window should run the Bootleg.
The main requirements are:
    A fresh install of FF7 to the default location on the system drive
        .\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\
       or
        .\Program Files\Square Soft, Inc\Final Fantasy VII\
    The official 1.02 patch
        ff7102zx.zip

I'm currently implementing the ability to pass the FF7 installation directory as a command line argument.
That should allow support for non standard installations.

EDIT: Bootleg installs to a custom Final Fantasy VII install folder with the /D switch.  Bootleg searches for mods in the folders specified with the /F switch.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: shadowfox on 2011-08-01 23:47:07
Shadowfox,
I think the cause of the model glitches you're experiencing is most likely that you've added files that belong in high-us.lgp, world_us.lgp or flevel.lgp into char.lgp.

Thanks,
-PitBrat

I am thinking the same thing, I have been going over my install one step at a time and hadn't been checking back *chuckle*. I'm going to dump the install and start over with everything new from your new BAT. Unlike everyone else here though I have all of the original files now /wink  :)

Oh by the way I meant to ask; The install process has taught me ALOT about modifying the files in FF7, do you know of a complete list of file names for each character in battle and field files? This would help in identifying what needs to be fixed and pming/posting fixed files to be passed around to get it done faster.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-01 23:58:59
I've tried the Bootleg on multiple machines here at home with no problem.  I believe the biggest hurdle is making sure every one of the mods is in the same folder as Bootleg.  And that each mod's file name remains unchanged from the original download.

The next release of the Bootleg (Beta 4) has fixes for Barret's flickering face and for the HQ Aerith flickering face.

I'm debating whether to release it tonight or hold off until I implement the ability to enter a different FF7 install path via the command line.

-PitBrat[/b]
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: shadowfox on 2011-08-02 00:01:55
I'm currently implementing the ability to pass the FF7 installation directory as a command line argument.
That should allow support for non standard installations.


ya know.... one of the things I hated most when I came to these forums first off was "your install HAS to be in the default...." I never asked why, I didn't care to know why, i still don't want to know why. I just hated it. I thought to myself wow this community is awesome, but we can't get out of the default install directory rofl.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: sl1982 on 2011-08-02 00:06:53
Most mods that use nsis with my code or other similar code will install to any ff7 directory, wherever it is.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-02 00:13:31
I use a single variable to store the FF7 install path, so it is simple to change.
I only enforced the default path to maintain compatibility with some of the older mods.
Here's a bit of the sloppy code.  This was a quick fix that I never intended to leave unchanged.
Code: [Select]
SET BootSource=%~dp0
SET BootlegTemp=%temp%\Bootleg_Setup\
IF NOT EXIST "%SystemDrive%\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\ff7.exe" GOTO x86
SET FF7Path=%SystemDrive%\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\
GOTO BootlegBegin
:x86
IF NOT EXIST "%SystemDrive%\Program Files\Square Soft, Inc\Final Fantasy VII\ff7.exe" GOTO EndBootleg
SET FF7Path=%SystemDrive%\Program Files\Square Soft, Inc\Final Fantasy VII\
:BootlegBegin

I'm working on an NSIS installer for the Bootleg.
I'll have an NSIS front end ready before long.
I'd like to have it download missing mods on the fly during installation.

EDIT:I'm a bit stumped as to how to get NSIS to download a file from places like mediafire or google docs.

The Bootleg really doesn't install much.  It's a script that runs through all the other mods' installers in the most compatible order.
The only thing the Bootleg installs are the fixes required to make all the mods work together.

EDIT:Bootleg .0002 now installs to a non standard path using the /D"D:\Games\Final Fantasy VII" switch.  The only hiccup is that some mods require that you enter the correct FF7 install path.  Bootleg notifies you of exactly what path to enter.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-03 03:35:19
Shadowfox,
This forum topic offers a nice listing of FF7 files: FF7 File Reconstruction Project (http://forums.qhimm.com/index.php?topic=8874.msg114980#msg114980)
Here is a direct link to the spreadsheet: Excel Spreadsheet (http://spreadsheets.google.com/pub?key=tm3dDTOKl8_uxq6Xz8edlyg&output=xls)

I've updated the Bootleg with switches to change the install path (/D) and to add search paths for mods (/F).
I hope someone tries it and lets me know the results.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: shadowfox on 2011-08-04 07:54:19
Shadowfox,
This forum topic offers a nice listing of FF7 files: FF7 File Reconstruction Project (http://forums.qhimm.com/index.php?topic=8874.msg114980#msg114980)
Here is a direct link to the spreadsheet: Excel Spreadsheet (http://spreadsheets.google.com/pub?key=tm3dDTOKl8_uxq6Xz8edlyg&output=xls)

I've updated the Bootleg with switches to change the install path (/D) and to add search paths for mods (/F).
I hope someone tries it and lets me know the results.

-PitBrat

OMG how did I not find this post :( My google fu sucks apparently. Thanks much appreciated yay!

Installer worked fine off the default will try a few different long named directories to try and screw it up
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: DarkFang on 2011-08-04 08:03:31
Here is a direct link to the spreadsheet: Excel Spreadsheet (http://spreadsheets.google.com/pub?key=tm3dDTOKl8_uxq6Xz8edlyg&output=xls)

This is excellent! This must have taken ages to make.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: shadowfox on 2011-08-04 08:09:19
This is excellent! This must have taken ages to make.

yeah I was checking out the forum thread, i can't believe I never saw that thread. I need to go out and shoot myself, afk a bit....
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: StrayOff on 2011-08-04 16:19:18
Quote
EDIT:I'm a bit stumped as to how to get NSIS to download a file from places like mediafire or google docs.
That could be solved by integrating this http://svn.jdownloader.org/projects/show/jd (http://svn.jdownloader.org/projects/show/jd) into setup. It would be a huge programming task to do but it should be possible. but i think it's easier to make some download container (as i did, look below) as  prerequirement for installing because there's the problem that often downloads aren't stable. Sometimes they get removed because hoster changes something, file is illegal or file wasn't downloaded enough.

The other possibility could be to host all the mods on one place. Im not sure if somebody of the qhimm modders really set up a copyright to his project (i can't imagine). so making ff7 more beautiful it would be common sense to host them up on one source right?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: sl1982 on 2011-08-04 21:37:31
Pitbrat:

This is a nsis function that will enable you to download files off the 'net.

http://nsis.sourceforge.net/Builtin_NSISdl_plug-in
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Covarr on 2011-08-04 22:02:22
Pitbrat:

This is a nsis function that will enable you to download files off the 'net.

http://nsis.sourceforge.net/Builtin_NSISdl_plug-in
It won't work with sites that give some sort of a confirmation screen, such as MediaFire; you need to be able to download directly. Some file hosting sites give this feature with paid accounts.

FileDen allows direct linking, and up to 5GB total transfer per month on a free account; this is probably not enough for what you're doing, though.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: StrayOff on 2011-08-04 22:35:54
The problem are the captchas, the password requests, ... on those websites. nsis only won't work. so you need a tool executing on installation performing the download like jdownloader program. something like that could work with an nsis execution.

i also searched something like a share hoster link converter but i think there's nothing in the net
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-04 23:56:17
Is it possible with NSIS to create a list of up to 5 radial buttons; when the user selects one button, the other 4 are deselected and an image is displayed?

That would make choosing between variations easier when starting a Bootleg install.

I'm updating Bootleg with the ability to read from an .ini file.
This will allow more control over mod file names and paths.
I've also considered adding download locations to the .ini.
The installer can update the .ini file to keep current with changing download links.

It would be nice to distribute everything as one package.  A torrent is the only feasible method of distributing a 6.5GB package though.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: CGalaxy on 2011-08-05 00:06:41
After having a ton of problems with the world map textures from the remix installer, I decided I'd give this a shot. I have all of the necessary files downloaded into the Bootleg folder, including bootleg.exe and the 1.02 patch. Bootleg.exe starts up okay, asking me about what patches to install. But then when it goes to install the 1.02 patch, it says the patch is missing and that I need to start over. I'm not sure what the issue is, since the patch is there. I downloaded the 1.02 zip file from the link Pitbrat posted, and I also tried one that I found elsewhere, but the result was the same.

Any ideas? Thanks!


(http://img97.imageshack.us/img97/6022/102patchinbootleg.png)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: StrayOff on 2011-08-05 01:01:50
downloading torrents also require external programs as the installer itself. maybe we could push the mods to something like this: http://kiwi6.com (http://kiwi6.com)
it's a hoster with direct linking and unlimited traffic

Quote
Is it possible with NSIS to create a list of up to 5 radial buttons; when the user selects one button, the other 4 are deselected and an image is displayed?
sure it's possible - i didn't try this but it seems to be an easy one:
http://nsis.sourceforge.net/RadioButtons (http://nsis.sourceforge.net/RadioButtons)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-05 01:03:56
CGalaxy,
What version of Windows are you using?

This version of Bootleg requires Windows NT with all the services packs or a newer version of Windows.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: CGalaxy on 2011-08-05 01:39:18
Thanks for a  pretty quick reply. I'm running windows 7 professional, 64-bit. It has service pack 1 and all current updates installed.

EDIT: Maybe this is unrelated to the reason you ask, but I just realized that from my picture it probably looks like I'm running an old-school windows os. I just prefer the classic look to the newer eye-candy they've put in the UI. 
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-05 04:02:52
EDIT: Bootleg 0002B4 works with mods in the starting folder and in paths specified with /F.

    DOWNLOAD BOOTLEG (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306)

I also added these mods:
    ff7_enhanced_movies_1.zip                       Trojak          Another Movie Pack part 1               Qhimm (http://forums.qhimm.com/index.php?topic=11504.msg159119#msg159119) FILE (http://www.megaupload.com/?d=44FQNDWF)
    ff7_enhanced_movies_2.zip                       Trojak          Another Movie Pack part 2               Qhimm (http://forums.qhimm.com/index.php?topic=11504.msg159119#msg159119) FILE (http://www.megaupload.com/?d=TP5LC4F0)
    fcondor_rmk_v1.0_05-08-2011-strayoff.rar        Strayoff        Condor Mini Game Texture Pack           Qhimm (http://forums.qhimm.com/index.php?topic=12215.msg169308#msg169308) FILE (http://www.gamefront.com/files/20636543/fcondor_rmk_v1.0_05-08-2011-strayoff.rar)


CGalaxy, yes, I noticed the vintage look of your screen cap.

I broke something when I added then /F switch.
I'll have a fix up soon.
  Fixed.
It works when you use the command line switch
    /F"C:\Bootleg"

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: CGalaxy on 2011-08-05 17:31:16
Interestingly enough, last night I just tried reinstalling from scratch with aali's driver and the remix, and now the remix works perfectly. I no longer have the issues with the world map that I mentioned in that other thread, and I'm not getting an error messages. What I did differently this time I couldn't tell you. I haven't retried the bootleg again, though I might soon.

Sorry for sounding ignorant here, but I'm not sure I know what we mean by F "switch." I have a working knowledge of the terminal in linux, but not so much with windows. I see that it's something you do with the command line, but is it something necessary for installing bootleg altogether? The way I've been trying to install it, I've just put the bootleg folder in my root folder (C drive), right-click on Bootleg.exe and choose "Run as Administrator," and answered all of the prompts it gives about choosing what to install, such as Aeris revival, the hardcore mod, and the graphics patches. I've chosen the default answer provided for each question. After that is when it looks for the 1.02 patch and fails.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-05 17:44:36
CGalaxy, there was an error in the older version of Bootleg.  It wasn't searching in the Bootleg start folder for mods.
I fixed the problem.  Now by default Bootleg looks in 'downloads' and the folder where Bootleg.exe started.

You don't need to use any of the switches.

The command line switch /F allows you to add search paths.  Bootleg /F"C:\temp"  would also check in c:\temp for mod files.
The easiest way to use the switches is by creating a shortcut to bootleg.exe.  Go to the properties of the shortcut.  In the Target text box, add the switches to the end of the existing text.  That way you can start Bootleg with the same settings every time without having to enter everything again.

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: kriandosite on 2011-08-06 01:13:56
hi guy, i have trouble with ff7 mix 2.5.1, install full, but i go to config grafics, and in drop box renderer say this in opengl
OpenGl Driver (broken)

i replace all arquives of the openGl and run config, and old, i paste patch 1.02 too, but in game, no generate grafics of the remix patch, and in initialization of the game say this msg error: no ready shaders, but the shaders replaced too, i forgoten steps?

plx help-me, game in custon graphics are withe screen :/
and others no ready shaders and openGl broken, Help-me plz

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-06 04:14:36
Download all the mods and run Bootleg to fix your problem.
    Or . . .
Install Aali's OpenGL 0.7.11b.
Run FF7Config.bat as administrator.
Set the Renderer to 'custom driver'.
Copy and replace ./shaders/main.frag and ./shaders/main.vert into /shaders/nolight/
Run 'Run FFVII-Remix.bat' as administrator.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: CGalaxy on 2011-08-06 13:06:37
Okay, thanks Pitbrat, that all makes sense to me now. I'll definitely give this another look. And thanks for putting this all together.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: jeffdamann on 2011-08-07 05:13:08
Ok I tried this and half the stuff is working and half the stuff is not... I dont know what to do here or even how to begin to explain what all is there/missing.

The hardcore mod didnt work, even though the bootleg brought me the installer and I installed it correctly,hq aerith didnt work if its a field model, I dont think the fmv restoration worked, save point changing and blue limit mod didnt work, and some other things didnt work.

What did work was the menu overhaul, the remix patcher, colored items, and a few others.

Edit: Im stupid, I wasnt running hardcore mode, also, Im reinstalling with notes this time, we'll see how it goes

I would also like to request you add in Darkfangs Transparent avatars
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-07 08:13:05
I just finished integrating the best field art from FacePalmer with the best textures from yarLson and sl1982.
It's all about mix and match!

jeffdamann,
The Menu Overhaul will eventually include the avatars.
I'll add the transparent pack to Bootleg.  It's already on the 'to do' list!
Are you using bootleg.exe?
Bootleg will install the mods if they are in the same folder.
It skips missing mods.  Make sure the file names match those in the mod list.



Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Grim on 2011-08-07 20:10:10
Awesome PitBrat!

Thank you so much for your bootleg.

I just have one small question. The first battle after the opening against the 2 soldiers ...
The battle floor texture is awfully pixelated and probably from vanilla ff7.

I seem to remember high res textures of exactly this texture. So did something go wrong on my end?

And I am not supposed to have the "already in remix" files in my folder, am I?

Once again your bootleg is HIGHLY appreciated. Superb work.

Grim
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: jeffdamann on 2011-08-07 21:05:44
Those are my textures of OPAC and OPAD....... I hereby give permission to PitBrat to Include ANY of my future work in his installer, and Anyone else owning mods should do the same. Pitbrat obviously has spent a LOT of time on this, and hes doing the community a MUCH NEEDED favor.

It would be beneficial if the mod owners allowed him to make an Installer with the files inside his installer, instead of needing bootleg.exe. btw Pitbrat, you can do this with anything I make. I have messaged Felix_Leonhart and am wanting to collaborate on some more battle enhancements.So when I complete some more, you can include those as well.

I CAN NOT get kela's blue limit to work, Ive even tried installing to the mod folder directily, I guess Ill have to try and rebuild an LGP with kela's in it.

Get back to me Pitbrat
Jeff
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: StrayOff on 2011-08-07 22:51:49
Quote
It would be beneficial if the mod owners allowed him to make an Installer with the files inside his installer
just my words =) i add my permission in same way
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: DarkFang on 2011-08-07 22:59:02
I CAN NOT get kela's blue limit to work, Ive even tried installing to the mod folder directily, I guess Ill have to try and rebuild an LGP with kela's in it.

All you have to do is replace a file in your textures folder. No need to do anything with LGP.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-07 23:36:04
jeffdamann and Strayoff, awesome!  Thanks.

Adding the .tex file to the magic.lgp is the most direct route of implementing a new limit texture.

The limit .png texture goes here if you're using the Remix:
    .\Final Fantasy VII\textures\Limit\limit\jo_b03_00.png

I believe that the .tex file in the .lgp has been altered with an Hex editor to point to the textures folder.
I haven't found much info on the textures folder because it's a deprecated feature.

Grim,
When running Bootleg, it's best to have all of the mods listed in the Bootleg_Readme.txt file (http://forums.qhimm.com/index.php?topic=12008.msg168273#msg168273).

There are pictures in the forum of that first battle scene with updated graphics.
Unfortunately, that mod is unreleased.
If you happen upon a texture pack containing those scenes, please let me know!

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: jeffdamann on 2011-08-08 00:29:53
I believe you are thinking about millenias battle scenes. While unreleased, I feel his battle floor is severely GAUDY and need a lot of work, however, the rest of his scene is a work of artistry.

Here is the link for My Original Battle-scene Enhancement thread. If you read through it you can find many alpha stage files, including my opac and opad textures. You can also see millenis work.

I will post the textures later today, and I am now starting work on the project once more.

Jeff
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: ultima espio on 2011-08-08 00:32:48
Just read your instructions for the aeris patch. DO NOT DELETE OR REPLACE MY AERI.HRC. It's a new, separate model required for the patch to work. It's basically Aeris using Tifas skeleton, the game might go bananas without the correct one.

Other than that good job :)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-08 01:06:57
Ultima Espio,
Thanks for that info!  I was attempting to use the new HQ Aerith model with your Revival patch.
I'll have to figure out something else.
EDIT: What if I use Aeri.hrc with the numbers from the HQ Aerith mod?
HQ Aerith and Revival Combo
Code: [Select]
:HEADER_BLOCK 2
:SKELETON n_earith_sk
:BONES 24

hip
root
 2.99145
1 AUGA

chest
hip
 4.851
1 AUGC

head
chest
 4.851
1 AUGE

non_1
head
 3.465
0

kami
non_1
 13.7445
3 AUHD rvas rvat

l_chest
hip
 4.28505
0

l_collar
l_chest
 .8085
0

l_uparm
l_collar
 4.0425
1 AUHF

armer
l_uparm
1.261581
0

l_foarm
l_uparm
 2.31
1 AUIB

l_hand
l_foarm
 2.1945
1 AUID

r_chest
hip
 4.28505
0

r_collar
r_chest
 .8085
0

r_uparm
r_collar
 4.0425
1 AUIF

r_foarm
r_uparm
 2.31
1 AUJB

r_hand
r_foarm
 2.1945
1 AUJD

l_hip
root
 1.617
0

l_femur
l_hip
 5.36844
1 AUJF

l_tibia
l_femur
 7.5978
2 AVAB AVAB2

l_foot
l_tibia
 3.234
2 AVAD rvbi

r_hip
root
 1.617
0

r_femur
r_hip
 5.36844
1 AVAF

r_tibia
r_femur
 7.7028
2 AVBB AVBB2

r_foot
r_tibia
 3.234
2 AVBD rvbq
When using the original Aeri.hrc with the PRP model, her hands are not attached.

Jeffdamann,
I've already downloaded most of your preview textures.
Now that you've given the okay, I'll check into including some in Bootleg.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-08 05:36:30
I updated Bootleg 0002 BETA5 (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306) with a few mods:
avatars.7z                                      Bloodshot       Borderless Character Portraits          Qhimm (http://forums.qhimm.com/index.php?topic=11715.msg162470#msg162470) FILE (http://www.gamefront.com/files/20231828/avatar_7z)
cr.rar                                          FeliX Leonhart  New Menu and Credits                    Qhimm (http://forums.qhimm.com/index.php?topic=11649.msg169591#msg169591) FILE (http://dl.dropbox.com/u/36889302/FF7/cr.rar)
DarkFang's avatars.rar                          DarkFang        Transparent Avatars                     Qhimm (http://forums.qhimm.com/index.php?topic=9950.msg139679#msg139679) FILE (http://www.mediafire.com/?q0dj722an907x2c)
FacePalmer.zip                                  Omzy            All new field art                       Qhimm (http://forums.qhimm.com/index.php?topic=11933.msg165489#msg165489) TORRENT (http://www.mediafire.com/?751w10qgo3ye3n1)
fcondor_rmk_v1.0_05-08-2011-strayoff.rar        Strayoff        Condor Mini Game Texture Pack           Qhimm (http://forums.qhimm.com/index.php?topic=12215.msg169308#msg169308) FILE (http://www.gamefront.com/files/20636543/fcondor_rmk_v1.0_05-08-2011-strayoff.rar)
Nikfrozty Transparent Avatars.rar               Nikfrozty       Transparent Avatars                     Qhimm (http://forums.qhimm.com/index.php?topic=10105.msg147412#msg147412) FILE (http://www.mediafire.com/?l5bl61acmnc07mv)
ff7_enhanced_movies_1.zip                       Trojak          Another Movie Pack part 1               Qhimm (http://forums.qhimm.com/index.php?topic=11504.msg159119#msg159119) FILE (http://www.megaupload.com/?d=44FQNDWF)
ff7_enhanced_movies_2.zip                       Trojak          Another Movie Pack part 2               Qhimm (http://forums.qhimm.com/index.php?topic=11504.msg159119#msg159119) FILE (http://www.megaupload.com/?d=TP5LC4F0)


-PitBrat

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: ultima espio on 2011-08-08 14:50:25
Ultima Espio,
Thanks for that info!  I was attempting to use the new HQ Aerith model with your Revival patch.
I'll have to figure out something else.
EDIT: What if I use Aeri.hrc with the numbers from the HQ Aerith mod?
HQ Aerith and Revival Combo
Code: [Select]
:HEADER_BLOCK 2
:SKELETON n_earith_sk
:BONES 24

hip
root
 2.99145
1 AUGA

chest
hip
 4.851
1 AUGC

head
chest
 4.851
1 AUGE

non_1
head
 3.465
0

kami
non_1
 13.7445
3 AUHD rvas rvat

l_chest
hip
 4.28505
0

l_collar
l_chest
 .8085
0

l_uparm
l_collar
 4.0425
1 AUHF

armer
l_uparm
1.261581
0

l_foarm
l_uparm
 2.31
1 AUIB

l_hand
l_foarm
 2.1945
1 AUID

r_chest
hip
 4.28505
0

r_collar
r_chest
 .8085
0

r_uparm
r_collar
 4.0425
1 AUIF

r_foarm
r_uparm
 2.31
1 AUJB

r_hand
r_foarm
 2.1945
1 AUJD

l_hip
root
 1.617
0

l_femur
l_hip
 5.36844
1 AUJF

l_tibia
l_femur
 7.5978
2 AVAB AVAB2

l_foot
l_tibia
 3.234
2 AVAD rvbi

r_hip
root
 1.617
0

r_femur
r_hip
 5.36844
1 AVAF

r_tibia
r_femur
 7.7028
2 AVBB AVBB2

r_foot
r_tibia
 3.234
2 AVBD rvbq
When using the original Aeri.hrc with the PRP model, her hands are not attached.

Jeffdamann,
I've already downloaded most of your preview textures.
Now that you've given the okay, I'll check into including some in Bootleg.

Yeah, you just need to copy the bone lengths from the PRP one onto Aeri.hrc. You'll have to check it looks right in Kimera too.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vegadawg2 on 2011-08-08 21:00:22
Thanks for all the hard work Pit, I was wondering... now that you have Facepalmer being a part of your installer.... do you have it set to "mix and match" those field enhancements with sl1982's and yarLson's automatically for right now?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: DarkFang on 2011-08-08 21:02:39
The links are working perfectly fine.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vegadawg2 on 2011-08-08 21:20:12
Links work fine on IE.  My apologies everyone.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: kela51 on 2011-08-08 21:39:09
i like your work man,it's very good idea, great job ;)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-09 00:40:33
Vegadawg2,
   For the field textures, Bootleg has 3 flavors:
   
Use the /T switch to select the mode.  Otherwise Bootleg prompts a user.

Here's a list of textures I discarded in favor of FacePalmer.
Discarded yarLson Textures
Code: [Select]
*\*\ancnt1_00_00.png
*\*\ancnt1_01_00.png
*\*\ancnt1_02_00.png
*\*\ancnt1_03_00.png
*\*\ancnt1_04_00.png
*\*\ancnt2_00_00.png
*\*\ancnt2_01_00.png
*\*\ancnt4_00_00.png
*\*\ancnt4_01_00.png
*\*\ancnt4_02_00.png
*\*\ancnt4_03_00.png
*\*\ancnt4_04_00.png
*\*\blin70_1_00_00.png
*\*\blin70_1_01_00.png
*\*\blin70_1_02_00.png
*\*\blin70_1_03_00.png
*\*\blin70_2_00_00.png
*\*\blin70_2_01_00.png
*\*\blin70_3_00_00.png
*\*\blin70_3_01_00.png
*\*\blin70_3_02_00.png
*\*\blin70_3_03_00.png
*\*\blin70_4_00_00.png
*\*\blin70_4_01_00.png
*\*\blin671b_00_00.png
*\*\blin671b_01_00.png
*\*\blin671b_02_00.png
*\*\blin671b_03_00.png
*\*\blin671b_04_00.png
*\*\blin673b_00_00.png
*\*\blin673b_01_00.png
*\*\blin673b_02_00.png
*\*\blin673b_03_00.png
*\*\blinele_00_00.png
*\*\blinele_01_00.png
*\*\blinele_02_00.png
*\*\blinst_1_00_00.png
*\*\blinst_1_01_00.png
*\*\blinst_1_02_00.png
*\*\blinst_1_03_00.png
*\*\blinst_1_04_00.png
*\*\blinst_1_05_00.png
*\*\blinst_2_00_00.png
*\*\blinst_2_01_00.png
*\*\blinst_2_02_00.png
*\*\blinst_2_03_00.png
*\*\blinst_2_04_00.png
*\*\blinst_2_05_00.png
*\*\blinst_2_06_00.png
*\*\blinst_3_00_00.png
*\*\blinst_3_01_00.png
*\*\blinst_3_02_00.png
*\*\blinst_3_03_00.png
*\*\blinst_3_04_00.png
*\*\blinst_3_05_00.png
*\*\blin66_6_00_00.png
*\*\blin66_6_01_00.png
*\*\blin66_6_02_00.png
*\*\blin66_6_02_00.png
*\*\blin70_2_00_00.png
*\*\cosin2_00_00.png
*\*\cosin2_01_00.png
*\*\cosin2_02_00.png
*\*\cosin2_03_00.png
*\*\cosin3_00_00.png
*\*\cosin3_01_00.png
*\*\cosin3_02_00.png
*\*\cosin3_03_00.png
*\*\eleout_00_00.png
*\*\eleout_01_00.png
*\*\eleout_02_00.png
*\*\eleout_03_00.png
*\*\eleout_04_00.png
*\*\eleout_05_00.png
*\*\blin2_00_00.png
*\*\blin2_01_00.png
*\*\blin2_i_00_00.png.bak
*\*\blin66_1_00_00.png
*\*\blin66_1_01_00.png
*\*\blin66_1_02_00.png
*\*\blin66_1_03_00.png
*\*\blin66_1_04_00.png
*\*\blin66_2_00_00.png
*\*\blin66_2_01_00.png
*\*\blin66_2_02_00.png
*\*\ithos_00_00.png
*\*\ithos_01_00.png
*\*\ithos_02_00.png
*\*\ithos_03_00.png
*\*\itmin1_00_00.png
*\*\itmin1_01_00.png
*\*\itmin1_02_00.png
*\*\itown2_00_00.png
*\*\itown2_01_00.png
*\*\itown2_02_00.png
*\*\itown2_03_00.png
*\*\qb_00_00.png
*\*\qb_01_00.png
*\*\qb_02_00.png
*\*\qb_03_00.png
*\*\qb_04_00.png
*\*\rckt_00_00.png
*\*\rckt_01_00.png
*\*\rckt_02_00.png
*\*\rckt_03_00.png
*\*\rckt_04_00.png
*\*\rckt_05_00.png
*\*\rckt2_00_00.png
*\*\rckt2_01_00.png
*\*\rckt2_02_00.png
*\*\rckt2_03_00.png
*\*\rckt2_04_00.png
*\*\rckt2_05_00.png
*\*\rckt2_06_00.png
*\*\rcktin1_00_00.png
*\*\rcktin1_01_00.png
*\*\rcktin3_00_00.png
*\*\rcktin3_01_00.png
*\*\rcktin5_00_00.png
*\*\rcktin5_01_00.png
*\*\rktinn1_00_00.png
*\*\rktinn1_01_00.png
*\*\rktinn1_02_00.png
*\*\rktinn1_03_00.png
*\*\rktinn2_00_00.png
*\*\rktinn2_01_00.png
*\*\rktinn2_02_00.png
*\*\rktinn2_03_00.png
*\*\losin1_00_00.png
*\*\losin1_01_00.png
*\*\losin1_02_00.png
*\*\losin1_03_00.png
*\*\losin1_04_00.png
*\*\losin1_05_00.png

Discarded SL1982 Textures
Code: [Select]
field\cargoin\cargoin_00_00.png
field\cargoin\cargoin_01_00.png
field\cargoin\cargoin_02_00.png
field\chrin_1a\chrin_1a_00_00.png
field\chrin_1a\chrin_1a_01_00.png
field\chrin_1b\chrin_1b_00_00.png
field\chrin_1b\chrin_1b_01_00.png
field\elevtr1\elevtr1_00_00.png
field\elevtr1\elevtr1_01_00.png
field\md1_1\md1_1_00_00.png
field\md1_1\md1_1_01_00.png
field\md1_1\md1_1_02_00.png
field\md1_1\md1_1_03_00.png
field\md1_1\md1_1_04_00.png
field\md1_2\md1_2_00_00.png
field\md1_2\md1_2_01_00.png
field\md1_2\md1_2_02_00.png
field\md1_2\md1_2_03_00.png
field\md1_2\md1_2_04_00.png
field\md1_2\md1_2_15_00.png
field\md1stin\md1stin_00_00.png
field\md1stin\md1stin_01_00.png
field\md1stin\md1stin_02_00.png
field\md1stin\md1stin_03_00.png
field\md1stin\md1stin_04_00.png
field\smkin_1\smkin_1_00_00.png
field\smkin_1\smkin_1_01_00.png
field\smkin_1\smkin_1_02_00.png
field\smkin_1\smkin_1_03_00.png
field\smkin_1\smkin_1_04_00.png
field\smkin_1\smkin_1_15_00.png
field\nvmkin1\nvmkin1_00_00.png
field\nvmkin1\nvmkin1_01_00.png
field\nvmkin1\nvmkin1_02_00.png
field\nvmkin1\nvmkin1_03_00.png
field\nvmkin1\nvmkin1_04_00.png
field\nvmkin1\nvmkin1_05_00.png
field\nvmkin1\nvmkin1_15_00.png
field\nrthmk\nrthmk_00_00.png
field\nrthmk\nrthmk_01_00.png
field\nrthmk\nrthmk_02_00.png
field\nrthmk\nrthmk_03_00.png
field\nrthmk\nrthmk_04_00.png
field\nmkin_5\nmkin_5_00_00.png
field\nmkin_5\nmkin_5_01_00.png
field\nmkin_5\nmkin_5_02_00.png
field\nmkin_5\nmkin_5_03_00.png
field\nmkin_5\nmkin_5_04_00.png
field\nmkin_4\nmkin_4_00_00.png
field\nmkin_4\nmkin_4_01_00.png
field\nmkin_4\nmkin_4_02_00.png
field\nmkin_4\nmkin_4_03_00.png
field\nmkin_4\nmkin_4_04_00.png
field\nmkin_3\nmkin_3_00_00.png
field\nmkin_3\nmkin_3_01_00.png
field\nmkin_3\nmkin_3_02_00.png
field\nmkin_3\nmkin_3_03_00.png
field\nmkin_3\nmkin_3_04_00.png
field\nmkin_2\nmkin_2_00_00.png
field\nmkin_2\nmkin_2_01_00.png
field\nmkin_2\nmkin_2_02_00.png
field\nmkin_2\nmkin_2_03_00.png
field\nmkin_2\nmkin_2_04_00.png
field\nmkin_2\nmkin_2_05_00.png
field\nivl_e1\nivl_e1_00_00.png
field\nivl_e1\nivl_e1_01_00.png
field\nivl_e1\nivl_e1_02_00.png
field\nivl_e1\nivl_e1_15_00.png
field\mds7_w3\mds7_w3_00_00.png
field\mds7_w3\mds7_w3_01_00.png
field\mds7_w3\mds7_w3_02_00.png
field\md8_4\md8_4_00_00.png
field\md8_4\md8_4_01_00.png
field\md8_3\md8_3_00_00.png
field\md8_3\md8_3_01_00.png
field\md8_3\md8_3_02_00.png
field\md8_3\md8_3_03_00.png
field\md8_2\md8_2_00_00.png
field\md8_2\md8_2_01_00.png
field\md8_2\md8_2_02_00.png
field\md8_2\md8_2_03_00.png
field\md8_2\md8_2_04_00.png
field\md8_2\md8_2_05_00.png
field\md8_2\md8_2_06_00.png
field\smkin_3\smkin_3_00_00.png
field\smkin_3\smkin_3_01_00.png
field\smkin_3\smkin_3_02_00.png
field\smkin_3\smkin_3_03_00.png
field\smkin_3\smkin_3_04_00.png
field\smkin_4\smkin_4_00_00.png
field\smkin_4\smkin_4_01_00.png
field\smkin_4\smkin_4_02_00.png
field\smkin_4\smkin_4_03_00.png
field\smkin_4\smkin_4_04_00.png
field\smkin_5\smkin_5_00_00.png
field\smkin_5\smkin_5_01_00.png
field\smkin_5\smkin_5_02_00.png
field\smkin_5\smkin_5_03_00.png
field\smkin_5\smkin_5_04_00.png
field\southmk1\southmk1_00_00.png
field\southmk1\southmk1_01_00.png
field\southmk1\southmk1_02_00.png
field\southmk1\southmk1_03_00.png
field\southmk1\southmk1_04_00.png
field\southmk1\southmk1_05_00.png
field\tunnel_1\tunnel_1_00_00.png
field\tunnel_1\tunnel_1_01_00.png
field\tunnel_2\tunnel_2_00_00.png
field\tunnel_2\tunnel_2_01_00.png
field\tunnel_2\tunnel_2_02_00.png
field\tunnel_3\tunnel_3_00_00.png
field\tunnel_3\tunnel_3_01_00.png

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-08-09 14:43:24
wow you added alot since i last checked this topic.

Time to DL XD
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-09 15:36:13
I noticed something strange about all of the transparent avatars: Bloodshot, Darkfang and Nikfrozty.
In the merchant screen, the whole background behind the avatars flashes.
For the original avatars, it's just a small border around the portrait that flashes.
It seems that the transparent color cycles when in the buy and sell menus.


Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-08-11 01:01:58
One should torrent the whole thing with the permission of their authors.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-11 01:13:22
Vgr, that's a very good idea.
I wouldn't even need to alter the authors' original archives.
Right now Bootleg plus all the mods is nearly 8GB.
Updates will only require downloading the 10MB Bootleg plus whatever mods were added.

I'm working on a Bootleg Front End-- BFE.
When BFE is ready, I'll see about some way of packaging everything together.
I'm in the process of compiling screenshots of all the options in action.  It's slow going.
With BFE, you'll see the screenshot when you select an option.
That will make the setup process less confusing.

The next version of Bootleg already has:
    Danmann's Battle Textures
    Aeris Revival - Fixed Model
    Fixed Assist Graphics - Hand and Arrows
    Colorized Items (awaiting approval)
    Revised ff7_opengl.cfg

Does anyone have more suggestions for mods to add?
What about the movie situation?
Should I include any of these?
eidoslogo.avi                                   Xion999         Eidos Logo from FFVIII                  Qhimm (http://forums.qhimm.com/index.php?topic=10980.msg164933;topicseen#msg164933) FILE (http://www.megaupload.com/?d=RVMPJPE9)
hq_ending2.AVI                                  Grimmy          HQ Ending 2 FMV                         Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/hq+ending2AVI/;13811751;/fileinfo.html)
hq_hybridmoon_vids.zip                          Grimmy          HQ Funeral FMV                          Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/hq+hybridmoon+vidszip/;13760537;/fileinfo.html)
HQ_opening_credits.zip                          Grimmy          Opening Credits                         Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/HQ+opening+creditszip/;13791945;/fileinfo.html)
hq_vids_2.7z                                    Grimmy          Midgar canon firing, Nanaki's ending    Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/hq+vids+27z/;13803101;/fileinfo.html)
missing_hq.zip                                  Grimmy          Rufus, Sephiroth and Meteor             Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/missing+hqzip/;13803046;/fileinfo.html)
MOVIE.zip                                       Rumbah          New Opening and Mkup Movies             Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg156206#msg156206) FILE (http://uploaded.to/file/uic6or)
MOVIE_2.zip                                     Rumbah          Another Opening Movie                   Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg157691#msg157691) FILE (http://www.megaupload.com/?d=UUMS9SM0)
New_opening.7z                                  Grimmy          New Opening FMV                         Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/New+opening7z/;13753102;/fileinfo.html)
New_Prelude.zip                                 Grimmy          HQ Prelude FMV                          Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/New+Preludezip/;13789935;/fileinfo.html)

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-08-11 01:14:53
Ah, fine. Also, an installer that lets you choice (like NSIS) would be very good.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: DarkFang on 2011-08-11 03:53:47
You should add Loveless (http://forums.qhimm.com/index.php?topic=6013.0). It's a nice text editor.

I think you should include the Eidos Logo movie because it's the only one that I've found on these forums so far and anything is better than the original.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-11 04:42:28
I would really like the opening FMV from the '5' folder in MOVIE.zip, but with a new soundtrack like the one by SymphoniC (http://www.youtube.com/watch?v=r6jTg80r8kE).

EDIT: I fixed a problem where the enhanced movies weren't installing correctly.  The updated version is Bootleg 0002 BETA7 (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306).
Other changes include:
    Danmann's Battle Textures
    Updated Assist Graphics
    Revised ff7_opengl.cfg
    eidoslogo.avi by Xion999 (http://www.megaupload.com/?d=RVMPJPE9)

EDIT:I recovered world map city textures from the Remix that were lost in the 'textures' folder.  I replaced the Remix textures in the world_us.lgp with the vanilla versions.  I moved files from out of the 'textures' folder into the appropriate mods folders.
I add a new opening video:
    MOVIE.zip                                       Rumbah          New Opening and Mkup Movies             Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg156206#msg156206) FILE (http://uploaded.to/file/uic6or)
    eidoslogo.avi                                   Xion999         Eidos Logo from FFVIII                  Qhimm (http://forums.qhimm.com/index.php?topic=10980.msg164933;topicseen#msg164933) FILE (http://www.megaupload.com/?d=RVMPJPE9)


The larger download size is due to the included textures.
There are even larger versions of four of the included textures.
Are higher resolution versions worth an additional 8MB (26MB total) of download?

-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Nightmarish on 2011-08-12 11:57:06
DOWNLOAD BOOTLEG (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306)

Place the installer in a folder together with all the mod archives you want installed.
Run the installer and it unpacks and installs all of the mods and applies the fixes.

Here's a revamped Bootleg Mod Listing with forum and download links.


                 FILE                              AUTHOR                  DESCRIPTION                     INFO        NOTE
Graphics Enhancements
[UPDATE]ACavatar by Kula Wende.rar              knight1120      Avatars                                 Qhimm (http://forums.qhimm.com/index.php?topic=8464.msg102639#msg102639) FILE (http://www.mediafire.com/?zomhg221vel)  PW:mediafire
Avalanche GUI v2.0.8.exe                        Team Avalanche  Menu enhancements                       Qhimm (http://forums.qhimm.com/index.php?topic=9151.0) FILE (http://www.megaupload.com/?d=E7C0IE1K)
Avalanche High Res.exe                          Team Avalanche  2D artwork enhancements                 Qhimm (http://forums.qhimm.com/index.php?topic=9151.0) FILE (http://www.megaupload.com/?d=6U65KS69)
avatars.7z                                      Bloodshot       Borderless Character Portraits          Qhimm (http://forums.qhimm.com/index.php?topic=11715.msg162470#msg162470) FILE (http://www.gamefront.com/files/20231828/avatar_7z)
Battle Scene enhacement lgp use.zip             Magochocobo     Battle art enhancement for LGP          Qhimm (http://forums.qhimm.com/index.php?topic=11961.0) FILE (http://www.mediafire.com/?jc49bjrz5751hyi)
blue limit V2 by kela51.rar                     Kela51          Blue Limit Texture                      Qhimm (http://forums.qhimm.com/index.php?topic=9542.msg130910#msg130910) FILE (http://www.mediafire.com/?137n246zervlvjg)
blue limit V3 by kela51.rar                     Kela51          Blue Limit Texture                      Qhimm (http://forums.qhimm.com/index.php?topic=9542.msg130910#msg130910) FILE (http://www.mediafire.com/?540z2ohivyu)
corel prison and bonus.rar                      Magochocobo     Battle art enhancement as PNG           Qhimm (http://forums.qhimm.com/index.php?topic=11551.msg159934#msg159934) FILE (http://www.megaupload.com/?d=KDEU3L3Q)
cr.rar                                          FeliX Leonhart  New Menu and Credits                    Qhimm (http://forums.qhimm.com/index.php?topic=11649.msg169591#msg169591) FILE (http://dl.dropbox.com/u/36889302/FF7/cr.rar)
DarkFang's avatars.rar                          DarkFang        Transparent Avatars                     Qhimm (http://forums.qhimm.com/index.php?topic=9950.msg139679#msg139679) FILE (http://www.mediafire.com/?q0dj722an907x2c)
FacePalmer.zip                                  Omzy            All new field art                       Qhimm (http://forums.qhimm.com/index.php?topic=11933.msg165489#msg165489) TORRENT (http://www.mediafire.com/?751w10qgo3ye3n1)
Field Files Pack 1.rar                          sl1982          Field art enhancement                   Qhimm (http://forums.qhimm.com/index.php?topic=11501.0) FILE (http://megaupload.com/?d=M647PMRI)   
Field Files Pack 2.rar                          sl1982          Field art enhancement                   Qhimm (http://forums.qhimm.com/index.php?topic=11501.0) FILE (http://megaupload.com/?d=XK4VX73X)
Field Files Pack 3.rar                          sl1982          Field art enhancement                   Qhimm (http://forums.qhimm.com/index.php?topic=11501.0) FILE (http://megaupload.com/?d=OAWP5GCL)
Field Files Pack 4.rar                          sl1982          Field art enhancement                   Qhimm (http://forums.qhimm.com/index.php?topic=11501.0) FILE (http://megaupload.com/?d=O928Y0RY)
Field Files Pack 5.rar                          sl1982          Field art enhancement                   Qhimm (http://forums.qhimm.com/index.php?topic=11501.0) FILE (http://megaupload.com/?d=0VTMD9DA)
Final_Fantasy_VII_Remix_v2-5-1_Installer.exe    Titeguy3        Compilation of enhancements             Qhimm (http://forums.qhimm.com/index.php?topic=8915.0) FILE (http://fire.snigsclan.com/dragon/tite/Final_Fantasy_VII_Remix_v2-5-1_Installer.exe)
FL-BSE v0.1.zip                                 FeliX Leonhart  Texture Art Pack                        Qhimm (http://forums.qhimm.com/index.php?topic=11542.msg159708#msg159708) FILE (http://www.mediafire.com/?9oy4a6vx4lljx1y)
FL-BSE v0.1.1 UPD.zip                           FeliX Leonhart  Texture Art Pack                        Qhimm (http://forums.qhimm.com/index.php?topic=11542.msg159708#msg159708) FILE (http://www.mediafire.com/?er13q7bnogqx52d)
FL-WME Beta.exe                                 FeliX Leonhart  Texture Art Pack                        Qhimm (http://forums.qhimm.com/index.php?topic=11542.msg159708#msg159708) FILE (http://www.mediafire.com/?1s25ki1n9xdpcp2)
fcondor_rmk_v1.0_05-08-2011-strayoff.rar        Strayoff        Condor Mini Game Texture Pack           Qhimm (http://forums.qhimm.com/index.php?topic=12215.msg169308#msg169308) FILE (http://www.gamefront.com/files/20636543/fcondor_rmk_v1.0_05-08-2011-strayoff.rar)
ice by kela51.rar                               Kela51          New Ice textures                        Qhimm (http://forums.qhimm.com/index.php?topic=10542.msg147097#msg147097) FILE (http://www.mediafire.com/?l9jt9d8b8m9bcyn)
limit original by kela51.rar                    Kela51          New Limit Texture                       Qhimm (http://forums.qhimm.com/index.php?topic=9542.msg130910#msg130910) FILE (http://www.mediafire.com/?wkdmmwnjewi)
limit's flash V4 by kela51.rar                  Kela51          New Limit Texture                       Qhimm (http://forums.qhimm.com/index.php?topic=9542.msg130910#msg130910) FILE (http://www.mediafire.com/?0gogdxbo1luh3gl)
m003.rar                                        DLPB & Kranmer  Menu Overhaul Project                   Qhimm (http://forums.qhimm.com/index.php?topic=11649.msg168221#msg168221) FILE (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B1JH_wU1qqN4MDUzYWE1ZjktNzA2Ny00ZWE3LWJiZDMtYTI4ZWVjNTU0ODI2&hl=en_US)  PW:READIT
Magochocobo Battle Scenes (lgp use).rar         FeliX Leonhart  Battle art enhancement for LGP          Qhimm (http://forums.qhimm.com/index.php?topic=11961.0) FILE (http://www.mediafire.com/?qr6w1x53ee501h2)
Magochocobo ff7 battle pack 2.rar               Magochocobo     Battle art enhancement as PNG           Qhimm (http://forums.qhimm.com/index.php?topic=11551.msg159934#msg159934) FILE (http://www.megaupload.com/?d=4XDE8PJX)
Magochocobo png battle files.rar                Magochocobo     Battle art enhancement as PNG           Qhimm (http://forums.qhimm.com/index.php?topic=11551.msg159934#msg159934) FILE (http://www.megaupload.com/?d=BJFZFXJX)
nibel.rar                                       Pyrozen         Nibel Battle Scene                      Qhimm (http://forums.qhimm.com/index.php?topic=11036.msg156236#msg156236) FILE (http://www.mediafire.com/?dtctlvaqkxkowb2)
Nikfrozty Transparent Avatars.rar               Nikfrozty       Transparent Avatars                     Qhimm (http://forums.qhimm.com/index.php?topic=10105.msg147412#msg147412) FILE (http://www.mediafire.com/?l5bl61acmnc07mv)
yarLson Field Upscale Project v0.35.zip         yarLson         Hi res fractalized field art            Qhimm (http://forums.qhimm.com/index.php?topic=11505.0) FILE (http://www.megaupload.com/?d=NBKYFPYQ)

Models and Weapons
0.MY REBUILDED MODELS.rar                       Squallff8       Field models                            Qhimm (http://forums.qhimm.com/index.php?topic=7422.msg158761#msg158761) FILE (http://megaupload.com/?d=1OIZD5WX)   
1_Tifa_Battle.zip                               Zerox           Hi Res Tifa Battle Model                            Optional
AerisWeaponModv0.5-slayersnext.rar              Slayersnext     Remodeled weapons for Aeris             Qhimm (http://forums.qhimm.com/index.php?topic=6617.msg82738#msg82738) FILE (http://www.gamefront.com/files/13994705/AerisWeaponModv0.5-slayersnext.rar/)  PW:qhimm
aerith 5yrsold Release new version.rar          Dahfa           Field models                            Qhimm (http://forums.qhimm.com/index.php?topic=7422.msg155477#msg155477) FILE (http://www.mediafire.com/?90irbk3j2ei7rb3)
aerith 10 yrs old.rar                           Dahfa           Field models                            Qhimm (http://forums.qhimm.com/index.php?topic=7422.msg155477#msg155477) FILE (http://www.mediafire.com/?7s1wxd6ewqpnu8q)
Barret Navy Model PRP.rar                       Dahfa           Barret sailor field model               Qhimm (http://forums.qhimm.com/index.php?topic=7422.msg155322#msg155322) FILE (http://www.megaupload.net/42211f530903a01f03e9/go.html)
BLDE RELEASE.rar                                Dahfa           Field model                             Qhimm (http://forums.qhimm.com/index.php?topic=7422.msg155336#msg155336) FILE (http://www.megaupload.com/?d=KD8MX5ND)
BMEE Release.rar                                Dahfa           Field model                             Qhimm (http://forums.qhimm.com/index.php?topic=7422.msg155350#msg155350) FILE (http://www.mediafire.com/?s1zh1tccxzpxn6c)
BOHE release.rar                                Dahfa           Field model                             Qhimm (http://forums.qhimm.com/index.php?topic=7422.msg155373#msg155373) FILE (http://www.mediafire.com/?7krb9cgbxygbaew)
bpdc release.rar                                Dahfa           Field model                             Qhimm (http://forums.qhimm.com/index.php?topic=7422.msg155443#msg155443) FILE (http://www.mediafire.com/?72qyyc09s4k1fox)
Classic Models.7z                               Bloodshot       Battle models                                 FILE (http://www.gamefront.com/files/20235137/Classic+Models.7z)
cloudswords_installer.rar                       Millenia        Weapons for Cloud                             FILE (http://millenia3d.net/ff/cloudswords_installer.rar)
FF7 HQ Aerith mod.rar                           megaten         Aerith battle model                     Qhimm (http://forums.qhimm.com/index.php?topic=10889.msg151634#msg151634) FILE (http://megaupload.com/?d=OKF8ZUCR)  Optional
FF7-PRP_Installer.rar                           Borde           New field models                        Qhimm (http://forums.qhimm.com/index.php?topic=7422.msg90196#msg90196) FILE (http://spinningcone.com/ff/stormmedia/FF7-PRP/FF7-PRP_Installer.rar)  Already in Remix
HQMBV2 - Classic Buster.rar                     Bloodshot       MotorBike HQ Mod                        Qhimm (http://forums.qhimm.com/index.php?topic=10895.msg152910#msg152910) FILE (http://www.gamefront.com/files/17425112/HQMBV2---Classic-Buster.rar/)
Models.7z                                       Bloodshot       Various models                          Qhimm (http://forums.qhimm.com/index.php?topic=10895.msg152910#msg152910) FILE (http://www.gamefront.com/files/20218034/Models.7z)
newapzcloud.zip                                 APZFreak        Cloud battle model                               
Omni Cloud Update1.rar                          exsoldier       Cloud Field Model                       Qhimm (http://forums.qhimm.com/index.php?topic=11875.0) FILE (http://www.mediafire.com/?seof76ppmey71w7)
PRP_AddOnPack.exe                               Titeguy3        Adds to Phoenix Rejuvenation Project    Qhimm (http://forums.qhimm.com/index.php?topic=7422.700)
Trish(aka Mike)'s custom model pack.7z          Trish(aka Mike) Weapon, magic & save point models       Qhimm (http://forums.qhimm.com/index.php?topic=10512.msg148439#msg148439) FILE (http://www.mediafire.com/?r9zs2u264zh1nmv)  PW:i_love_trish
WeaponModv1.0-slayersnextr.rar                  Slayersnext     Cloud's weapons                         Qhimm (http://forums.qhimm.com/index.php?topic=6617.0) FILE (http://www.gamefront.com/files/13809619/WeaponModv1_0_slayersnextr_rar)  PW:qhimm

Cutscenes and Movies
eidoslogo.avi                                   Xion999         Eidos Logo from FFVIII                  Qhimm (http://forums.qhimm.com/index.php?topic=10980.msg164933;topicseen#msg164933) FILE (http://www.megaupload.com/?d=RVMPJPE9)
ff7_enhanced_movies_1.zip                       Trojak          Another Movie Pack part 1               Qhimm (http://forums.qhimm.com/index.php?topic=11504.msg159119#msg159119) FILE (http://www.megaupload.com/?d=44FQNDWF)
ff7_enhanced_movies_2.zip                       Trojak          Another Movie Pack part 2               Qhimm (http://forums.qhimm.com/index.php?topic=11504.msg159119#msg159119) FILE (http://www.megaupload.com/?d=TP5LC4F0)
FMVRes.exe                                      DLPB            HD Movies installer                     Qhimm (http://forums.qhimm.com/index.php?topic=10980.0) FILE (http://custompc.ca/DOWNLOADS/FF7-FMV/FMVRes.exe)
FMVRes-1.bin                                    DLPB            HD Movies data pack                     Qhimm (http://forums.qhimm.com/index.php?topic=10980.0) FILE (http://custompc.ca/DOWNLOADS/FF7-FMV/FMVRes-1.bin)
FMVRes-2.bin                                    DLPB            HD Movies data pack                     Qhimm (http://forums.qhimm.com/index.php?topic=10980.0) FILE (http://custompc.ca/DOWNLOADS/FF7-FMV/FMVRes-2.bin)
FMVRes-3.bin                                    DLPB            HD Movies data pack                     Qhimm (http://forums.qhimm.com/index.php?topic=10980.0) FILE (http://custompc.ca/DOWNLOADS/FF7-FMV/FMVRes-3.bin)
FMVRes-4.bin                                    DLPB            HD Movies data pack                     Qhimm (http://forums.qhimm.com/index.php?topic=10980.0) FILE (http://custompc.ca/DOWNLOADS/FF7-FMV/FMVRes-4.bin)
FMVRes-5.bin                                    DLPB            HD Movies data pack                     Qhimm (http://forums.qhimm.com/index.php?topic=10980.0) FILE (http://custompc.ca/DOWNLOADS/FF7-FMV/FMVRes-5.bin)
FMVRes-6.bin                                    DLPB            HD Movies data pack                     Qhimm (http://forums.qhimm.com/index.php?topic=10980.0) FILE (http://custompc.ca/DOWNLOADS/FF7-FMV/FMVRes-6.bin)
hq_ending2.AVI                                  Grimmy          HQ Ending 2 FMV                         Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/hq+ending2AVI/;13811751;/fileinfo.html)
hq_hybridmoon_vids.zip                          Grimmy          HQ Funeral FMV                          Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/hq+hybridmoon+vidszip/;13760537;/fileinfo.html)
HQ_opening_credits.zip                          Grimmy          Opening Credits                         Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/HQ+opening+creditszip/;13791945;/fileinfo.html)
hq_vids_2.7z                                    Grimmy          Midgar canon firing, Nanaki's ending    Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/hq+vids+27z/;13803101;/fileinfo.html)
missing_hq.zip                                  Grimmy          Rufus, Sephiroth and Meteor             Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/missing+hqzip/;13803046;/fileinfo.html)
MOVIE.zip                                       Rumbah          New Opening and Mkup Movies             Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg156206#msg156206) FILE (http://uploaded.to/file/uic6or)
MOVIE_2.zip                                     Rumbah          Another Opening Movie                   Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg157691#msg157691) FILE (http://www.megaupload.com/?d=UUMS9SM0)
New_opening.7z                                  Grimmy          New Opening FMV                         Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/New+opening7z/;13753102;/fileinfo.html)
New_Prelude.zip                                 Grimmy          HQ Prelude FMV                          Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/New+Preludezip/;13789935;/fileinfo.html)

Sound and Music
139 beta.rar                                    sicatrix        Sound effect                            Qhimm (http://forums.qhimm.com/index.php?topic=10237.25) FILE (http://www.mediafire.com/?nwzxqnnmmdo)
EditedSFX.rar                                   ae2011          Even more sound effects                 Qhimm (http://forums.qhimm.com/index.php?topic=10237.50) FILE (http://www.mediafire.com/?tnnjwyhwnxh)
ff7music_install_15111.exe                      Covarr          FinalFanTim soundtrack looped as OGG    Qhimm (http://forums.qhimm.com/index.php?topic=10546.msg147211#msg147211) FILE (http://www.megaupload.com/?d=455RZEVI)  Optional
JenovaRemix.ogg                                 SymphoniC       New Music Track                         Qhimm (http://forums.qhimm.com/index.php?topic=12189.msg169084#msg169084) FILE (http://www.mediafire.com/?d4awr2yr3dr2ps2)
new sfx.rar                                     ArmorVil        Sound effects                           Qhimm (http://forums.qhimm.com/index.php?topic=10237.msg142799#msg142799) FILE (http://www.mediafire.com/?53nrwz2psj84v4t)
new sfx.rar                                     ae2011          More Sound effects                      Qhimm (http://forums.qhimm.com/index.php?topic=10237.100) FILE (http://www.mediafire.com/?97qzqhe40p4ege8)

Gameplay Changes
6._New_Spell_Patch__by_zero88.zip               zero88          Alternate spell names in the Remix            FILE (https://rs51tl3.rapidshare.com/#!download|51cg|20358207|6._New_Spell_Patch__by_zero88.zip|15|R~0)  Already in Remix
Aeris_Patch_23_March_2011.rar                   Ultima Espio    Aeris Revival Patch                     Qhimm (http://forums.qhimm.com/index.php?topic=9786.0) FILE (http://www.mediafire.com/?2wh2lz3h2q572bo)  Optional
FF7Remastered.PrC                               Titeguy3        AI/Kernel mod already in the Remix      Qhimm (http://forums.qhimm.com/index.php?topic=8915.0) FILE (http://www.gamefront.com/files/17389048/FF7Remastered.PrC)  Already in Remix
FF7Remastered.WM                                Titeguy3        AI/Kernel mod already in the Remix      Qhimm (http://forums.qhimm.com/index.php?topic=8915.0) FILE (http://fire.snigsclan.com/dragon/tite/FF7Remastered.WM)  Already in Remix
Gjoerulv.rar                                    Gjoerulv        Hardcore Mod Adjusts the difficulty     Qhimm (http://forums.qhimm.com/index.php?topic=6818.0) FILE (http://www.mediafire.com/?aah4h8sn1j2e0d1)  Optional
namespoofervincentfix.zip                       Obesebear       Fix for ballerina Vincent               Qhimm (http://forums.qhimm.com/index.php?topic=9244.msg124145#msg124145) FILE (http://www.megaupload.com/?d=MOVTLIH0)

Tools, Drivers and Patches
Beta PCreator v0.85b.rar                                        Tool for editing models                       FILE (http://www.mediafire.com/?qy5usbggoxfdju3)
Black_Chocobo-1.9.2_win32.exe                   sithlord48      Tool to edit save games                 Qhimm (http://forums.qhimm.com/index.php?topic=9625.msg133199#msg133199) FILE (http://sourceforge.net/projects/blackchocobo/files/1.9/1.9.2/Black_Chocobo-1.9.2_win32.exe/download)
compiler.exe                                    Kranmer         Compiler for Aali's LGP tools                 FILE (http://www.mediafire.com/?ziwdnzum4mn)   
cosmo095c.rar                                   Ficedula        Tool for editing sounds                 Qhimm (http://forums.qhimm.com/index.php?topic=8059.msg96901#msg96901) FILE (http://www.megaupload.com/?d=CKQIRKZ0)   
FacePalmer_v2.5.jsx                             Omzy            Tool for resizing backgrounds           Qhimm (http://forums.qhimm.com/index.php?topic=11933.msg165489#msg165489) FILE (http://falloutff7.googlecode.com/files/FacePalmer_v2.5.jsx)
ff7_opengl-0.7.11b.zip                          Aali            OpenGL Driver from the god              Qhimm (http://forums.qhimm.com/index.php?topic=11992.0) FILE (http://backup.ninjaloot.se/share/ff7_opengl-0.7.11b.zip)
ff7102zx.zip                                    Square          Official 1.02 Patch                           FILE (http://www.gamefront.com/files/2952477/Final-Fantasy-7-Retail-v1.02-Patch/)
Hack7v3b.zip                                    lasyan3         Tool to edit dialog                     Qhimm (http://forums.qhimm.com/index.php?topic=10755.msg150087#msg150087) FILE (http://lasyan3.free.fr/progs/ff7/Hack7v3b.zip)
Hojo 1.1.zip                                    Squall78        Tool to edit enemies                    Qhimm (http://forums.qhimm.com/index.php?topic=7186.msg88091#msg88091) FILE (http://www.ffheaven.fr/projects/Hojo%201.1.zip)
HRC_resizer.zip                                 Borde           Tool to resize models                   Qhimm (http://forums.qhimm.com/index.php?topic=8359.0) FILE (http://perso.wanadoo.es/e/ventanucos/HRC_resizer.zip)
img2tex04_bin.7z                                                Tool to convert textures                Qhimm (http://forums.qhimm.com/index.php?topic=8639.msg108466#msg108466) FILE (http://www.megaupload.com/?d=3O9XLO6S)
Kimera095c_bin.7z                               Borde           Tool to edit models                     Qhimm (http://forums.qhimm.com/index.php?topic=4194.msg56783#msg56783) FILE (http://www.megaupload.com/?d=C3N9LKDF)   
lgp-0.5.zip                                     Aali            Source code for LGP tools               Qhimm (http://forums.qhimm.com/index.php?topic=8641.msg108487#msg108487) FILE (http://backup.ninjaloot.se/share/lgp-0.5.zip)
Libre 3 for Windows.zip                         Bosola          Limit Break Editor                      Qhimm (http://forums.qhimm.com/index.php?topic=9548.msg131120#msg131120) FILE (http://www.mediafire.com/?nkvzz4mhfgy)
Loveless 2.5.zip                                Squall78        Texts and Windows editor                Qhimm (http://forums.qhimm.com/index.php?topic=6013.msg76759#msg76759) FILE (http://www.ffheaven.fr/projects/Loveless%2025.zip)
ProudClodalpha.zip                              NFITC1          Tool to edit scene.bin                  Qhimm (http://forums.qhimm.com/index.php?topic=8481.0) FILE (http://www.gamefront.com/files/20419351/ProudClodalpha_zip)
touphScript_v0.5.zip                            luksy           Tool to edit field dialogue             Qhimm (http://forums.qhimm.com/index.php?topic=11944.msg165573#msg165573) FILE (http://dl.dropbox.com/u/3227870/touphScript_v0.5.zip)
WallMarket145.zip                               NFITC1          Tool to edit the kernel                 Qhimm (http://forums.qhimm.com/index.php?topic=7928.0) FILE (http://www.gamefront.com/files/17391356/WallMarket145.zip/)   
WhiteChoco.zip                                  Titeguy3        Tool to edit shops                      Qhimm (http://forums.qhimm.com/index.php?topic=9475.msg128579#msg128579) FILE (http://www.gamefront.com/files/17355784/WhiteChoco.zip)

Documentation
ff7-2.xls                                       halkun          FF7 File Reconstruction Project!        Qhimm (http://forums.qhimm.com/index.php?topic=8874.msg114980#msg114980) FILE (http://spreadsheets.google.com/pub?key=tm3dDTOKl8_uxq6Xz8edlyg&output=xls)
ffsaves.rar                                     Elslava         Save Game Comparison Project            Qhimm (http://forums.qhimm.com/index.php?topic=9625.msg170104#msg170104) FILE (http://www.megaupload.com/?d=ZJZEWYEH)
Model Names (Char.lgp and Battle.lgp)           Murak Modder    Battle and Char Model Files             Qhimm (http://forums.qhimm.com/index.php?topic=7103.msg87357#msg87357)
Model Names (Char.lgp)                          Mirex           Model Files in Char.lgp                 Qhimm (http://forums.qhimm.com/index.php?topic=4774.msg62916#msg62916)
Mods List                                       Dzin            Outdated Listing of Mods                Qhimm (http://forums.qhimm.com/index.php?topic=8909.msg128521#msg128521)
monsters.txt                                    Mirex           Model Files in Battle.lgp               Qhimm (http://forums.qhimm.com/index.php?topic=4774.msg62974#msg62974) FILE (http://mirex.mypage.sk/FILES/monsters.txt)
SFX List                                        JayMarvels      List of FF7 Sounds                      Qhimm (http://forums.qhimm.com/index.php?topic=10237.msg163524#msg163524) FILE (https://spreadsheets.google.com/ccc?key=0AvfshgOxCy1zdGdZcjZNNVc4TVNrSkVjZEYwNlVIYUE&hl=en_GB&authkey=CMufrcgJ#gid=0)
Soundtrack Comparison                           Sed7            List of Replacement Songs               Qhimm (http://forums.qhimm.com/index.php?topic=9476.msg128648#msg128648)


-PitBrat

You deserve an oscar just for this post.
And yeah, a torrent with all the files would be awesome.

Although i find it silly that if there are known bugs, why owners don't fix it or allow someone else to do it?  :|
I guess my biggest problem now will be selecting only the best mods in each "category". :P
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: DLPB_ on 2011-08-12 13:38:06
touphScript_v0.5.zip                            luksy           Tool to edit field dialogue   

<  should read tool to edit field, world map and tutorial dialogue.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-08-13 16:04:12
For some reason after it finishes installing the hardcore mod the bootleg install disappears and the installation fails :(

I checked the mod list and i have all the mods in the folder.

I also turned off all my start up items on my computer and i still have the same problem , any ideas?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-13 16:26:06
finalturismo,
That's the point in the installation where Bootleg uses Aali's unlgp.exe tool to extract the .lgp archives.
Before running Bootleg, are you starting with a clean, full install of FF7?
Are you installing to the default folder?
Did you run Bootleg.exe as administrator?
What version of Windows are you running?

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-08-13 18:09:54
windows x64

clean install

Deleted folder in program files, default path


ooooo i didnt put the tools in the folder , it might be that 1 sec



FacePalmer_v2.5.jsx   is missing from google downloads
PRP_AddOnPack.exe   site closed to link
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-08-13 18:58:10
I tried again, i used fraps to see the message that was flashing by to fast for me to see
It crashes at updating files and adding texture slots

i checked all my files, i have all the files even the ones from your updated list
expect those 3 that is

iam thinking its because of
FacePalmer_v2.5.jsx

but i dunno XD


I have everyone of the files you posted in the html doc BUT THESE
FacePalmer_v2.5.jsx
PRP_AddOnPack.exe
1_Tifa_Battle.zip

was there any mods that were update from beta 4? that i need to redownload?

(http://img32.imageshack.us/img32/2253/sadfaceyn.jpg) (http://img32.imageshack.us/i/sadfaceyn.jpg/)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-13 20:37:06
At that point, Bootleg is reading from the vanilla .lgp files.
Are you installing from the FF7 CD-roms?
It seems like there is a file missing from your installation.
Bootleg will not work with downloaded versions of FF7.
Bootleg requires files that are missing from downloaded copies.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-08-13 20:39:34
No, its a legit copy

Ive haven't had a problem with your last few bootlegs
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-13 21:31:46
I made a few optimizations to the Remix Repair section.
Download Bootleg 0002 BETA8 (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306)

The installation process should be slightly faster now.

I also included additional Armorvil sound effects.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: finalturismo on 2011-08-13 22:13:20
Work3d!
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-13 22:49:03
Should I include Danmann's hi res textures (2048x2048)?
There are only 4 of them, but they'll add another 8MB to the total download size!
Right now, I've included the lo res versions (1024x1024).

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: jeffdamann on 2011-08-13 23:06:02
I vote yes.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-13 23:08:15
You would!  :-P
I belive I keep typing your nick wrongly. gotta fix dat!

Okay, so look for larger textures for those 2 battle scenes in a future release.

EDIT:
Does anyone know what happened to the Sephiroth patch?
seph.zip                                        sladevi         Missing Sephiroth Patch Animations      Qhimm (http://forums.qhimm.com/index.php?topic=5921.msg112747#msg112747) FILE (http://bin.mypage.sk/FILES/seph.zip)
Sephiroth v.299.zip                             ice_cold513     Play as Sephiroth Patch                 Qhimm (http://forums.qhimm.com/index.php?topic=5921.msg76295#msg76295)


I found the add on animations, but I can't locate the original patch.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: StrayOff on 2011-08-15 15:22:27
i'm still wondering where you find all those patches and mods. every day a new one ;D
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-08-15 15:23:52
oOPierreOo made a Sephiroth patch (also a Zack one) and it works! I can perhaps find a link for you guys, although it's in French...
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-15 22:12:27
The latest mods that Bootleg has assimilated:
Vehiles[WIP].rar                                Costa07         New Vehicle Models                      Qhimm (http://forums.qhimm.com/index.php?topic=10606.msg150090#msg150090) FILE (http://www.mediafire.com/?giw211krcp3i117)
compilation_v1.0_17-08-2011-strayoff.zip        Strayoff        Condor MiniGame Textures and Models     Qhimm (http://forums.qhimm.com/index.php?topic=12215.msg169308#msg169308) FILE (http://www.gamefront.com/files/20684117/compilation_v1.0_17-08-2011-strayoff.zip)
patch for ice_cold513 sephiroth patch.zip       anifiga         New Sephiroth Model                     Qhimm (http://forums.qhimm.com/index.php?topic=10223.msg144429#msg144429) FILE (http://www.megaupload.com/?d=5X1V9LCB)


Other Changes:
Updated Sephiroth battle model
Updated Masamune Sword model.
Added option for Cloud to carry the Masamune Sword in the field, on the world map and in battles

Does anyone have the talent and time to fix the Bronco textures in 'Vehiles[WIP].rar'?  They Highwind and Sub are quite nice.  I've made some modification to get the Buggy workable.    The new Buggy texture is now part of Bootleg.
The Bronco is hideous, but at least the model is fully textured.  This mod has quite a nice bit of resource material.  Someone with a smidgeon of talent and Photoshop could do wonders for the poor Little Bronco.

The Masamune replaces Cloud's Buster Sword but retains the same stats as the Buster Sword.
What are your suggestions for new stats for Cloud's Masamune?

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: StrayOff on 2011-08-17 22:36:33
i thought there was already a newer bronco in world.lgp
(http://www7.pic-upload.de/thumb/18.08.11/a9fayrt3mk4y.png) (http://www.pic-upload.de/view-11087276/1.png.html)



found a little typing error in bootleg:
(http://www7.pic-upload.de/18.08.11/8bp2indraqwu.png) (http://www.pic-upload.de/view-11087357/Unbenannt.png.html) really lpg?

;D
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-18 00:02:23
Stayoff, thanks I'd never have noticed that typo!
Yes, the Remix Little Bronco is much nicer than the original.
The Little Bronco from the Vehicles mod is textured.
It's possible to apply the decals and dings to make it look closer to the concept art.
But I left it out of Bootleg because the existing Little Bronco is much prettier.

I'm toying with the idea of adding an ability to install from an image.
Bootleg would read a vanilla FF7 installation from a ZIP, RAR or 7z file.
That way I could quickly reinstall Bootleg without the need to create a vanilla FF7 installation folder.
Also, Bootleg could install from a DVD or other read only media without the added step of manually copying the FF7 folder.

Bootleg has assimilated:
sailor jupiter.rar                              Aaiki14         Aeris Sailor Jupiter Model              Qhimm (http://forums.qhimm.com/index.php?topic=11621.msg161049#msg161049) FILE (http://www.megaupload.com/?d=CESCF2ES)
sailor mars.rar                                 Aaiki14         Tifa Sailor Mars Model                  Qhimm (http://forums.qhimm.com/index.php?topic=11621.msg161049#msg161049) FILE (http://www.megaupload.com/?d=6LSHHKIU)
patch for ice_cold513 sephiroth patch.zip       anifiga         New Sephiroth Model                     Qhimm (http://forums.qhimm.com/index.php?topic=10223.msg144429#msg144429) FILE (http://www.megaupload.com/?d=5X1V9LCB)
Cloud Wields and holsters Masamune.rar          IronSlasher     Cloud Wields Masamune on World Map      Qhimm (http://forums.qhimm.com/index.php?topic=8981.msg118688#msg118688) FILE (http://www.mediafire.com/?drlhhnyzgyy)
bunny girls.rar                                 Aaiki14         Bunny Dress Field Models                Qhimm (http://forums.qhimm.com/index.php?topic=11621.msg161049#msg161049) FILE (http://www.megaupload.com/?d=3H3DXYCK)


And I've recovered the missing Masamune Sword from Mike's models.

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vegadawg2 on 2011-08-18 02:06:39
"And I've recovered the missing Masamune Sword from Mike's models."

It's little updates like this that really makes me wish that the bootleg installer didn't mess with everything so much and I could run it  multiple times as updates come along.  Maybe someday huh Pit?  I don't want it messing with my FMV's and battle models etc... every single time I run the installer.  I know your probably working on this but just wanted to be another voice to vote yes for a "pick and choose" type installer for bootleg.  Keep on keepin on...
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-18 03:04:30
Vegadawg2,
I'll work on some way to customize the final installation.
It's complicated by all the various installers and order of installation requirements.
Here's one sloppy solution:
I can implement  a 'Custom' folder where you put the videos you want.  When Bootleg finishes, it installs the contents of the 'Custom' folder.

BFE-- Bootleg Front End-- offers more control.  I can add switches for nearly every mod in Bootleg. 
The movies from the Remix will still cause problems.

The next version of Bootleg will back up the existing FF7 installation folder.
Then it extracts a vanilla FF7 installation folder from a ZIP file.
At least all the data is preserved.  Still, you'd have to move the movies from the backup into the current game folder.

EDIT:
Alternatively, you can move all the FMV mods and the Remix out of the mod search path.  If Bootleg doesn't find a mod, it just skips it.  If Bootleg skips installing the Remix and FMV's, you'd keep the same FMV's you started with.
You can use that trick for any mods you don't want to install with Bootleg.  Just move them to a different folder.

BTW, what are your favorite FMV's?  I found so many versions of the movies.  I feel the need to add another profile to use all of Grimmy's mashup videos.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vegadawg2 on 2011-08-18 07:28:14
I personally use a mash-up of DLPB's and Trojak's for now...  Others seem sub-par and lower quality by comparison.  I really love the new opening and prelude movies from DLPB...  Just wish there was a sharper version of the opening.avi movie in particular...  I like Trojak's FMV's for their clarity and fresh look.  I dislike them because of the diamond shapes that appear due to filters used to create them.  I am still currently in the process of going through each movie and comparing them to see which is better between DLPB and Trojak's.  Seems like I pick Trojack's more often than not, but those diamond shapes really irritate the OCD in me(see most of the Golden Saucer vids for best examples of this), but they look really bright, colorful, and sharp so that's a winning quality in my eyes.  DLPB's are great for a more original look with a light touch-up imo.

To address the idea of your installer creating a backup installation folder.  I'm thinking some people might dislike this due to hard drive space.  Others may not like it due to causing confusion over having two FFVII folders.  I (as I'm sure many of you do) already have a backup of the original lgp's, modified lgp's, FMV's, and whatever is needed  in case a mod doesn't go quite right and you need to revert back.  So all-in-all the backup installation folder will be handy(or confusing) for the newer members, but probably will end up just being extra baggage for the more experienced.  I like where your going with this idea however.  Having backups is extremely crucial and a great habit to get into.   

Another solution with the bootleg installer is to have a "0" or "don't change anything" option with the mods. I also know that you can just leave the zip file out of the installation folder with the installer.   I've noticed that on some of the mods when you choose "0" your still electing to install a mod regardless.  I've always been a fan of installing each mod individually, that way you can test it and make sure it works/looks right.   I have to reinstall my APZ Coud and Millenia's weapons after running your installer because it seems to always revert this part of the battle lgp back to vanilla.  Also, it seems like Mike's weapons take presidence over Millenia's in your installer.  It actually ended up giving me a mash-up of Mikes and Millenia's weapons for Cloud so I'm not complaining.  {Ex... Millenia's Buster but Mikes Hardedge.  Another thing to note is that the installer turned my Yuffie battle model into the infamous black stick guy, (but weapon was modded) when installing Mike's Custom battle weapons. Easily fixed with replacing some files so no sweat...  It didn't do that to Aeris, Cloud, or even Sephiroth so it is 75% successful. 

I've also noticed that some mods only show up when I choose to start a new game but don't show up on my saved games{Barrett HQ field and battle models is one that comes to mind} Really not sure if this is bootleg installer related, but wanted to put that out there and see if anyone else has run across that funny little quirk.  I think your installer is brilliant and I very much appreciate all the work you have put into it.  I am always more than happy to give constructive feedback so never be shy to ask.  Love this community!  :)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-18 14:56:11
I use the mashup of Trojak with DLPB extras and the opening and logo from these:
    MOVIE.zip                                       Rumbah          New Opening and Mkup Movies             Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg156206#msg156206) FILE (http://uploaded.to/file/uic6or)
    eidoslogo.avi                                   Xion999         Eidos Logo from FFVIII                  Qhimm (http://forums.qhimm.com/index.php?topic=10980.msg164933;topicseen#msg164933) FILE (http://www.megaupload.com/?d=RVMPJPE9)

Please let me know what mix of Trojak vs DLBP you end up using!

Regarding the errors you've identified, what version of Bootleg are you running?
Are you starting with a clean install of if Final Fantasy VII?

As far as backups, I'm leaning toward just backing up saves and ff7input.cfg.
I don't keep many backup now because Bootleg can recreate my install in just a few minutes.

Quite a few of the options already have a '0' option for no change or don't install.
When the individual mod installers launch, Bootleg has no control over what they change.
The best I could do is back everything up before the installer starts.  Then restore bits and pieces afterward.  The number of configurable choices becomes overwhelming. 

The APZ Cloud model in Bootleg comes from the Remix.  Bootleg does not install any other Cloud battle model.  Is the Remix installer completing successfully?
 
I'm not sure how you are getting Mike's Cloud weapons.  Bootleg does not install any of Mike's Cloud swords.  Is Millenia's installer completing successfully near the end of Bootleg?

I'm unable to recreate the problem with the Yufffie stick model.
Here's how I install her weapons:
Code: [Select]
    CD /d C:\Temp\Trish(aka Mike)'s custom model pack\Battle\Non effect\Yuffie"
    DEL /F /Q rxcn
    XCopy "C:\Temp\Trish(aka Mike)'s custom model pack\Battle\Non effect\Yuffie\RXC*" "Battle_lgp\" /Q /H /R /Y
    XCopy "C:\Temp\Trish(aka Mike)'s custom model pack\Battle\Non effect\Yuffie\RXAE" "Battle_lgp\" /Q /H /R /Y
How many of y'all have this same problem?

Gjoerulv's Hardcore Mod always installs when the Remix is installed.  There are two ways to launch FF7: in Hardcore mode and in Normal mode.  The Hardcore part of Remix is outdated.  Bootleg installs the 1.04 Hardcore Mod.  The Menu Overhaul install twice so that you can configure Hardcore and Normal modes separately.

Models changing depending on what save game is loaded is very unusual.  I haven't figured out how that could happen.  All saves should show the same models because that data is stored in a different file.  I don't think it's related to Bootleg.

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vegadawg2 on 2011-08-18 23:16:57
I've already extracted everything I like from Remix (MP3's) so I don't use the remix installer at all.  I acquired my APZ zip file from the website I previously mentioned to you.  I am NOT using the bootleg installer on a clean install. :oops:  I have PRP in my lgp's so I don't ever start with vanilla lgp's(I found that this is easier than running PRP over and over) I am attempting to use bootleg to just add new mods without needing to uninstall and redo everything.  Seems like a pain to have to uninstall every single time you want a new mod right?   

I will make a list of what FMV's i ended up choosing and post it very soon. Also I wanted to reiterate to everyone a little tip I found a long time ago when researching FMV's.  If you remove the line: if(!full_range) y = (y - (1.0 / 255.0) * 16.0) * (255.0 / (235.0 - 16.0)); 
from your yuv.frag file in your shaders folder, the FMV's do appear brighter and just look better all in all.  Not sure if this is just a Vista fix but I always remove that line every single time.

The deal with Mike's weapons is that i had them installed prior to running bootleg.  I had bootleg install Millenia's weapons so I guess it only overwrote some of Clouds weapons with Millenia's.   Like I said the mix is perfect so I'm not complaining about that at all(hopefully I can recreate this effect in the future)  Maybe I ended up with the black stick Yuffie because I already had her non-effect weapon installed and working fine prior to running bootleg.  It was easy to fix so I wasn't worried about that at all.

As far as the battle model for Barret being different depending on whether I'm doing a new game or a continue is pretty crazy strange.  Probably has something to do with running bootleg on an already modified FFVII.  I had Barrets field model working fine on my current game but after running bootleg he only appears on new games.  Not a big issue in my mind though...

I guess the bottom line is that bootleg is only 100% when being ran on a fresh install.  These "switches" you speak of are foreign to me so hopefully my bootleg is not working less because I don't know how to use those...  Maybe give a tutorial somewhere about these switches because I think they would benefit me for getting bootleg to install everything just right like I like it.  I am a big fan of more options so these switches might just be the thing to make this bootleg installer easier to use without any errors or unwanted changes being made.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-19 01:19:38
Bootleg really needs the Remix installer and the rest of the listed mods.  Most of the models come from Remix.  It's the only source of APZ Freak's Cloud model that is available on Qhimm.

Remix has the PRP models with all the flicker fixes.  There are also quite a few additional models in the Remix that are not in PRP.  Titeguy3 did a great job of sorting out the PRP models, so there is very little clutter in the LGPs.  Remix has many world textures-- nearly all of the cities-- that are not available anywhere else.  Additionally, the Remix has all the hex edited textures that make the 'textures' folder work.  Some of the limit textures will not work without the Remix.

While Bootleg is running, it generates a few patch folders.  These folders contain most of the changes made to the LGP files.  You can locate the folders in:
      C:\Users\[USERNAME]\AppData\Local\Temp\Bootleg_Setup\

BFE is nearly complete.  BFE offers visual feedback for all of the switches.  Just tick all the buttons and check the boxes for the mods you want to install.  BFE shows a picture of what the mod look like when it's selected.  It's in a working state now.  I'm just missing quite a few screenshots.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vegadawg2 on 2011-08-19 03:05:11
I hope to be one of the first to try out BFE when released.  Very exciting!!  8-)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-19 03:32:37
Do a clean Bootleg install with all of the mods on a vanilla FF7 for the first time.
Customize to your liking while keeping track.
Then you can remove most of the already installed mods, add new mods and run Bootleg without all the old baggage.
Bootleg should be much quicker on subsequent installs.

That first run through is very important.
Bootleg needs all those models from the installers like Remix.
If any files are mismatched, the game goes haywire.

EDIT:
Bootleg 0030 in ready for release later today.

Bootleg Front End is now working with every Bootleg switch!
It's still missing many of the screenshots and the layout is terrible.
Does anyone want access to the BFE tech preview?  I'd appreciate any feedback on making things more visually appealing and easier to configure.  If I receive any requests, I'll release BFE as a separate download with the upcoming Bootleg release.

EDIT:
Bootleg 0030 is now available with BFE (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306)!
BFE-- Bootleg Front End-- is a graphical front end interface for the Bootleg configurator.

New in 0030:
    Changed Version Numbering
    Added /I Switch to Install from Image
    Added /W Switch to Select Soundtrack
    Added bunny girls.rar
    Added sailor jupiter.rar
    Added sailor mars.rar
    Added Hi Res Sephiroth Model
    Added Cloud Carries Masamune
    Added Fixed Rebuilded Models: Man 11, Mr. Coates, Old Man 4, Punk 2, Punk 4, Sumo 1, Sumo 2, Wrestler 3
    Recovered Mike's Masamune Sword
    Recovered Kela51's Missing Ice Textures
    Updated Strayoff's Condor Minigame Mod
    Optimized Install Order

New Mod Downloads:
    bunny girls.rar       Aaiki14   Bunny Dress Field Models      Qhimm (http://forums.qhimm.com/index.php?topic=11621.msg161049#msg161049) FILE (http://www.megaupload.com/?d=3H3DXYCK)
    sailor jupiter.rar    Aaiki14   Aeris Sailor Jupiter Model    Qhimm (http://forums.qhimm.com/index.php?topic=11621.msg161049#msg161049) FILE (http://www.megaupload.com/?d=CESCF2ES)
    sailor mars.rar       Aaiki14   Tifa Sailor Mars Model        Qhimm (http://forums.qhimm.com/index.php?topic=11621.msg161049#msg161049) FILE (http://www.megaupload.com/?d=6LSHHKIU)



-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-22 08:03:35
Bootleg 0031 is now available (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306).

I fixed a bug in Bootleg 0030 that resulted in a missing ff7.exe.
Please download the newest version of Bootleg and BFE. (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306)

Bootleg .0031 Changes:
    +Fixed bug with missing ff7.exe
    +Fixed missing registry entries
    +Fixed crash in Corel Inn
    Revised Install Path Discovery

Bootleg now recognizes non standard install paths automatically.

In the next release, I'm including a new selection of FMV's based on suggestions by Vegadawg2 and Covarr.

Thanks for the support.
Please let me know how I might improve Bootleg.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Ying264 on 2011-08-23 00:19:40
I've a strange problem, I have a vanilla FF7 and I can install the remix + the avalanche gui + high res mods, and my game will still work fine I have used the aalis 0.11 and set my resolution to 1920x1080 (sometimes the audio doesn't work but i'll solve that soon)

The problem is when I try to use the bootleg (using 0031 have the others in folder too) to try install other mods FMV,s/phoenix/masamune etc. My game afterwards will go to the "new game" screen then skip the opening fmv and my screen will go completely black however i'll see Barret say "cmon newcomer follow me" Installing this FF7 with all the graphical and audio mods etc is beginning to drive me insane! Though with persistence I shall do it!!

Another thing during bootlegger it says field pack 1rar cant be found even though it's in the same folder as the bootleger. Could this possibly be something to do with it? Oh and more seeds on facepalmer please!!!

My system specs win7 64 bit
amd athlon 64 X2 5600+ 2.8ghz
2gb ram
512mb pci-e x1950 radeon pro graphics
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-23 01:56:16
Download all of the mods.
Place all of the mods together in a folder with Bootleg.exe.
Do a FULL INSTALL of Final Fantasy VII.
Run Bootleg.exe as administrator.

Attempting to run Bootleg again without restoring FF7 to vanilla settings will result in anomalies.

The mods must have these exact file names.
On missing file errors Bootleg skips the file and attempts recovery.

Make sure that every installer launches and completes successfully.
The order of installation is very important.

The Bootleg folder should contain these files.
File names must match exactly.
    0.MY REBUILDED MODELS.rar
    Aeris_Patch_23_March_2011.rar
    AerisWeaponModv0.5-slayersnext.rar
    aerith 5yrsold Release new version.rar
    aerith 10 yrs old.rar
    Avalanche GUI v2.0.8.exe
    Avalanche High Res.exe
    avatars.7z
    Barret Navy Model PRP.rar
    Battle Scene enhacement lgp use.zip
    BLDE RELEASE.rar
    blue limit V2 by kela51.rar
    blue limit V3 by kela51.rar
    BMEE Release.rar
    BOHE release.rar
    bpdc release.rar
    bunny girls.rar
    Classic Models.7z
    cloudswords_installer.rar
    corel prison and bonus.rar
    cr.rar
    DarkFang's avatars.rar
    eidoslogo.avi
    FacePalmer.zip
    FF7 HQ Aerith mod.rar
    ff7_enhanced_movies_1.zip
    ff7_enhanced_movies_2.zip
    ff7_opengl-0.7.11b.zip
    ff7music_install_15111.exe
    ff7102zx.zip
    Field Files Pack 1.rar
    Field Files Pack 2.rar
    Field Files Pack 3.rar
    Field Files Pack 4.rar
    Field Files Pack 5.rar
    Final_Fantasy_VII_Remix_v2-5-1_Installer.exe
    FL-BSE v0.1.1 UPD.zip
    FL-BSE v0.1.zip
    FL-WME Beta.exe
    FMVRes.exe
    FMVRes-1.bin
    FMVRes-2.bin
    FMVRes-3.bin
    FMVRes-4.bin
    FMVRes-5.bin
    FMVRes-6.bin
    Gjoerulv.rar
    HQMBV2 - Classic Buster.rar
    ice by kela51.rar
    limit original by kela51.rar
    Magochocobo ff7 battle pack 2.rar
    Magochocobo png battle files.rar
    Models.7z
    MOVIE.zip
    Nikfrozty Transparent Avatars.rar
    sailor mars.rar
    Trish(aka Mike)'s custom model pack.7z
    Vehiles[WIP].rar
    WeaponModv1.0-slayersnextr.rar
    yarLson Field Upscale Project v0.35.zip



Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Ying264 on 2011-08-23 03:19:20
Ah thanks mate, I was trying to do a manual install i got to Modifying & Compiling LGP archive and started getting confused :p I'm just waiting for facepalmer to finish downloading it's taking absolutely forever!. Great work to everyone on here good to see an evergrowing active community for the best game ever made :)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: NVNiko on 2011-08-23 06:02:21
The BFE and Bootleg installer are working great now Pitbrat!  I only have one small request and that is to have the option to not install the sound fx.  Oh and for the textures it would be nice showing a preview of an area done by both artist so you can decide which one you like better.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-23 13:27:11
NVNiko,
The next update of Bootleg will include the ability to disable the new sound fx.

Eventually BFE will display screenshots of all the mods in action.
Obtaining said screenshots is very slow going; I could definitely use some help.
If you have any great screenshots, please share them with me!

I'd like to enable Bootleg to individually add and remove mods in real time.
Not many mods are packaged in a way that would make it feasible.
In the meantime, I'll work at adding switches for enabling/disabling every mod in Bootleg.
BFE makes configuration much easier.
Now it's time to add more options and confuse things again!
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: sen on 2011-08-23 14:58:55
Sorry if this sounds stupid but ive been wondering whats FF7 Vanilla?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-08-23 15:06:17
It's the original FF7.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vegadawg2 on 2011-08-23 17:49:10
If your not sure where to get a vanilla FF7 you can unzip PitBrat's file:  ff7102zx.zip    The download link for this file is on page one of this post I believe. Look around you'll find it....  It has a vanilla FF7.exe file in it that you can use for future modding.  There are other places to acquire it, that's just the quickest one I can think of right of hand.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-24 14:20:05
I'm already made a few improvements for the next release of Bootleg.
I've fixed to faded faces problem with the PRP models.
It really bothered me that all the field models had that faded pink tint to their eyes.
Now you can see the whites of their eyes.
It's a subtle change, but it makes an huge difference.

I also fixed another problem with Bloodshot's HQ Bike model.  Another one of Cloud's body parts was attached to the wrong model.

Please let me know of any mods that just have to go into the next release.
What do y'all think of some of the new soundtracks that are available?
How about these tracks:
3-06 - The Nightmare's Beginning-rev8.ogg    Bryan Bilocura  NetHead - Remastered Song   Qhimm (http://forums.qhimm.com/index.php?topic=12223.msg169499#msg169499) FILE (http://bryanbilocura.com/filebrowser/download/290)
3-16 - Interrupted by Fireworks-rev18.ogg    Bryan Bilocura  NetHead - Remastered Song   Qhimm (http://forums.qhimm.com/index.php?topic=12223.msg169499#msg169499) FILE (http://bryanbilocura.com/filebrowser/download/288)
3-20 - Buried in the Snow-v.2.ogg            Bryan Bilocura  NetHead - Remastered Song   Qhimm (http://forums.qhimm.com/index.php?topic=12223.msg169499#msg169499) FILE (http://bryanbilocura.com/filebrowser/download/289)
JenovaRemix.ogg                              SymphoniC       New Music Track             Qhimm (http://forums.qhimm.com/index.php?topic=12189.msg169084#msg169084) FILE (http://www.mediafire.com/?d4awr2yr3dr2ps2)


I also need to sort through all the field textures to find the ones with palette glitches.
I'd appreciate any information on identified glitches.

Thanks,
-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vegadawg2 on 2011-08-24 22:20:02
I've already added those ogg's to my music that I use in-game.  I highly recommend others use them too.  They are really great.  It would be cool if you could incorporate them into your bootleg Pit.  That's also really awesome that you fixed the eyes so they're not pink anymore.  Should make a huge difference I think...  Also I wanted to ask... what ice textures were missing from kela51's ice spell mods?  just out of curiosity cause I thought they were looking good already.  I'll be curious too see all the new additions as your work progresses.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-25 01:14:01
Vegadawg2,
Those darn averaged pink eyes were one of my biggest complaints with the PRP.
They look so much better now.

Kela51's ice 2 and 3 textures were missing.

I was hoping Covarr would incorporate the new tracks into his FF7Music installer.
In the meantime, they will be assimilated.

I've added new FMV options based on your suggestions: DLPB+Trojack, DLPB+Trojack+Grimmy.
I also fixed an issue with Trojack's videos not installing properly.

EDIT:
Added a new Soundtrack Option: 3-06 - The Nightmare's Beginning-rev8.ogg, 3-16 - Interrupted by Fireworks-rev18.ogg, 3-20 - Buried in the Snow-v.2.ogg, JenovaRemix.ogg.
Added Any CD Loader DLL Version
+Fixed Broken Field Models HAGB.HRC, IBGD.HRC, CQGA.HRC
+Fixed Broken World Models: CID.HRC, DLB.HRC, BCC2.RSD

Are there any other great songs for the Bootleg soundtrack?

Now I'm compiling a list of all the glitched field textures.
I need to identify only the glitched lighting textures.
There's an option to removed the glitched textures so that the lights will pulsate and flash as expected.
Except for the lack of color cycling, I can't tell much of a difference between the hi res glitched lighting textures and the originals.

If anyone can give me the file name of even just one glitched textures, please do!
Check the APP.LOG after playing and make a note of any glitches.

Thanks,
-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-08-27 15:43:22
I would really like to help this project as much as I can!

Also I was wondering if you see that I sent you a PM :P
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-08-30 16:40:01
Bootleg 0032 with BFE is ready for DOWNLOAD (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306).

I made some major changes under the hood.
I'm running test installs to make sure everything is in working order,
but there are too many combinations to test everything.
Because of Bootleg's growing complexity, BFE is essential.
Bootleg and BFE are now merged into one package.

New Mods to Download:
HQ_opening_credits.zip                          Grimmy          Opening Credits                         Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/HQ+opening+creditszip/;13791945;/fileinfo.html)
hq_vids_2.7z                                    Grimmy          Midgar canon firing, Nanaki's ending    Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/hq+vids+27z/;13803101;/fileinfo.html)
missing_hq.zip                                  Grimmy          Rufus, Sephiroth and Meteor             Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/missing+hqzip/;13803046;/fileinfo.html)
New_opening.7z                                  Grimmy          New Opening FMV                         Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.gamefront.com/files/New+opening7z/;13753102;/fileinfo.html)
3-06 - The Nightmare's Beginning-rev8.ogg       Bryan Bilocura  NetHead - Remastered Song               Qhimm (http://forums.qhimm.com/index.php?topic=12223.msg169499#msg169499) FILE (http://bryanbilocura.com/filebrowser/download/290)
3-16 - Interrupted by Fireworks-rev18.ogg       Bryan Bilocura  NetHead - Remastered Song               Qhimm (http://forums.qhimm.com/index.php?topic=12223.msg169499#msg169499) FILE (http://bryanbilocura.com/filebrowser/download/288)
3-20 - Buried in the Snow-v.2.ogg               Bryan Bilocura  NetHead - Remastered Song               Qhimm (http://forums.qhimm.com/index.php?topic=12223.msg169499#msg169499) FILE (http://bryanbilocura.com/filebrowser/download/289)
JenovaRemix.ogg                                 SymphoniC       New Music Track                         Qhimm (http://forums.qhimm.com/index.php?topic=12189.msg169084#msg169084) FILE (http://www.mediafire.com/?d4awr2yr3dr2ps2)
tank_and_pirate_ship.zip                        kuroda masahiro Tank and Pirate Ship Model Replacements Qhimm (http://forums.qhimm.com/index.php?topic=7371.msg89892#msg89892) FILE (http://www.gamefront.com/files/tank+and+pirate+shipzip/;9734002;/fileinfo.html)
FF7anyCD DLL version.zip                        Kranmer         Any CD Loader                           Qhimm (http://forums.qhimm.com/index.php?topic=11564.msg161096#msg161096) FILE (http://www.mediafire.com/?l8p7yrysrvmbd5u)


New in Bootleg 0032:
    Added Grimmy's FMV's
    Added FMV Options: DLPB+Trojack, DLPB+Trojak+Grimmy
    Added New Soundtrack Option: 3-06 - The Nightmare's Beginning-rev8.ogg, 3-16 - Interrupted by Fireworks-rev18.ogg, 3-20 - Buried in the Snow-v.2.ogg, JenovaRemix.ogg
    Added Glitched Field Texture Removal Option
    Added Vehicles Models from tank_and_pirate_ship.zip
    Added Any CD Loader DLL Version
    Added Event Logging to Bootleg.log
    Updated Buggy Texture
    Updated FacePalmer
    Optimized Remix Installation
    Optimized Kernel Patching
    +Fixed Broken Field Models HAGB.HRC, IBGD.HRC, CQGA.HRC
    +Fixed Broken World Models: CID.HRC, DLB.HRC, BCC2.RSD
    +Fixed Cloud's Masamune Alignment
    +Fixed Faded Eyes on Field Models
    +Fixed Missing Trojak FMV's
    +Fixed Sailor Models Installation


I've completely revamped the way Remix installs.  Bootleg extracts and utilizes Remix resources without running the crappy Remix installer.  Also, the Hardcore Mod is no longer installed unless specified.  These changes significantly speed up the Bootleg process. 

There is also a Bootleg.log file in the game folder.  It's useful to understand how Bootleg works and when it fails.

I'm preparing the script to allow selective installation of mods.
Which method is best:
    -control over every individual mod regardless of the impact that one missing mod has on others
    -control over groups of dependent mods so that the result is always playable
Though it's much easier just to add an on/off switch for every mod, I'm leaning toward grouping mods so that the final installation is always viable.

Glitched lighting textures are still abundant.
Please let me know the names of any glitched textures you discover!
I noticed broken lighting in at least one texture that did not throw a 'glitch' error:
    mds7_15_00.png
A complete list of glitched and broken textures is a great resource for the FacePalmer (http://forums.qhimm.com/index.php?topic=12260.msg170228#msg170228) project.
Here's what I have so far:
Code: [Select]
blin70_1_15_00.png
blin70_1_16_00.png
eals_1_15.png
eals_1_16.png
eleout_15_00.png
eleout_16_00.png
md8brdg_15_00.png
mds5_1_15_00.png
mds5_5_15_00.png
mds7_15_00.png
mds7_15_002.png
sbwy4_6_15_00.png
tin_1_15_00.png
tin_2_15_00.png
tin_3_15_00.png
tin_4_15_00.png

Please, let me know how to make Bootleg better!
Thanks,
-PitBrat
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: F|at|ine____ on 2011-09-03 20:44:59
I want to try this out so bad but the farthest I got was after an error in bootleg.exe it ran FF7.exe but no music showed the menu screen then completely black, but you can see barret's text window...then I closed and tried to restart application and it just closes immediately...it said it couldn't fin ff7music_install_1518.exe but it's right there in the folder with the rest of the mods and bootleg...also when bootleg.exe finishes installing does it just immediately and abruptly close by itself? page 6 you have a list of all the mods needed and I checked off every single one using notepad..even the bunny outfits which sounds ridiculous that if you didn't have that mod that it would prevent installation...I can play the regular remix fine with new music even used highwind and tried out the advent children cloud mod and worked like a charm...any help would be appreciated.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: F|at|ine____ on 2011-09-03 22:56:54
I have ALL MODS the bootleg log file shows everything completed successfully, when I click on FF7.exe it says : "you have an error in your config file some options may not have been parsed" word for word...then it proceeds to load the game I see the credits with the music then I get to the screen with cloud in the background and I can choose only new game since I have no save...right when I go to new game I get a black screen...no opening fmv at the beginning of new game....what the heck is going on?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-03 23:21:00
F|at|ine____,
No, installation shouldn't end abruptly.  FF7_OPENGL.CFG opens up in notepad for you to configure resolution.  After that, the BOOTLEG_README.TXT opens.  When you close the readme, then Bootleg.exe exits.
Set Bootleg.exe to run as administrator.  Right click on Bootleg.exe, choose Properties, go to the Compatibility tab and check Run this program as an administrator.
Are you starting with a full, unmodified install of a legitimate CD-ROM version of FF7?

When you install Bootleg, use the BFE configurator.
Run 'BFE.exe' instead of Bootleg.exe.

What are the last few lines in 'Bootleg.log'?

Bootleg will complete without mods like Bunny Girls and Sailor Moon.  Just make sure those mods are not selected when you start Bootleg.

Sometimes on Windows Vista and 7 UAC can interfere.  Try installing FF7 to a non system folder like 'C:\games\Final Fantasy VII\'.
What version of Windows are you using?  Is it a U.S. version?


Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: F|at|ine____ on 2011-09-03 23:48:41
This is the last few lines of bootleg log:
Phoenix Rejuvenation Project completed.
Updating Sephiroth model . . .
Sephiroth completed.
Searching for "FacePalmer.zip" in "G:\bootleg\"
Installing FacePalmer Field Textures . . .
Extracting "FacePalmer.zip"
FacePalmer completed.
Searching for "Field Files Pack 1.rar" in "G:\bootleg\"
Installing sl1982's Field Enhancement . . .
Field Enhancement completed.
Installing yarLson's Field Textures . . .
Searching for "yarLson Field Upscale Project v0.35.zip" in "G:\bootleg\"
Field Textures completed.
Deglitching Lighting . . .

I installed everywhere my bootleg folder is 20 GB's lol worked on this for 7 hours, I even opened command prompt and loaded manually through there...I use windows xp pro...haven't tried BFE.exe or run through Administrator just used bootleg.exe didn't think it would be necessary...after clean install of original ff7 cd's then bootleg.exe is there anything else I do? is it my specs of my pc? it isn't a dual core...it's a older pc but it runs remix and other stuff perfectly.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-04 00:24:27
You'll need to install the XP Service Packs.  Bootleg requires XP Service Pack 2 or newer.
Set Bootleg.exe to run as administrator.

Run BFE.exe and uncheck 'Remove Glitched' under 'Field Textures.'

Make sure that there are no other program running during installation.
Disable Virus software during installation just to be sure.
Don't access the Final Fantasy VII install folder during installation.
If a file from the FF7 install folder is open or even selected in explorer, Bootleg might fail.

Run BFE.exe to install Bootleg!
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: F|at|ine____ on 2011-09-04 00:48:59
I do get a "FORFILES" folder error after face palm texture install....
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: F|at|ine____ on 2011-09-04 01:07:11
now it works but without sound....the textures don't really look cleaned up either....have no idea what is going on...
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: F|at|ine____ on 2011-09-04 01:10:28
ok newest error..."Failed to load shaders check APP log for more information"
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-04 01:43:49
F|at|ine____,
FacePalmer updates the majority of the field scenes.
Bootleg requires all 20 FacePalmer files: FacePalmer.part01.rar thru FacePalmer.part20.rar.
If any of the FacePalmer.part.?? files is missing, Bootleg won't update those field graphics.

I discovered a potential bug in the way Bootleg installs avatars and FF7Music.
If you're using 'ff7music_install_15111.exe' there isn't a problem.
I've fixed the error.  Expect an update soon.

The other problems you're experiencing seem related to file access.
Are you using antivirus software or data encryption or compression on the FF7 install drive?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: F|at|ine____ on 2011-09-04 01:47:42
I downloaded and have everything Facepalm 1-20 RAR and ZIP along with the torrent file facepalm.zip and went to the forum and downloaded the script as well...with music all I have to do is open the ff7music player and open the game through there....just want to make it, it's full potential...it doesn't look much different from the remix...and the opening video looks exactly as the ps1 intro...doesn't look very clean and the music doesn't sync correctly...that can be a hardware thing...but I am a lot further than I was...it is actually playable now! it is very strict in installing
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-04 02:44:50
I updated the required files list.
File names must match exactly.
There are two versions of FacePalmer: FacePalmer.zip and the 20 FacePalmer.part??.rar files.
You do not need both versions.

From the Bootleg.log you posted, the Remix updates and Avalanche are the only mods installed.
Bootleg must complete and display the Bootleg_Readme file before mods are installed to the game folder.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: F|at|ine____ on 2011-09-04 18:13:08
Everything went through in the install...it finished with opening the opengl config file and the bootleg read me...I installed the default of all the options that were selected through BFE.exe...the game was playable just didn't see much of a difference between this and remix except sound effects and the intro was the original intro didn't look that much cleaned up then again I'm on a 50 inch sony bravia
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-04 18:50:01
I've fixed quite a few errors found in the Remix.
All of the field, world and battle scenes are upgraded.
The Menu Overhaul is new.
There are additional soundtracks and they loop correctly.
There are new models and many fixes for broken models.
The Hardcore Mod is the newest available version
Aeris Revival is included an integrated with other mods.

The Remix does a nice job of gussying up the game.  Bootleg just fixes a few niggles and adds all of the new content that has arrived on the scene in the last couple of years.

Bootleg also makes it easy to install to locations other than the default Program Files.

Also, Bootleg offers customization of some of the game elements.

Many of the fixes you won't notice unless you've played FF7 with Remix and experienced crashes or models with missing pieces or a foot sticking out in the wrong place.

It's not an entirely new game, just a few tweaks, fixes and updates in an easy to install package.

I do not plan on supporting any of the ripped content available elsewhere.
I don't want to tempt fate.
I'm amazed at the content already available.
With all the mods here and the Remix, you barely need to install FF7.
Nearly every last bit of the content is available in pieces.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-04 18:54:16
While school got back to me, I've got free time and thus would be able to help/fix models/stuff if needed.

Btw PitBrat, I don't know if you noticed my PM :D

(Do you know that there is an option in your profile that you can turn on to get notified of PMs)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: F|at|ine____ on 2011-09-04 19:33:03
I am using bootleg...the intro FMV sequence and the music does not sync other than that it plays fine and I get an error upon start up but runs anyways...had no errors at all during bootleg installation.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-04 20:31:17
The FMV music not syncing is because I'm using the Rumbah intro video.
I'm not happy with it, so from now on I'm sticking with Trojak's intro.
I'll still include an option for Rumbah.  I believe he's working on a new release.
There are a few errors that are expected but don't break the game.
Most of the errors are related to sloppy mods and the way Aali's driver handles models and textures.

I'll release an update to Bootleg before the 6th.
Bootleg has assimilated Mago's Battle Pack 3.  This is a must have update!  Now nearly all battle scenes are reconstructed.

I'm gradually working in the ability to turn off each set of modifications.
You can choose to only use PNG's and not add the battle scene textures to the LGP file.
This greatly decreases load times but might result in missing battle textures on some systems.
I've assimilated a few new mods, but mostly just refined the Bootleg process.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-05 01:38:20
Bootleg shuts itself down after installing Aali's driver. It wasn't the case on older versions, but now it is...

BTW sent you (another) PM. Yes I know I'm annoying :P
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-05 02:45:03
VGR,
What are the last few lines of Bootleg.log?
Are you using an unmodified version of ff7_opengl-0.7.11b.zip?
Bootleg will end if the OpenGL driver is missing.
Does the Avalanche or Avalanche GUI installer start?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-05 12:12:01
Installing Aali's OpenGL Driver . . .
Extracting "ff7_opengl-0.7.11b.zip"
OpenGL Driver completed.

I used the version downloaded here... No, TA installer doesn't start.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-05 16:43:16
VGR,
Okay, I identified the error.  I was missing an ending " on the file name.
Very unusual that it was working some of the time.
I also found a bug with Mike's models installation.
I'll have a fixed version of Bootleg up very soon.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-05 16:46:19
Can you also make it to be able to install to another directory, but as an option? Like this :

Install to FF7 installed directory? Y/N

If No, then Bootleg would come with something to enter the path. Just an idea though.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Covarr on 2011-09-05 23:10:13
Your list of mods on the first page currently links to an old revision of ff7moviedir, I updated it yesterday to always run as administrator. The up-to-date link is http://www.mediafire.com/?hub4jd8mngqwha6
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-06 00:42:08
Hi PitBrat,

i have tested your last Bootleg (Bootleg0032.zip) and i had some thoughts about it.

Thanks for reading.  :wink:


Edit: Please add blank lines in "Bootleg.log" for better reading.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: F|at|ine____ on 2011-09-06 07:47:50
I made it to the Shinra headquarters on the floor where you save Aerith and get RED XIII the glass they are inside is glitched and has no texture its just a white square, can't see anything then the game crashes and says that it made a log in app.log after looking at APP.log I noticed like 100's of texture errors...here is a few:

ERROR: failed to find file battle/RUAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: TIFA.T07 RUAJ
ERROR: could not open file TIFA.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE TIFA.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE TIFA.T07
ERROR: failed to find file battle/RUAK (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: TIFA.T08 RUAK
ERROR: could not open file TIFA.T08
ERROR: COULD NOT LOAD TEXTURE DATA FILE TIFA.T08
ERROR: COULD NOT LOAD TEXTURE DATA FILE TIFA.T08
ERROR: failed to find file battle/RUAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: TIFA.T09 RUAL
ERROR: could not open file TIFA.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE TIFA.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE TIFA.T09
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-06 19:55:58
Those texture errors are expected.  They're related to the weapons modifications.  They don't effect the game negatively.
The white light is also expected at that locations.  It is a result of yarLson's field upscale textures.

I've not experienced a crash in that area.
Did you install any kernel modifications?
In Bootleg.log, is everything completed?

I've already fixed a few potential problems.  I'm implementing some of the suggestions from this thread.
A new release is imminent.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vaccine.exe on 2011-09-06 20:19:01
I cant seem to get the first three .ogg files under the "sounds" section of your mod links.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: F|at|ine____ on 2011-09-06 21:23:37
apparently it ran out of memory that is why it crashed...I played for hours straight lol worked fine this time around...
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-06 22:46:47
@vaccine.exe: For downloading these three .ogg files use this link:

http://bryanbilocura.com/content/directory-listing/116/final-fantasy-vii-reorchestrations-and-remasters?sort=asc&order=Display%2Bname (http://bryanbilocura.com/content/directory-listing/116/final-fantasy-vii-reorchestrations-and-remasters?sort=asc&order=Display%2Bname)


@PitBrat: Please update "Bootleg_Mods.htm" accordingly.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-07 06:09:40
I've done quite a bit of investigation regarding the file 'C:\sky_b.tex'.
For some reason, the Avalanche installer relocates the file within magic.lgp.
Afterward, using Aali's LGP tools to extract magic.lgp places that file in the root of the system drive.
I don't know if this is a bug in Avalanche or if the file is intentionally moved within the archive.
As a fix, I placed a duplicate of the file in the original folder within magic.lgp.
The file is only used as a pointer to the external textures folder.
When I find out where the magic PNG textures go in the mods folder, I'll move the rest of the PNG's out of the textures folder and into the mods folder.
I've already moved the Avalanche world textures to the mods folder.

I'm updating Bootleg with the fixes Covar made to the FF7Music installer.
There are a few more fixes I'd like to cram in before 0033 is ready to go.
I'm focusing on fixes right now.  I might save some of the new features for a future release so that I can do 'em up right.
I don't want to play catch up with bug finding again!

Thanks for providing all the links!  Y'all make is so easy for me . . . I could really get used to this!
I'll have a new mods list up soon.  It's way too long for one post, so I have to find a creative way to break things up.
I keep cannibalizing posts on the first page.  I wish Qhimm allowed for longer posts.

Keep playing!  And remember to post the names of glitched lighting textures.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vaccine.exe on 2011-09-07 07:04:00
Thanks for that, this stuff is all very new to me but im really enjoying it. I have always had a desire to get into programming/modding im sure I will have a whole bunch more questions!
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vaccine.exe on 2011-09-07 09:30:34
Found some more that are not working ATM

Missing file links or broken:

Multi DLL Loader (put DLLs in LOADR folder).zip
touphScript_v0.6.7z
PCreator.exe
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-07 14:07:38
@vaccine.exe

Multi DLL Loader (put DLLs in LOADR folder).zip
   http://www.mediafire.com/?7stwae4kahla0n5 (http://www.mediafire.com/?7stwae4kahla0n5)

touphScript_v0.7.7z
   http://dl.dropbox.com/u/3227870/touphScript_v0.7.7z (http://dl.dropbox.com/u/3227870/touphScript_v0.7.7z)

no problems with: PCreator.exe
   http://www.mediafire.com/?12b6w15i3lj3gq1 (http://www.mediafire.com/?12b6w15i3lj3gq1)


@PitBrat: Please update "Bootleg_Mods.htm" accordingly.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vaccine.exe on 2011-09-07 20:45:01
Thanks guy!  ;D
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-08 04:35:57
DOWNLOAD Bootleg 0033 with BFE (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306)

New in Bootleg 0033:
    Added /Q Switch to Select Prelude Credits
    Added /X Switch to set Temporary Extraction Folder (Requires 16GB Free Space)
    Added Option to Disable Adding Scene Textures to Battle.lgp
    Added Menu Background - Simple
    Added Prelude Credit Mods: JordieBo's Opening Credits.rar, JordieBo's Opening Credits [DARK].rar, JordieBo's Opening Credits [GLOW].rar
    Added Barret Model: Custom HQ FF7 PC Barret battle-field model.rar
    Added Battle Graphics: magochocobo_ff7pack3.rar
    Added Millenia's Cloud Swords Manual Installer: 1272687090.rar
    Added Full Portrait Transparent Avatars
    Updated Stage 9 Textures
    +Fixed Installing Incorrect Opening and MKup Movies
    +Fixed Installing Incorrect Avatars
    +Fixed Crash if Missing Input
    +Fixed Crash with Outdated FF7Music
    +Fixed Crash After OpenGL Driver: ff7_opengl-0.7.11b.zip
    +Fixed Crash if Missing Mike's Models: Trish(aka Mike)'s custom model pack.7z
    +Fixed Crash if Missing Magochocobo's Battle Scenes LGP Version: Magochocobo Battle Scenes (lgp use).rar
    +Fixed Missing FF7Music Tracks
    +Fixed Stray sky_b.tex with Workaround

New Mods Assimilated:
magochocobo_ff7pack3.rar                        Magochocobo     Battle art enhancement as PNG Pack 3    Qhimm (http://forums.qhimm.com/index.php?topic=11551.msg159674#msg159674) FILE (http://www.megaupload.com/?d=Q49HDUJZ)
JordieBo's Opening Credits.rar                  JordieBo        Opening Credits                         Qhimm (http://forums.qhimm.com/index.php?topic=12341.msg171220#msg171220) FILE (http://www.megaupload.com/?d=OMI3XKNI)
JordieBo's Opening Credits [DARK].rar           JordieBo        Opening Credits                         Qhimm (http://forums.qhimm.com/index.php?topic=12341.msg171220#msg171220) FILE (http://www.megaupload.com/?d=YWJQI581)
JordieBo's Opening Credits [GLOW].rar           JordieBo        Opening Credits                         Qhimm (http://forums.qhimm.com/index.php?topic=12341.msg171220#msg171220) FILE (http://www.megaupload.com/?d=R999NR7D)
1272687090.rar                                  Millenia        Cloud's Weapons                         Qhimm (http://forums.qhimm.com/index.php?topic=8560.msg106240#msg106240) FILE (http://millenia.half-lifecreations.com/private/uploads/1272687090.rar)
Custom HQ FF7 PC Barret battle-field model.rar  megaten         Barret Field Model                      Qhimm (http://forums.qhimm.com/index.php?topic=10879.msg151992#msg151992) FILE (http://www.filefactory.com/file/b3g9e20/n/Custom_HQ_FF7_PC_Barret_battle-field_model.rar)
FF7anyCD DLL version.zip                        Kranmer         Any CD Loader                           Qhimm (http://forums.qhimm.com/index.php?topic=11564.msg161096#msg161096) FILE (http://www.mediafire.com/?l8p7yrysrvmbd5u)


Now you can specify the location of the temporary folder where files are extracted.
I'm working on the rest of the requests.  Keep 'em coming!
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: syphus on 2011-09-08 04:37:45
I am stuck at deglitching lighting. I have everything downloaded and i am running bootleg.exe as admin but it says it cannot find Field Files Pack 1.rar even though i have it in the folder and named exactly as it says. I checked the bootlog.log and it says it is searching for it in "" while all others it searches in the directory i have the mods and bootlog downloaded to. What can i do to fix?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-08 04:51:35
Syphus,
Are you using Bootleg 0033 (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306)?
There were errors in 0032 with missing input.

Run 'BFE.exe' to install Bootleg.

Always run BFE.exe to insure that Bootleg starts with the proper inputs.
Starting Bootleg via BFE.exe should remedy your problem.

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-08 06:45:42
Crashes when it searches for Models.7z (I precise that I have it) and it simply shuts down. Here's the last line of the log :

Searching for "Models.7z" in "D:\FF7 Bootleg\Bootleg\"

Do you know what that is?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: syphus on 2011-09-08 09:20:11
tried the ver33 installer and when opening BFE.exe i get an unhandled exception error looking for credits00.jpg under mod_dir\pics\ - i can click continue but when going into the UI i get no options enabled by default and when selecting them from drop down menu i get same error looking for a different file. I got the bootleg.exe to run all the way down to Field Files Pack 1.rar with 0 errors but it still said missing even though the file is there, along with Magochocobo Battle Scenes (lgp use).rar1 (which downloaded without the .rar1 extension i added the 1 to make it .rar1 and will test install tomorrow) when it finished it did not show readme file. I went into the game and the graphics are looking much better i can see the textures updated and most of the 3d models but the resolution is locked on something small and making a box in the middle of my screen instead of going truely full screen. Im using a widescreen monitor that native resolution is 1600x900 and i have it set to 1280x800 in the .cfg file. I also noticed i am not getting any opening FMV sequences but i figure that is due to the resolution being locked on something tiny and having installed the HQ FMVs.

ATM i have completely uninstalled FF7 and deleted the folder in Program Files and plan to start over for the 4th or 5th time tomorrow with hopefully ideas from you on how to fix the resolution, i have old monitor capable of 1600x1200 but its CRT and would rather not use it unless i have to, i dont think this current monitor goes over 1600x900 so i think the lack of x968 is what is causing the resolution prob, other than that its just those missing files which would be textures, and the lack of FMV's even though i have them all downloaded and installed and ill have the bootleg up and running to help test, with my current save point at Corel Prison.


EDIT: Could not sleep so i went ahead and installed again , fresh install all the way through bootleg install and only had 1 error and that was with the Field Files Pack 1.rar as i was having before, it still says missing and i redownloaded from the links provided. I ran BFE.exe and was able to install with the brat code 0111111. I just continue through all error messages as they were for preview images as far as i can tell and not needed to do the actual install. The bootleg.exe installer ran to completion and this time gave options of setting my resolution as well as showing the readme after it finished. I ran the game at 1280x800 with no apparent issues other than a small black bar at bottom of screen, FMV's are there menu's look great most 3-d models look updated and the backgrounds as well.
Excellent job on this i will be recommending this to many of my friends i know are die hard FF fans. Also i did not install colored items during my installation is there anyway i can add that or do i have to reinstall all over again? they grey ones just are not doing it for me with all the beautiful mods applied so far.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-08 14:05:12
My bad!  I forgot to include the preview pictures in the archive.
I added the pics and uploaded Bootleg0033.zip again.
I apologize for the inconvenience.

DOWNLOAD BOOTLEG (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306)


EDIT:
Magochocobo Battle Scenes (lgp use).rar1 was a remnant from when I was debugging.  I fixed it to use .rar now.
I modified the Field Files section.  Hopefully the change fixes the missing Field Files Pack 1.rar error.
If you're also installing FacePalmer, you won't see much of a difference.

EDIT:
The colored items mod is inside Bootleg.exe.  There's no simple way to install it without rerunning Bootleg.
While Bootleg is running, you can find the necessary files in the temp folder within .\bootleg_setup\sprinkles.zip\
Unfortunately, the colored items from Avalanche do not work well with the Menu Overhaul.
The black bar at the bottom of battle scenes is a known issue with Menu Overhaul and should be fixed in an upcoming version.

I'll continue working to improve Bootleg.
Thanks for putting up with the bugs!
The input is invaluable.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: KenJura on 2011-09-08 16:22:22
Okay so I have followed all the instructions to the letter. however when i run BFE the menu comes up, i can select my options and configure the paths but when I select the red button "run bootleg” nothing happens. (almost like its a dead button). If i dont run BFE.exe and instead run bootleg.exe  from the same folder it does run. 

Any ideas why BFE will not launch bootleg from the configuration menu?

Running in Windows 7 (32bit). All applications are being ran as administrator. All mods have been downloaded and are in the folder with BFE and bootleg.

Do I need to install FF7 and the 1.02 update before running BFE or bootleg? or is there anything else that needs to be installed pre bootleg, such as Remix or Avalanche?

BTW Thanks so much for this thread it has already been a HUGE help so far!
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-08 16:46:25
Only vanilla FF7 needs to be in. Nothing else.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: syphus on 2011-09-08 18:44:13
Okay so I have followed all the instructions to the letter. however when i run BFE the menu comes up, i can select my options and configure the paths but when I select the red button "run bootleg” nothing happens. (almost like its a dead button). If i dont run BFE.exe and instead run bootleg.exe  from the same folder it does run. 

Any ideas why BFE will not launch bootleg from the configuration menu?

Running in Windows 7 (32bit). All applications are being ran as administrator. All mods have been downloaded and are in the folder with BFE and bootleg.

Do I need to install FF7 and the 1.02 update before running BFE or bootleg? or is there anything else that needs to be installed pre bootleg, such as Remix or Avalanche?

BTW Thanks so much for this thread it has already been a HUGE help so far!

this is what i have done step by step to install -

install FF7 from disk using maximum install option - goto ff7 folder select all and right click -> send to -> compressed .zip folder -
move the file created to the folder you have bootleg and all of your mods downloaded to - then just run BFE.exe and in the slot for FF7 install Image browse to the file you just created. Select your options and hit red bootleg button and it should work except for the errors he knows about and is working to fix or has already.

 In previous threads i read that you needed run FF7 once before installing anything else but with bootleg its not the case. Just install DONT TOUCH and run bfe.exe . This is by far the easiest install of all mods but the trick is having ALL mods downloaded and named correctly and having an untouched fresh install of FF7.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: syphus on 2011-09-08 20:00:47

I'll continue working to improve Bootleg.
Thanks for putting up with the bugs!
The input is invaluable.

still missing the field files pack 1.rar other than that everything works perfect.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-08 20:03:44
Hi syphus and KenJura,

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vaccine.exe on 2011-09-09 10:32:29
So I got everything dl'd and using method described by syphus all went perfect and it looks amazing!. No eidos movie at start though but ill test to see if I messed something up.

Im on Vista 32 (laptop), bit of mucking around with USB keyboard to customise controls to laptop so im wondering if it would be relevant/possible to have an option to either default to laptop or numpad depending on platform installation? Maybe a "auto detect > auto select/manual select ff7input installation"

Otherwise thanks! and now im ready to start actually playing this beast  ;D
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: sl1982 on 2011-09-09 10:51:52
I dont see why it couldnt be a selection. All it is is a different ff7input file for the laptop patch.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-09 14:21:59
Wow,
I hope I've finally tracked down the missing field files bug.  I think it was related to a missing or not installed video file.
This could potentially cause crashes in other areas of Bootleg.
The error does not occur if every single mod file is in the mods folder and Bootleg starts with the default setting.
I'm not sure which missing file(s) cause the bug.  It could also be related to the setup selection.
I've not been able to recreate the error on my system, so I won't know for sure if the fix works until the next release.

For the issue with the Run Bootleg button not working, make sure that Bootleg hasn't started in the background.
I've moved the administrator manifest to Bootleg.exe.  That should fix the problem.
This could also be an issue with virus scanning software.

I added an option to install the laptop keyboard configuration.

The Eidos logo is a separate download.  Place the file in the mods folder.  Do not alter the name.
eidoslogo.avi                                   Xion999         Eidos Logo from FFVIII                  Qhimm (http://forums.qhimm.com/index.php?topic=10980.msg164933;topicseen#msg164933) FILE (http://www.megaupload.com/?d=RVMPJPE9)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: KenJura on 2011-09-09 15:49:22
Cheers Ugerstl & Pitbrat! Turning UAC off did the trick and everything ran smoothly once I got it going. Game looks absolutely fantastic!

BTW is there a way i can disable the custom sound effects (or at least the battle sound effects) that were built in. So far I love all the mods but these kinda sound cheesy to me. Wondering if there is a way to disable it and use the tried and true sound effects.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: sen on 2011-09-09 15:52:29
Hey Pitbrat i habe installed and used this for my ff7 remix a month ago an also installed ff7 on my fairly old computer without remix can i still use it? Thanks
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-09 16:21:59
Kenjura, you can disable the new sound effects at the time of install.  When you run BFE, there's an option to disable the New SoundFX on the left under Game Options.

E1Sunz, Bootleg should work on any computer that can run FF7 with Aali's OpenGL driver.  Bootleg needs the Remix setup files in order to install all of the PRP field models.  The Remix itself is not actually installed.  Bootleg only uses the models and mp3's from Remix.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vaccine.exe on 2011-09-09 22:04:19
Interesting accidental development, I installed FF7 and Bootleg on my main PC this morning (8Gb ram and i5 2500K chewed that sh*t up, 13mins ~flex~). I compressed FF7 install files but I misread install method and did not move .zip to mod folder so bootleg aborted and deleted everything lol leaving only C:/Program files (x86)/Sqaure Soft inc/FF7 and FF7.BAK folders both of which were empty. With no folders I of course could not uninstall and start again.

However I had luckily still kept my FF7.zip from my laptop install copied this over into main PC's mod folder and away it went. So leaves the question to facilitate an even easier install why not have an FF7.zip as a necessary bootleg install folder and remove the FF7 path from bootleg and have it autorun it? I assume this is possible because it obviously does not need to be a FF7.zip created from the users install.

(Edit)
Provided that user has a FRESH UNTOUCHED install.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-10 20:31:25
If you have the FF7.zip image, there's really no need to install FF7 before running Bootleg.
The FF7 path option is still necessary to direct Bootleg where to install FF7.
You can install to nearly any folder now.  Installing to the default location is no longer necessary.

I haven't tried, but I thought it would be an interesting experiment to extract 'Final_Fantasy_VII_Remix_v2-5-1_Installer.exe' with unrar, create an image with those files and use it to install Bootleg without ever installing FF7.  I know there would be quite a few glitches, but I'd like to know if it results in something playable.  Of course, that might create some legal complications, so it's best left untested.  We need the Remix around until we get APZ's new Cloud model and a better package of field models.

I have a field models pack that contain these models: PRP, PRP addon, Squallff8, Dahfa, my Squallff8 fixes, my face texture fixes.
I doubt I could ever get approval to release it.  But installing Bootleg recreates it.

I have a new build of Bootleg.  I just need someone to test the missing field files fix before I release anything!
Volunteers should message me . . .

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Nightmarish on 2011-09-11 18:27:03
PitBrat, just a thought here.

Since you're gathering all the mods and the database is getting huge in data size, you could also select a mod that in your opinion would be the best improvement for each category. I mean, somewhat like "Remake" bootleg where you would merge all the mods for a revamped  FF7.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-11 23:23:10
Cannot install to any folder with special characters such as é è á à et cetera. Also for no special reason UnRAR for FacePalmer did not work anymore on spaced paths. It did before, but now it doesn't.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vaccine.exe on 2011-09-12 09:38:46
Is there a fix to correct that black bar when you enter a battle?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-12 19:34:37
I thought I was the only one to have this issue... Fine, I'll talk with Aali and try to make a fix. That is, once I get home :P
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vaccine.exe on 2011-09-12 22:49:52
Excellent! Im sure I read somewhere in this Tut or atleast on this site about it but I was to lazy to look  ;D
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: riryoku on 2011-09-12 22:50:39
Ahh darn, I didn't get any errors during the installation but something has gone wrong. Either the game immediately crashes, the screen just stays black or once I got to the menu but no movies played and the graphics were badly messed up. Not sure if I did something wrong on my end so I'm gonna reinstall again tomorrow and see if I can get it working.

Whether I get it working or not I'll still take this time to say thanks for all the work you've put into this. It really is great. 8)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: NVNiko on 2011-09-12 23:21:20
Am I the only one not having issues with this build?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-13 02:04:01
I'm not having any problems with this version!  ;)
I think most of the problems stem from either a missing mod file-- even when it's not installed-- or a specific combination of settings.
So far, I've not been able to recreate the errors.
I totally reworked the mod locating routine, so I have my fingers crossed that the problem is solved.
I'm still working on the issue with paths that contain spaces and non U.S. characters.
It might be awhile before every mod installs under those conditions.
In the mean time, I'm adding the ability to disable certain mods.
At least Bootleg will still finish.

I've focused on improving BFE.
There's now a built in mod list that identifies which mods are missing.
I also added presets that are tested to work.

The black bar at the bottom of battle screens is an issue with Aali's OpenGL driver.
A fix is imminent.  DLPB and Aali are aware of the problem.  They're two of the best modders on the scene.
Just give them some time.  Meanwhile, squint your eyes at the end of battles and you'll hardly notice the black bar.  :evil:

Nightmarish,
I'm not sure what you mean.  Bootleg is already a meld of the best--IMHO-- mods.  I can't repackage the mods because that's a violation of Qhimm rules.

Bootleg basically recreates the files necessary to patch FF7 with the best mods.
Don't close 'ff7_config.cfg' when it opens.  Then you will find .patch folders in the 'bootleg_setup' temp folder.
Same changes are made directly to the FF7 installation folder: flevel.lgp, the mods folder and the movies folder.

No one requested a preview of 0034, so I'll keep working on it for a few more days.

In the meantime, even if you choose not to install a mod, make sure that every single Bootleg supported mod setup file is present.
I don't mean every mod from the big list (http://forums.qhimm.com/index.php?topic=12008.msg167686#msg167686)!  Bootleg supported mods are listed in the Bootleg Readme (http://forums.qhimm.com/index.php?topic=12008.msg168273#msg168273).
Also, minimize the use of spaces and non U.S. standard characters in path names.
This is the best way to avoid errors and crashes.

Thanks to all of you for your suggestions and beta testing services!
I refer to this forum constantly while I'm working on Bootleg.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vaccine.exe on 2011-09-13 06:45:04
The black bar I am getting isn't at the bottom of the screen it appears when the battle begins in the middle of the screen then as the camera zooms in it shrinks and disappears and is gone by the time the characters HP/MP appears. Am I referring to the same black bar? It is present on both my desktop and laptop. Just trying to give as accurate a description as possible so you guys have got something to work with.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: riryoku on 2011-09-13 10:52:47
Tried an installation using all the default options. The game runs now however there are no movies, the music plays twice about a second apart and the graphics are screwy. Especially on the world map, the textures don't load at all so I just get black with EXTE scrawled all over, even over the chocobo ranch. I'm obviously missing something simple if the default doesn't even install correctly. I'll keep trying! ::)

Hm I wonder if I'm doing everything correctly: All the mods, bootleg stuff and FF7 zip in one folder, a clean install of FF7, run bootleg then BFE, choose options and direct all the installers to the path the bootleg tells you to?

Also you say the config file is supposed to open during the install? It never opens for me. When I change it to 1280x960 and turn fullscreen off after the install, the game doesn't take notice of my changes. And the final size of my FF7 folder is 5.76gb when you say it should be 9gb.

Edit: Oh yeah and when I run BFE I get Application1 isn't working but everything still seems to run smoothly after that so I forgot about this error. Is this a problem?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-13 11:16:21
@vaccine.exe: Please can you make a video with Fraps >Click me (http://www.fraps.com/)< and upload it onto YouTube.


@riryoku:
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-13 15:45:58
riryoku,
Your FF7 image (FF7.ZIP) is most likely incomplete.
Don't use the 'FF7 Install Image' at all.  That's an optional, advanced setting to speed up subsequent installations.
The errors you describe are most likely due to files missing from the FF7.zip you created.
Instead, do a full install of Final Fantasy VII from the setup discs.
Then run BFE.exe and configure the options.
Leave the 'FF7 Install Image' box empty.
Leave the 'Temporary Files' box at the default setting.
Set 'Destination Location' to the folder where FF7 is fully installed.
Set 'Mod Source' to the folder that contains the mod setup files.
If Bootleg.exe and BFE.exe are in the same folder, then leave the 'Bootleg.exe Location' box at the default setting.
Now click 'Run Bootleg' to start Bootleg.

The application error is possibly due to a missing or outdated .NET framework.
BFE.exe is written in Visual Basic 2010.  You'll need to install the .NET framework to run BFE.exe.
Use Windows Update to install the necessary .NET framework.

vaccine.exe,
I'm not familiar with the black bar issue you describe.  Are you running FF7 in a window?
Try running at the full screen resolution 1280x960 for better compatibility with Aali's OpenGL driver.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: riryoku on 2011-09-13 18:26:52
Thanks a lot for the advice.

While I was waiting I manually installed all of the mods I was wanting but I'd like at some point to try again with the advice both of you have given and try to get this working so you can say the installer runs perfectly for yet another person. ;) I should hope to have time to try again within a week.

Keep up the great work PitBrat!!
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: F|at|ine____ on 2011-09-14 02:40:33
I been playing with no issues until now...I am at the part where u go to the gold saucer to retrieve the keystone, and the train is broke down so you stay at the hotel...right when I go on a date with Aerith and perform some play it crashes....done it 3 times now APP Log say ERROR unhandled exception....it crashes and asks to perform a emergency save file..when I installed bootleg I decided to use bootleg+grimmey FMV because imo I thought it was better...you think that might be it? any ideas? I'm hooked again! haven't played in like 10 years! I wanna keep playing! =[
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-14 06:51:42
I've identified the cause of the crash before the theater sequence begins.
The problem is the New SoundFX.  The New SoundFX crash the game!
Uncheck the 'New SoundFX' option when installing Bootleg.
To fix the problem without reinstalling, restore these files from the install cd-rom:
    .\data\sound\audio.dat
    .\data\sound\audio.fmt

When I identify the offending sound, I'll remove it from the patch.


WARNING: Do not use the sound 438-applause.wav because the game crashes during the theater scene in the Golden Saucer.

438-applause.wav is the offending sample.  I'm not entirely sure why it's broken.  The format is correct.
I adjusted the length to match the original exactly, and now it works.

The New SoundFX crash is fixed in Bootleg0034.
I also updated the tutorial.

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: F|at|ine____ on 2011-09-14 07:29:56
awww man I like the new sound effects! can I replace the new ones with the old ones and get past the theater segment and save then revert back to the new sound fx?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vaccine.exe on 2011-09-14 07:51:35
@Riry

I got that "Windows Application1 stopped working" error also but it was resolved thusly:

1: Extract bootleg
2: Place BFE+Pics+Bootleg.exe in your mods folder

Once I placed the "Pics" folder in the mods folder it resolved the error.

1280x960 @ fullscreen did not resolve the black bar issue im having. I am going to try a fresh run and not use the FF7.zip method. 
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vaccine.exe on 2011-09-14 09:05:10
Nope clean install and not using FF7.zip did not resolve the black bar issue.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-14 17:18:21
@vaccine.exe: (2nd try) Please can you make a video with Fraps >Click me (http://www.fraps.com/)< and upload it onto YouTube.

Post your "ff7_opengl.cfg" and "APP.LOG" files (located in the FF7 main directory):

   Hit the # button
   Now you see this [ code ][ /code ]   (i have added some spaces)
   Put the data of your "ff7_opengl.cfg" file between ][

   Hit the # button again
   Now you see this [ code ][ /code ]   (i have added some spaces)
   Put the data of your "APP.LOG" file between ][
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-14 18:22:49
DOWNLOAD Bootleg 0034 with BFE (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306)

Bootleg 0034 is now available.
Most of the updates are under the hood.

New in .0034
    Added Laptop Keyboard Input
    Added Field Art Options: Blackfan and SL1982 without FacePalmer, No Field Art
    Added Save Point Option: No Change
    Added Limit Texture Option: No Change
    Updated Path Finding
    Updated FacePalmer Installation
    +Fixed New SoundFX Crash at Gold Saucer Event Theater

New in BFE
    Added Presets
    Added About Info
    Added Mod List
    Added Support for Multiple Mod Paths
    Added Image Resources to Executable

Paths with spaces and non U.S. characters should now work-- they work on my system, but who knows.
Certain missing mods and configuration combinations no longer result in crashes and erroneous missing mod warnings.

Let me know how this one works for y'all!

Thanks for sticking with Bootleg.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-14 18:45:45
Hi PitBrat,

what happens when you don't select the "Team Avalanche HR" option (BFE.exe) ?
Is the Low Res version installed instead ?
If not, this should be an option.
   Team Avalanche Releases   http://forums.qhimm.com/index.php?topic=9151.0 (http://forums.qhimm.com/index.php?topic=9151.0)
   Low Res Beta 9                   http://www.megaupload.com/?d=G08FOKBM (http://www.megaupload.com/?d=G08FOKBM)

Why, because the High Res version is very CPU intensive.
   Tested on this system:
We should consider to use this commands when starting FF7: 

   start /min              /D "[FF7]\FF7Music" FF7Music.exe
   start /wait /affinity 3 /D "[FF7]"          ff7.exe
   taskkill /im FF7Music.exe

/affinity 3 = use two cores if available

I don't know if Covarr can implement that in the "launcher.exe".



My Virus-Checker (Avira AntiVir Personal) complains this files:

   Multi DLL Loader (put DLLs in LOADR folder).zip
   FF7anyCD DLL version.zip

I know that is an False-Positive alarm.
Could this explain the problems some users have to install the Bootleg ?

Edit: I read your newest "Bootleg_Readme.txt".
        ...Please disable any virus scanning software before running the Bootleg Edit...
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-14 23:31:07
Unchecking the Avalanche HR box only disables the Avalanche installer.  The version of Avalanche included in the Remix is still installed.  Systems assembled within the last ten years should run the hi res version without problems.  If the system can't run the hi res version of Avalanche, then it definitely won't run FacePalmer or the Magochocobo and Felix Leonhart mods.   If I receive enough requests, I'll consider adding support for lo res Avalanche.

To significantly shorten the load time of battle scenes, uncheck the box next to 'Battle Scenes as LGP.'  The textures are already in the mods folder.  I include this option because some systems have trouble using textures from the mods folder.

Creating a new launcher is easy enough.   But I recall reading somewhere that multiple cores are disabled to prevent problems running FF7.  Unfortunately I don't recall the specifics.  Would this actually increase the game performance?  If someone will test to make sure the game functions correctly under these conditions on a variety of systems, I'll incorporate the changes.

I have to run FF7 in compatibility mode on my system or the game crashes almost immediately.

These files are known to generate false positives in virus scanning software:
   Multi DLL Loader (put DLLs in LOADR folder).zip
   FF7anyCD DLL version.zip

Bootleg supports only 'FF7anyCD DLL version.zip' but it's not a required file.  Bootleg installs without the file, even when the 'Any CD Loader' option is checked.  It's a non essential convenience that enables the game to run without the need to switch discs.  I always use it and it has caused no harm.
I neither use nor support 'Multi DLL Loader (put DLLs in LOADR folder).zip.'  It's only in the list for completeness.

Bootleg runs fine with virus software enabled.  The authors of some of the supported mods-- FF7Music and Menu Overhaul-- suggest disabling virus scanning software before installation.  Any virus scanner worth its salt will work without an hitch.

I'm still working at implementing many of your other suggestions.
Thanks for your ideas!
More . . . more . . . more . . .
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: sl1982 on 2011-09-15 00:56:21
Just a FYI pitbratt, the low res version of avalanche is not really needed anymore as Aali's driver handles scaling so much better now. The low res version does not provide any performance improvements either.

I do have to say that what you have done with this is amazing. And the help you provide to the members around here is greatly appreciated. Keep it up!  ;D
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: killuminati777 on 2011-09-15 05:22:26
First of all i wanna thank the whole community for not just keeping this legacy alive, but rather making it even better.
I spent the last 3 days in this forum, and thank you "pit" for all the work you've done and still do, lol.
I remember how overwhelmed i was back in the days by all this stuff. But you finally made it easy for newcomers
like me.

Can't wait to install it. Just a quick question:

I'm on a Sony Vaio Laptop with a ATI graphics card. and i think i read somewhere that it may cause problems with ATI cards?

quote: Try running at the full screen resolution 1280x960 for better compatibility with Aali's OpenGL driver.
I'm on a Sony Vaio Laptop with a resolution of 1600x900 - Since im below 960, does that mean i cant run it at full screen?
And what resolution settings should i use?

And thanks again for all the work you've done, it's highly appreciated.
Just a few last words to describe this bootleg: "Pure Awesomeness, Epicness, God-Like"

Ok, nuff said and sorry for being a lil offtopic, i just felt like you deserve it.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-15 13:08:41
Welcome killuminati777,



Q: I'm on a Sony Vaio Laptop with a ATI graphics card.
     And i think i read somewhere that it may cause problems with ATI cards?

A: Important:  If you are using an ATI graphics card or your game graphics look damaged, then edit
                        the config file "ff7_opengl.cfg" (which can be found in your FF7 main directory) with
                        any text editor (notepad, ...) and check these lines:

            use_shaders       = no
            compress_textures = no


                       Standard FF7 main directory:

                           Windows 32 bit: C:\Program Files\Square Soft, Inc\Final Fantasy VII
                           Windows 64 bit: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII



Q: ... And what resolution settings should i use?

A: window_size_x   = 1280
  window_size_y   = 900
  preserve_aspect = yes   <=
  fullscreen      = yes   <=



Read also this topic: >Please help me installing FF7+Bootleg  (http://forums.qhimm.com/index.php?topic=12384.msg171954#msg171954)<



Greetings from Germany
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: killuminati777 on 2011-09-15 15:10:09
Thank you very much, im going to download all the mods and do a clean install tonight.
This forum is full of humble and helpful people, awesome.

And thanks again, it's like christmas, even better :D
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-15 15:21:40
I've been researching the everything is made of light shader issue with NVIDIA cards.
I found the main.frag (http://www.teamfacial.com/facial/Skittles%20Demos/Final%20Fantasy%207%20+%20MODS/FFVII%20Stuff/ff7_opengl-0.7.9b/shaders/main.frag) and main.frag (http://www.teamfacial.com/facial/Skittles%20Demos/Final%20Fantasy%207%20+%20MODS/FFVII%20Stuff/ff7_opengl-0.7.9b/shaders/main.vert) shaders on the Team Facial web site.
The original shaders contain much more code than the ones from Aali's OpenGL driver.
I replaced the shaders in .\shaders\nolight with these and the game looks fine.

EDIT:
Now that I look more closely, these are identical to the files in the .\shaders folder.
It's the same solution I already use:
    Copy and replace main.vert and main.frag from .\shaders\ into .\shaders\nolight

MAIN.VERT
Code: [Select]
uniform vec3 lights_position[MAX_LIGHTS];

uniform bool normal_map;
uniform int vertextype;
uniform bool fb_texture;
uniform int blend_mode;

uniform mat4 d3dprojection_matrix;
uniform mat4 d3dviewport_matrix;

varying vec3 eye_vector;

varying vec4 normal_light_vector[MAX_LIGHTS];
varying vec3 light_reflection[MAX_LIGHTS];

varying mat3 tbn_matrix;

attribute vec3 tangent;
attribute vec3 binormal;

void main()
{
vec4 pos = gl_Vertex;

gl_FrontColor.rgba = gl_Color.bgra;

// TLVERTEX
if(vertextype == 3)
{
pos.w = 1.0 / pos.w;
pos.xyz *= pos.w;
pos = gl_ProjectionMatrix * pos;
}
// LVERTEX and VERTEX
else
{
pos = d3dviewport_matrix * d3dprojection_matrix * gl_ModelViewMatrix * pos;

if(vertextype == 1)
{
int i;

eye_vector = vec3(gl_ModelViewMatrix * gl_Vertex);

if(normal_map) tbn_matrix = mat3(normalize(gl_NormalMatrix * tangent), normalize(gl_NormalMatrix * binormal), normalize(gl_NormalMatrix * gl_Normal));
else tbn_matrix[2] = normalize(gl_NormalMatrix * gl_Normal);

for(i = 0; i < MAX_LIGHTS; i++)
{
vec3 light_vector = vec3(lights_position[i] - eye_vector);
normal_light_vector[i].xyz = normalize(light_vector);

if(!normal_map) light_reflection[i] = reflect(normal_light_vector[i].xyz, tbn_matrix[2]);

normal_light_vector[i].w = length(light_vector);
}
}

if(gl_FrontColor.a > 0.5) gl_FrontColor.a = 0.5;
}

// BLEND_NONE
if(blend_mode == 4) gl_FrontColor.a = 1.0;
// BLEND_25P
else if(blend_mode == 3) gl_FrontColor.a = 0.25;

gl_TexCoord[0] = gl_MultiTexCoord0;

if(fb_texture) gl_TexCoord[0].t = 1.0 - gl_TexCoord[0].t;

gl_Position = pos;
}

MAIN.FRAG
Code: [Select]
uniform bool lights_active[MAX_LIGHTS];
uniform vec3 lights_ambient[MAX_LIGHTS];
uniform vec3 lights_diffuse[MAX_LIGHTS];
uniform vec3 lights_specular[MAX_LIGHTS];
uniform vec3 lights_spotdir[MAX_LIGHTS];
uniform float lights_spotexp[MAX_LIGHTS];
uniform float lights_spotcutoff[MAX_LIGHTS];
uniform vec3 lights_att[MAX_LIGHTS];

struct material
{
bool active;
vec3 emission;
vec3 diffuse;
vec3 specular;
float shininess;
};

uniform material current_material;

uniform int vertextype;

uniform sampler2D tex;
uniform sampler2D nmap;
uniform sampler2D smap;
uniform bool normal_map;
uniform bool specular_map;
uniform bool texture;
uniform bool fb_texture;

varying vec3 eye_vector;

varying vec4 normal_light_vector[MAX_LIGHTS];
varying vec3 light_reflection[MAX_LIGHTS];

varying mat3 tbn_matrix;

void main()
{
vec4 color = gl_Color;
vec4 texture_color;
vec3 normal;

if(normal_map)
{
vec3 tex_normal = vec3(texture2D(nmap, gl_TexCoord[0].st)) * 2.0 - 1.0;
normal = normalize(tbn_matrix * tex_normal);
}
else normal = normalize(tbn_matrix[2]);

if(texture)
{
texture_color = texture2D(tex, gl_TexCoord[0].st);

if(fb_texture && texture_color.rgb == vec3(0.0, 0.0, 0.0)) discard;

if(texture_color.a == 0.0) discard;

color *= texture_color;
}

if(vertextype == 1)
{
int i;
vec3 mat_emission;
vec3 mat_diffuse;
vec3 mat_specular;
float mat_shininess;

if(current_material.active)
{
mat_emission = current_material.emission;
mat_diffuse = current_material.diffuse;
mat_specular = current_material.specular;
mat_shininess = current_material.shininess;
}
else
{
mat_emission = vec3(0.0, 0.0, 0.0);
mat_diffuse = gl_Color.rgb;
mat_specular = vec3(0.4, 0.4, 0.4);
mat_shininess = 8.0;
}

if(texture) mat_diffuse *= texture_color.rgb;

if(specular_map) mat_specular = vec3(texture2D(smap, gl_TexCoord[0].st));

color.rgb = mat_emission;

for(i = 0; i < MAX_LIGHTS; i++)
{
if(lights_active[i])
{
vec3 light_vector = normalize(normal_light_vector[i].xyz);

float dist = normal_light_vector[i].w;
float att = 1.0 / (lights_att[i].x + lights_att[i].y * dist + lights_att[i].z * dist * dist);;
vec3 ambient = lights_ambient[i] * mat_diffuse;

float lambert_term = clamp(dot(normal, light_vector), 0.0, 1.0);
vec3 diffuse = lambert_term * lights_diffuse[i] * mat_diffuse;

vec3 reflection = normal_map ? reflect(light_vector, normal) : normalize(light_reflection[i]);

float rdoteye = clamp(dot(reflection, normalize(eye_vector)), 0.0, 1.0);
vec3 specular = lights_specular[i] * mat_specular * pow(rdoteye, mat_shininess);

color.rgb += att * (ambient + diffuse + specular);
}
}
}

gl_FragColor = color;
}

I still have a lot to learn about shaders.
I'm still not completely sure of the purpose the nolight shaders serve.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: killuminati777 on 2011-09-15 15:55:21
I just wanna point something out real quick. The FacePalmer.zip link = 20 files named FacePalmer.zip.001 - 020 when it's supposed to be just 1 file?
The link to the 20 Facepalmer.rar files seems to be ok, i also noticed that the menu overhaul project mod file is named M003.rar, but in the bootleg mods.htm
its named m003.rar, and i think this might be confusing for newcomers. I've read your post where you said you dont need both facepalmer versions, the rar files would be enough, but this could still confuse other newcomers, just saying.

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Tekkie.X on 2011-09-15 16:23:02
facepalmer.001 through to 020 is a Multipart archive, Mulitpart archives are usually made to make uploading/downloading easier.

open .001 with Winrar or 7zip and it'll extract the full contents in one go.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-15 16:32:41
@killuminati777: If you want to know more about the "FacePalmer".zip/.rar thing,
                           then read my postings:

                              >FacePalmer.zip.001 - 020 (http://forums.qhimm.com/index.php?topic=12260.msg171047#msg171047)<     obsolete
                              >FacePalmer.part01 - 20.rar (http://forums.qhimm.com/index.php?topic=12260.msg171205#msg171205)<  up-to-date


@DragonNinja: Sorry, but i used HJSplit for "FacePalmer.zip.001 - 020".

                         To rejoin the files (*.001-*.020 => FacePalmer.zip) you can use either HJSplit
                         (Join-Button) or JDownloader (Addons->HJSplit  <= must be activated in
                         Setup->Addons).
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Tekkie.X on 2011-09-15 16:41:01
Never used HJSplit in my life, I usually use 7Zip for any mutlipart archives, even if they were created using HJSplt.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: killuminati777 on 2011-09-15 16:43:08
@DragonNinja yes i know, but thank you ;)

@UGerstl thanks, all my questions are answered now :D i am downloading the rar files at this moment and all the other mods as well.
can't wait to install this beast after reading through all this stuff several times, haha, and i hope everything will turn out well.

You guys really deserve an oscar or something, this is superb :D
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-15 17:48:37
@DragonNinja: I was a little irritated: 7-zip can extract HJSplit archives ?
                         So i tested it.
                         I was positively surprised, it works !
                         Thanks for the information.
                         BTW, i use IZArc most of the time.

                         Every day i learn new things,
<=======       but i forget more than i can learn...
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vaccine.exe on 2011-09-15 19:45:07
Been busy last couple days gonna do clean install with 0034 then I will make that video tonight. Also do those three tracks from Bryan Bilocura do they need to be .ogg? Or is .MP3 ok, because I get "said tracks missing!" in bootleg dialogue when installing FF7 music.

EDIT:

Never mind the .ogg bit I figured that out
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-15 20:18:17
I only added support for the .OGG version of the tracks because they loop better.
3-06 - The Nightmare's Beginning-rev8.ogg       Bryan Bilocura  NetHead - Remastered Song               Qhimm (http://forums.qhimm.com/index.php?topic=12223.msg169499#msg169499) FILE (http://bryanbilocura.com/node/116/283?sort=asc&order=Display+name)
3-16 - Interrupted by Fireworks-rev18.ogg       Bryan Bilocura  NetHead - Remastered Song               Qhimm (http://forums.qhimm.com/index.php?topic=12223.msg169499#msg169499) FILE (http://bryanbilocura.com/node/116/283?sort=asc&order=Display+name)
3-20 - Buried in the Snow-v.2.ogg               Bryan Bilocura  NetHead - Remastered Song               Qhimm (http://forums.qhimm.com/index.php?topic=12223.msg169499#msg169499) FILE (http://bryanbilocura.com/node/116/283?sort=asc&order=Display+name)
JenovaRemix.ogg                                 SymphoniC       New Music Track                         Qhimm (http://forums.qhimm.com/index.php?topic=12189.msg169084#msg169084) FILE (http://www.mediafire.com/?d4awr2yr3dr2ps2)


To enable the tracks in game, select the 'Bootleg' Soundtrack option during setup.
You can also change the soundtrack after installation:
   Run .\FF7Music\FF7Music.exe
   Click on Configure
   Select the Files tab
   In the Profile Box, select Bootleg

Available soundtracks include:
    PSF - original MIDI as MP3s
    FileNamesOnly - FinalFanTim's original MP3s
    OSTRemastered - FinalFanTim's looped OGGs
    mp3 (remixed) - All OCRemixes MP3s
    Custom - a combination of OCRemix and FinalFanTim's MP3s
    Bootleg - a combination of FinalFanTim's OGGs, OCRemix MP3s and the 4 cover tracks.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: killuminati777 on 2011-09-15 22:57:04
Pure Awesomeness, i can't wait until all mods are 100% finished and complete. As well as bundled and combined with an easy installer like this. This is better than sex, lol. Thank you again for this bootleg, which makes it easy for us newcomers and noobs who want to play the game in it's full beauty but dont know much about modding and stuff. You are the man Pit.

AND I JUST HOPE THAT ALL MODDERS WILL SOONER OR LATER AGREE WITH THE IDEA OF BUNDLING EVERYTHING TOGETHER.

Noobs like me are lost without an easy installer like this. Thumbs up for you "pit" keep going ;)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: killuminati777 on 2011-09-16 02:52:16
I finally downloaded all the required mods, put them all in 1 folder on my desktop including Bootleg.exe + BFE.exe. Turn my UAC off, disabled my anti virus protection. Set run as administrator for Bootleg.exe & BFE.exe, then i finally run BFE.exe, i use the mod list option to see if i got all the needed mods, everything is green except Facepalmer.zip & ffmusic_install_15111, but i got the 15112 version and the Facepalmer.rars instead, then i modify everything to my liking, AND WHEN I HIT "RUN BOOTLEG" - NOTHING HAPPENS, hmmm??? What am i doing wrong? How can that be??

I'm totally confused now :(

And i need help. Thanks in advance...Hmm so confused

My Specs:
Sony Vaio Laptop
Duo Core. 2.0
4gb ram
256mb ati graphics card
resolution 1600x900
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: syphus on 2011-09-16 03:30:12
could be 1 of a few things. either your missing a modfile you overlooked , missing the patch, or remix installer, or do not have a fresh install of ff7
any of those things will cause the installer to hang and not show up as far as i can tell from retrying installs to recreate errors.

@ pit brat - i have reinstalled so many times that i have almost tried every setting and 90% of them work flawlessly. The error i was having with the Field Files pack 1.rar file not being found has some how corrected it self and it is installing now. I have gone back through settings to try and find a way to recreate this error with no succession, so im completely stumped. There is however a file barcorrectionpatch.exe that my norton AV is catching during install and so far it seems to be harmless to the bootleg install. other than that the game runes flawless and i am already starting to go through picking options solely on preference instead of testing errors, so far im liking the bootleg-grimmy FMV's and install everything but tank-pirate ship / bunny girls. The colored items are also working and seem to have no problems so it truely looks epic.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-16 05:18:50
syphus,
That missing field files error better not show up again!!!  I spent hours sifting through Bootleg to fix that error . . .  :o

killuminati777,
Are you sure nothing at all happens when you click 'Run Bootleg'?  Sometimes Bootleg starts minimized in the background.  Check the taskbar for the Bootleg command line shell.  If it's not there and you don't receive an error message that "Bootleg.exe is missing," then some part of your virus software is still blocking Bootleg.exe.
After Bootleg starts, the Avalanche installer should pop up in about 3 minutes.

I'll figure out a better way to notify users that the Bootleg process started successfully.

The ffmusic_install_15112.exe installer was a last minute addition.  I didn't update the mod list but it will still install.
There are two versions of FacePalmer: the single file ZIP and the 20 part RAR.  There's no need to have both versions.

Bootleg has assimilated Rumbah's FMVs:
640sharp.part1.rar - 640sharp.part3.rar         Rumbah          All Movies, 640 Sharp Filter            Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg171994#msg171994) FILE (http://www.mediafire.com/?p3dkfo1hlwxos) MIRROR (http://www.megaupload.com/?f=FF28IJS9)
640smooth.part1.rar - 640smooth.part3.rar       Rumbah          All Movies, 640 Smooth Filter           Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg171994#msg171994) FILE (http://www.mediafire.com/?ko1tfxdjqn0yj) MIRROR (http://www.megaupload.com/?f=F85YYXRA)
1280sharp.part1.rar - 1280sharp.part9.rar       Rumbah          All Movies, 1280 Sharp Filter           Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg171994#msg171994) FILE (http://www.mediafire.com/?sy51gu7z1trzy) MIRROR (http://www.megaupload.com/?f=EGYUDJKJ)
1280smooth.part1.rar - 1280smooth.part6.rar     Rumbah          All Movies, 1280 Smooth Filter          Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg171994#msg171994) FILE (http://www.mediafire.com/?89b1z31y6bujs) MIRROR (http://www.megaupload.com/?f=BHWNV6CP)

Get your downloads on for the future release!

These are complete FMV replacements.
If you have suggestions on mixing these with other FMV mods, please let me know!

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: killuminati777 on 2011-09-16 06:01:49
PitBrat

Yes i am sure, absolutely nothing happens, and nothing happens in the taskbar either, and i waited for like 10 mins. No error messages, it doesnt hang itself, its like the "run bootleg" button has no function for me. And my virus software was turned off  :o

Does it matter where the folder with all the mods and bootleg files is located at?
Am i supposed to install the codecs that come with the ff7 install?

Am i doing something wrong with the normal ff7 installation?
Let's pretend something is wrong with my ff7 installation, shouldn't it start anyways after i hit the "run bootleg" button?

So, no one else had this problem before? Weird stuff. Damn Vaio Laptop :cry:  lol

What would happen if i try to run the bootleg.exe manually not by running the BFE??

Sorry for asking you so many questions, i know you are busy and all, keep up the good work tho...looks like its working for most people, just not me  :-\

EDIT:

On page 3 i saw someone posted a pic of how the folder with all the mods should look like, and i noticed that the endings (.rar / .zip etc) of every file look different for me  :o

HIS:

(http://img838.imageshack.us/img838/2779/unledbj.jpg)

MINE:

(http://i54.tinypic.com/2m79pgn.jpg)

as you can see my files dont have the endings, could that be the problem or part of my problem???
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-16 10:39:25
Hi killuminati777,

another day another problem...



Edit: Important: I can reproduce this problem, please wait for further analysis...
        09/16/2011 14:19 Germany

Edit: 09/16/2011 14:27 Germany
        Error found: Don`t use spaces in the path structure of following folders:
                                Locations: Mod Source
                                                 Bootleg.exe Location


Q: Does it matter where the folder with all the mods and bootleg files is located at?

A: Please don't copy all the files to your Desktop, like you have done.
    Create a separate folder on one of your partitions (e.g. D:\Bootleg) and
    move all your files into it.

Q: Am i supposed to install the codecs that come with the ff7 install?

A: These codecs are obsolete.
    "Aali's Custom graphics driver for FF7/FF8" is used instead.
    Don't worry if you installed them.

Q: Am i doing something wrong with the normal ff7 installation?

A: No, as long as you selected the "Maximum" installation.

Q: Let's pretend something is wrong with my ff7 installation, shouldn't it start
     anyways after i hit the "run bootleg" button?

A: Yes. (but PitBrat should it know better than me)

Q: So, no one else had this problem before? Weird stuff. Damn Vaio Laptop.

A: Every system is unique, so the problems are.
    We are using Netbook's / Notebook's / Desktop-PC's with different hardware
    from different producers.
    And every user has an unique windows configuration.

Q: What would happen if i try to run the bootleg.exe manually not by running the BFE??

A: It is strongly recommended to use the "BFE.exe". But to bypass your problem it is
    an option. You have to add a lot of parameters (=> Bootleg_Readme.txt).


Q: On page 3 i saw someone posted a pic of how the folder with all the mods should look
     like, and i noticed that the endings (.rar / .zip etc) of every file look different for me.
     As you can see my files dont have the endings, could that be the problem or part of my
     problem???

A: No, absolutely no. Open your windows explorer (Windows-Key + E), look at the main bar:
       Extras => Folder options => Display: Show known file extensions

    (I hope i translated it right, because i have a german Windows version)
    (http://i1065.photobucket.com/albums/u383/UGerstl/Sonstiges/th_Explorer-Ordneroptionen.png) (http://i1065.photobucket.com/albums/u383/UGerstl/Sonstiges/Explorer-Ordneroptionen.png)

For more informations wait until PitBrat is alive again... :D
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-16 13:33:56
killuminati777,
EDIT: BFE.exe will not launch Bootleg.exe if it is in a path that contains spaces.  I've corrected the bug in Bootleg 0035.

Move the files to another folder like C:\Bootleg.

When you click 'Run Bootleg' it should start a command line shell and run Bootleg.exe.

 :evil: I don't recommend running Bootleg.exe without BFE so absolutely never ever do this under any circumstances:
    Start a RUN window
        Press Windows Key + R
            or
        Click START, ALL PROGRAMS, ACCESSORIES, RUN
    Type CMD in the Open text box
    Press OK
    Change to the Bootleg directory: cd /d c:\bootleg
    For instructions, issue the command: bootleg /?

It's probably time to write the whole thing in VB.NET.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-16 16:59:31
I never use BFE to launch Bootleg. I use my batch file. Also, haven't quite check if it is already corrected, but here is an issue that was in 0032 :

If you do not enter anything for the MOP option, which would enable the default option of installing it, in fact it doesn't.

Also make BFE resizable and scrollable.

Also, a request that pissed me off a lot, include the option of change MORE than only 2 mods.

What I always did before was to overwrite the files each time FF7 is launched so you're sure it will be the good one. It would overwrite the KERNELs, scene.bin and flevel. Either make a batch file that asks the mod to play with before or make multiples files. I can do these for you. I will also re-convert Lost Wings' mod to the PC version (cause the older version had issues) and also an option for our own mod. I personnaly use 5 different versions : Vanilla, Lost Wings, Rebirth, Total Grudge and Hardcore. Rebirth and Total Grudge aren't available. I don't recommend downloading Lost Wings.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: killuminati777 on 2011-09-16 19:09:49
@UGerstl Thank you for all your help, you deserve an oscar ;)

@PitBrat, Thank you as well, you even deserve 2 oscars, lol. Keep up the good work ;)

After i moved the folder with the mods and bootleg from my desktop to another hardrive, it all worked. No errors, everything perfect.
Thank you all for helping out newcomers like me.  Great, humble community. Love it. I will definitely stick around.

Cheers
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: bonez89 on 2011-09-16 20:31:52
I've tried and tried and have been holding out on bothering anyone with my problem, but I can't seem to get it to work my self...
BFE.exe will not initialze in my XP machine. When I try to run it it says "The application failed to initialize properly (0xc0000135). Click OK to terminate the application."... I cannot "run as administrator" when I try to do this : Right-click>Run as...>The following user>Administrator, it says "unable to login etc. etc."(I am currently logged in as the administrator account)... But I'm running XP so it's my understanding that I shouldn't need to run as administrator anyway. So after not getting able to get BFE.exe. to work, I figured what the hell, I'll try to run bootleg.exe anyway. I can just delete the game and start over if it messes it up... So I did and it appeared to work except for one problem; once bootleg.exe is finished, it seems to have installed all the mods, but has overwritten opengl somehow and in order to get acess to "Custom driver' in ffconfig, I have to reinstall opengl myself after the installation from bootleg.exe, which overwrites the opengl config file and just messes  up a lot of mods.
I think that if i could just get BFE.exe to work, I'd be fine... Any clue as to why it will not initialize?
Any help would be greatly appreciated. As I said, I'm sorry that I had to resort to asking and wasting someone's time.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-16 20:50:02
VGR,
I would definitely like to assimilate additional difficulty mods.
You know how much I enjoy pleasing you!  :wink:
Currently, the options include: Hardcore, Remastered and Revival.
I don't have access to Lost Wings, Rebirth nor Total Grudge.
The Reasonable Difficulty and Harder Items mods are unfinished, but they are the only viable candidates of which I'm aware.
The AWESOME mod is more of a joke and unfinished.  Besides, I find it offensive.
Unfortunately, Shalua Rui is unfinished.
That leave Turks Mod, Play as Vincent and the various Play as Sephiroth patches, but they are incompatible with many of the other mods.  They also detract from the canon.
Adding a difficulty mod increases the number kernel and scene patches exponentially.
Generating the .bin files is the most complicated algorithm in Bootleg.
Please let me know of any mods available that are fully playable and mostly complete.
I'll begin the process of manually creating the patch files for every permutation of mods-- order matters.
Again, I'll have to rely on everyone here to help me test the results.  There are bound to be many buggy iterations.
It's beyond my skill level to make all difficulty mods play well together.
Bootleg uses mod switching to allow Hardcore and Normal modes to coexist.
Unfortunately, some mods require that the installer run for every mode.
That could really bog down the installation process!  It's also confusing to the user.
Alternately, enabling one difficulty mod will disable other parts of Bootleg.
The only way to make this clear to the user is via the BFE interface.

I'm at the point now where I've cleaned out enough bugs to focus on adding additional content.
I'm currently considering assimilating these files in order of priority:
    1) ff7rm1.1.exe
    2) FF7 - Kernal File MOd.rar
    3) Scorpicus_Seph_Patch_V1_1.zip
    4) Sephiroth_Patch.zip
    5) 2009_05_09_TurksModv1.1Full.7z
    6) vincent's sin.exe
    7) SR v0.3.zip
    8) AV Mod.rar
Please let me know where you want me to start!

Bootleg0032 was very buggy (an understatement) in regards to default settings.  I've worked hard to make sure that the default values are labeled correctly and enforced in 0034.  Values are slightly changed in 0035 to account for 0=no change settings.  I hope this makes it easier to install Bootleg with minor changes that don't corrupt your existing mods.

Bootleg.exe now works with paths that contain spaces and non U.S. standard characters.  Unfortunately, BFE.exe for 0034 will not read from a path that contains such characters.  I apologize and the bug is fixed for future releases.  :cry:

Thanks again, VGR.
You always have plenty of feedback for me!
You've found ways of using Bootleg that I never considered.
Hopefully I can implement features to better suit your needs and reduce the frustration factor for you.

Bootleg is still in the beta phase.  With your help, I'll whittle away at those leading zeroes and eventually go gold.  :roll:

bonez89,
ERROR: The application failed to initialize properly (0xc0000135)
SOLUTION: You need to install the .NET framework from: Microsoft .NET Framework (http://www.microsoft.com/download/en/details.aspx?id=17718&WT.mc_id=MSCOM_EN_US_DLC_DETAILS_121LSUS007995).
You can also use Windows Update to install the .NET Framework.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-16 20:57:53
Hi bonez89,

may be this helps you >Click me (http://forums.qhimm.com/index.php?topic=12384.msg171954#msg171954)< :

...
   If you are running Windows XP, Service Pack 2 or newer is required.

   If you are running Windows Vista or Windows 7, turn UAC off.

   BFE.exe is written in Visual Basic 2010.
   You will need to install the .NET framework to run BFE.exe.
   Use Windows Update to install the necessary .NET framework.
...


@PitBrat: You are faster than i. AND better.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-16 21:10:50
Hi PitBrat,

checking the Bootleg (0034) brings me new ideas...


Please read your PM. (Typos in documentation)


Bootleg_Mods.htm


BFE.exe
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-16 21:16:13
I've never tested Bootleg on XP.
I just assumed that the registry keys are the same as their Windows 7 32/64 bit counterparts.

If not, I'll figure out a solution for a future release.
In the mean time, you could run ff7config.exe before installing Bootleg.
The registry entries will remain intact if they're different than in Bootleg.
It's sloppy . . . but getting messy never stopped me from having a good time!

bonez89,
Please post your results so that I know if there's something else for me to fix.

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-16 22:19:14
@PitBrat: FF7 Vanilla installation registry keys on Windows XP.
                VMware let me not run "FF7Config.exe".

Code: [Select]
REGEDIT4

[HKEY_LOCAL_MACHINE\SOFTWARE\Square Soft, Inc.]

[HKEY_LOCAL_MACHINE\SOFTWARE\Square Soft, Inc.\Final Fantasy VII]
"DataDrive"="E:\\"
"AppPath"="C:\\Programme\\Square Soft, Inc.\\Final Fantasy VII\\"
"DataPath"="C:\\Programme\\Square Soft, Inc.\\Final Fantasy VII\\Data\\"
"MoviePath"="E:\\FF7\\Movies\\"
"DiskNo"=dword:00000000
"FullInstall"=dword:00000001

[HKEY_LOCAL_MACHINE\SOFTWARE\Square Soft, Inc.\Final Fantasy VII\1.00]

[HKEY_LOCAL_MACHINE\SOFTWARE\Square Soft, Inc.\Final Fantasy VII\1.00\Graphics]
"DD_GUID"=hex:
"DriverPath"=""
"Driver"=dword:ffffffff
"Mode"=dword:ffffffff
"Options"=dword:ffffffff

[HKEY_LOCAL_MACHINE\SOFTWARE\Square Soft, Inc.\Final Fantasy VII\1.00\MIDI]
"MIDI_DeviceID"=dword:ffffffff
"MIDI_data"="GENERAL_MIDI"
"MusicVolume"=dword:00000064
"Options"=dword:00000001

[HKEY_LOCAL_MACHINE\SOFTWARE\Square Soft, Inc.\Final Fantasy VII\1.00\Sound]
"Sound_GUID"=hex:
"Options"=dword:00000000
"SFXVolume"=dword:00000064
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-16 23:31:35
The Lost Wings mod is finished. I was the one doing the conversion, although I found issues that forces me to re-convert it. I cannot give access to Rebirth unless Bosola allows me to. Total Grudge, while 100% finished up to Mideel, is not available. It is done by Armorvil and only Armorvil and I have it. The final word is his, however. The AV Mod is discountinued and most likely will always be. It will be replaced by Total Grudge (Armorvil even told me that there would be 4 versions, and two of them would "replace" AV at 90%

Also, the COPY setting is better than the IF NOT EXIST setting because it would allow us to make less batch files and WAY less strings. There is one of my thread somewhere in the Archives. FF7 Mod Switching it's called. The batch files are basic but you can eventualy base your work on it. I could also do it for you, to implement it.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: bonez89 on 2011-09-17 04:41:48
Thank you for the quick response(s). I'm embarrassed to say that installing .NET Frameworks was in fact the only thing wrong with getting BFE.exe to launch. If I hadn't completely forgotten that I had just reformatted my XP machine yesterday as a result of the frustration installing these mods was creating for me, I would have realized that I had not yet re-installed .NET Frameworks... But hey, at least you don't need to fix anything.

On a side note, Everything seems to be running smooth, except for one thing; battling is suddenly very slow. As if my computer cannot handle it anymore, or it's running at a very low frame-rate... Before using bootleg I was just using Remix, and battles were very smooth(yes, I did a clean install of the game before installing bootleg). I'm re-installing now with "Battle Scenes as LGP" unchecked and seeing if that helps it back to normal. If not, I'll play around with some other options to see what the culprit is (It may be the FFX style menus also or something else that is not included in Remix).
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-17 10:27:21
@bonez89: ( Don't select the "Team Avalanche HR" option (BFE.exe) it's very CPU intensive.
                     => use the TaskManager (taskmgr.exe) to check the CPU )

                   I don't recommend to use "Battle Scenes as LGP".

                      To significantly shorten the load time of battle scenes, uncheck the box next to
                      'Battle Scenes as LGP.'  The textures are already in the mods folder.  I include
                      this option because some systems have trouble using textures from the mods folder.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: bonez89 on 2011-09-17 17:51:32
It wasn't Team Avalanche HR... It's apparently the magochocobo battle scenes. If I delete the battle folder from mods, the battles are as smooth as a baby's ass... I've tried battle scenes as lgp and not as lgp and both make it slow... Am I missing something? If not I'll just have to keep the old battle scenes. Not a big deal.

Seeing as how this is no longer to do with bootleg, this probably off topic. sorry.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-17 21:24:14
For Bootleg 0034 and earlier, battle scene PNGs are always installed to the 'mods' folder.
Even when the scenes are present in the LGP, the engine prefers the textures in the 'mods' folder.
Therefore, even when 'Battle Scenes as LGP' is checked, the engine still loads the textures from the 'mods' folder.
Because of the slowdowns, I'm investigating methods of disabling battle scenes.
You can rename the folder .\mods\Bootleg\battle to .\mods\Bootleg\battle.bak to disable the battle textures
Then the engine will load the textures from battle.lgp whether they be the new Magochocobo or default vanilla textures.

I've fixed a few serious bugs in Bootleg 0034.  The biggest issue was with the OpenGL and sound drivers not installing correctly.  This problem appeared when I stopped using the Remix installer.  Until Bootleg 0035, simply run ff7config.exe as administrator to configure the drivers.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: bonez89 on 2011-09-17 21:42:13
That's basically what I have done by deleting the battle folder from the mods folder. So if it's loading from battle.lgp after I delete it, it must be the default vanilla textures in battle.lgp, because they definitely aren't the new Magochocobo scenes... It's a shame they slow down so bad that they are unplayabe, because they really look nice.

If the engine were to load Magochocobo's scenes from battle.lgp rather than from the .PNG's would they still be slow or do the same thing? Apparently my battle.lgp is the default battle scenes... Maybe try 'Battle scenes as LGP' then deleting the battle folder from mods?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: killuminati777 on 2011-09-17 22:00:00
I'm really looking forward to the 0035 release, hopefully that one will miraculously work for me, but take your time and good luck with everything.

You are doing a great job, cheers ;)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-17 22:21:33
bonez89,
Install Bootleg with the 'Battle Scenes as LGP' option checked.  Then delete the .\mods\Bootleg\battle folder.
Now the Magochocobo texture packs 1, 1.5 and 2 will load from the battle.lgp file.  Unfortunately there is not an LGP version of pack 3 nor of the initial reactor and train station textures included in Bootleg.

killuminati777,
I've fixed the bug with paths containing spaces.
I hope 0035 works for you too!

I'm slowly implementing all of the suggestions I read in this forum.
Now that some of the most grievous bugs are fixed, I'm prettying up the interface.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: killuminati777 on 2011-09-17 22:36:50
PitBrat
Everything is installing just fine for me, no errors nothing, but somehow i can't get it to work. It always crashes as soon as i skip the eidoslogo / credits and prior to that i get a error messsage "couldn't start in fullscreen" or something like that.
But anyways keep up the good work mate ;)

I guess its just me and this damn vaio laptop, lol :P
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-17 23:09:27
killuminati777,
Do you use a second screen?
I had the same problem after I connected a second monitor.
I resolved the issue by using compatibility mode.
    Right click on the Final Fantasy VII desktop icon that you use to launch the game.
    Select PROPERTIES
    Select the COMPATIBILITY tab
    Check the boxes next to everything in the 'Settings' group box:
        Run in 256 colors
        Run in 640x480 screen resolution
        Disable visual themes
        Disable desktop composition
        Disable display scaling as an administrator
    Check the box next to 'Run this program as an administrator'
    Click OK

That fixed the issue for me.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: bonez89 on 2011-09-18 04:05:57
bonez89,
Install Bootleg with the 'Battle Scenes as LGP' option checked.  Then delete the .\mods\Bootleg\battle folder.
Now the Magochocobo texture packs 1, 1.5 and 2 will load from the battle.lgp file.  Unfortunately there is not an LGP version of pack 3 nor of the initial reactor and train station textures included in Bootleg.


Didn't help. Still slow. :(... I'll just have to do without. At least the rest of the game is beautiful now thanks to your installer. I would never have installed all these mods if I had to do it by hand.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-18 13:30:11
Hi PitBrat,

yesterday evening (i was helping killuminati777) my Bootleg (0034)
installation crashed suddenly at the "Motorbike" section.
(I used his setup parameters to reproduce his problem.)

Today i tried to reproduce this error four (4) times, but without any luck.
Every installation worked like a charm. So i can't analyze the error.
Do you have any idea ?

(http://i1065.photobucket.com/albums/u383/UGerstl/Bootleg/th_Bootleg0034-Setup02.png) (http://i1065.photobucket.com/albums/u383/UGerstl/Bootleg/Bootleg0034-Setup02.png)

Code: [Select]
INFO: Bootleg Version 2011.09.14 Version .0034
INFO: 17.09.2011 21:10:26,85
INFO: Bootleg Options: /C0 /S0 /P0 /R1 /O1 /N1 /A1 /V1 /H0 /L0 /M3 /K0 /E2 /T0 /Z2 /B0 /J0 /U1 /W4 /Y1 /Q2
INFO: Brat Code: /@11111011
INFO: Destination Location: "G:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\"
INFO: Mod Path: "G:\Bootleg\;C:\Users\Master\Downloads\;G:\Bootleg\"
INFO: Temporary Files: "G:\-Temp-\Bootleg_Setup\"
Backing up Vanilla Data
Backup completed.
Preparing Sprinkles . . .
Sprinkles are ready.
Applying the official Final Fantasy VII 1.02 Patch . . .
Searching for "ff7102zx.zip" in "G:\Bootleg\"
Extracting "ff7102zx.zip"
Final Fantasy VII 1.02 patch installation completed.
Searching for "Final_Fantasy_VII_Remix_v2-5-1_Installer.exe" in "G:\Bootleg\"
Installing The Remix . . .
Final Fantasy VII Remix istallation completed.
Building system files . . .
Updating Registry . . .
Registry completed.
Updating shortcuts . . .
Shortcuts completed.
Installing Aali's OpenGL Driver . . .
Searching for "ff7_opengl-0.7.11b.zip" in "G:\Bootleg\"
Extracting "ff7_opengl-0.7.11b.zip"
OpenGL Driver completed.
Searching for "Avalanche High Res.exe" in "G:\Bootleg\"
Installing Team Avalanche Menu Graphics . . .
Avalanche completed.
Searching for "Avalanche GUI v2.0.8.exe" in "G:\Bootleg\"
Updating Avalanche GUI . . .
Avalanche GUI completed.
Searching for "ff7music_install_15112.exe" in "G:\Bootleg\"
Installing FF7Music . . .
FF7Music completed.
Searching for "3-06 - The Nightmare's Beginning-rev8.ogg" in "G:\Bootleg\"
Installing additional track 3-06 - The Nightmare's Beginning-rev8.ogg
Searching for "3-16 - Interrupted by Fireworks-rev18.ogg" in "G:\Bootleg\"
Installing additional track 3-16 - Interrupted by Fireworks-rev18.ogg
Searching for "3-20 - Buried in the Snow-v.2.ogg" in "G:\Bootleg\"
Installing additional track 3-20 - Buried in the Snow-v.2.ogg
Searching for "JenovaRemix.ogg" in "G:\Bootleg\"
Installing additional track JenovaRemix.ogg
Integrating Remix Soundtracks . . .
Integration completed.
Music Installation and Integration Completed.
Searching for "FMVRes.exe" in "G:\Bootleg\"
Installing FMV Restoration Cut Scenes
FMV Restoration completed.
Installing Enhanced Movies
Searching for "ff7_enhanced_movies_1.zip" in "G:\Bootleg\"
Installing Enhanced Movies pack 1 . . .
Installing Enhanced Movies pack 2 . . .
Enhanced Movies completed.
Searching for "eidoslogo.avi" in "G:\Bootleg\"
Installing Eidos Logo . . .
Logo completed.
Copying LGP Files . . .
Extracting LGP Files . . .
Extracting Vanilla archive - World_US.lgp
Extracting archive - Battle.lgp
Extracting archive - Magic.lgp
Extracting archive - Char.lgp
Extracting archive - High-US.lgp
Extracting archive - World_US.lgp
Extracting completed.
Updating Remix Files and Adding Texture Slots . . .
Repairing Damaged Battle Models . . .
Remix files updated and texture slots added.
Installing Phoenix Rejuvenation Project models . . .
Phoenix Rejuvenation Project completed.
Updating Sephiroth model . . .
Sephiroth completed.
Searching for "FacePalmer.zip" in ""
Searching for "FacePalmer.part01.rar" in "G:\Bootleg\"
Verifying FacePalmer Files . . .
Installing FacePalmer Field Textures . . .
FacePalmer completed.
Searching for "Field Files Pack 1.rar" in "G:\Bootleg\"
Installing sl1982's Field Enhancement . . .
Field Enhancement completed.
Searching for "yarLson Field Upscale Project v0.35.zip" in "G:\Bootleg\"
Installing yarLson's Blackfan Field Upscale Project . . .
yarLson's Blackfan Field Upscale Project installation completed.
Deglitching field textures . . .
Deglitching completed.
Installing Strayoff's Condor Minigame Upgrades . . .
Extracting Condor.lgp . . .
Modifying Condor.lgp . . .
Building Condor.lgp . . .
Condor completed.
Searching for "FL-WME Beta.exe" in "G:\Bootleg\"
Installing FeliX Leonhart's World Art . . .
FeliX Leonhart's World Art installation completed.
Searching for "FL-BSE v0.1.zip" in "G:\Bootleg\"
Installing FeliX Leonhart's Battle Art . . .
Extracting "FL-BSE v0.1.zip"
FeliX Leonhart's Battle Art installation completed.
Searching for "FL-BSE v0.1.1 UPD.zip" in "G:\Bootleg\"
Installing FeliX Leonhart's Battle Art Update . . .
Extracting "FL-BSE v0.1.1 UPD.zip"
FeliX Leonhart's Battle Art Update installation completed.
Searching for "Magochocobo png battle files.rar" in "G:\Bootleg\"
Installing Magochocobo Battle Pack 1 . . .
Magochocobo Battle Pack 1 installation completed.
Searching for "corel prison and bonus.rar" in "G:\Bootleg\"
Installing Magochocobo Battle Pack 1.5 . . .
Magochocobo Battle Pack 1.5 installation completed.
Searching for "Magochocobo ff7 battle pack 2.rar" in "G:\Bootleg\"
Installing Magochocobo Battle Pack 2 . . .
Magochocobo Battle Pack 2 installation completed.
Searching for "magochocobo_ff7pack3.rar" in "G:\Bootleg\"
Installing Magochocobo Battle Pack 3 . . .
Magochocobo Battle Pack 3 installation completed.
Installing Textures to Battle.lgp . . .
Searching for "Magochocobo Battle Scenes (lgp use).rar" in "G:\Bootleg\"
Installing Magochocobo Battle Scenes . . .
Magochocobo Battle Scenes installation completed.
Searching for "Battle Scene enhacement lgp use.zip" in "G:\Bootleg\"
Installing FeliX Leonhart's Battle Scene Ehancements . . .
FeliX Leonhart's Battle Scene Ehancements installation completed.
Adding textures to Battle.lgp completed.
Searching for "0.MY REBUILDED MODELS.rar" in "G:\Bootleg\"
Installing Squallff8 and Dahfa models . . .
Extracting "0.MY REBUILDED MODELS.rar"
Searching for "aerith 5yrsold Release new version.rar" in "G:\Bootleg\"
Extracting "aerith 5yrsold Release new version.rar"
Searching for "aerith 10 yrs old.rar" in "G:\Bootleg\"
Extracting "aerith 10 yrs old.rar"
Searching for "Barret Navy Model PRP.rar" in "G:\Bootleg\"
Extracting "Barret Navy Model PRP.rar"
Searching for "BLDE RELEASE.rar" in "G:\Bootleg\"
Extracting "BLDE RELEASE.rar"
Searching for "BMEE Release.rar" in "G:\Bootleg\"
Extracting "BMEE Release.rar"
Searching for "BOHE release.rar" in "G:\Bootleg\"
Extracting "BOHE release.rar"
Searching for "bpdc release.rar" in "G:\Bootleg\"
Extracting "bpdc release.rar"
Squallff8 and Dahfa models installation completed.
Unaveraging Heads . . .
Reheading completed.
Searching for "HQMBV2 - Classic Buster.rar" in "G:\Bootleg\"
Installing Bloodshot's High Quality Motorbike . . .
Extracting "HQMBV2 - Classic Buster.rar"
Title: Gameplay Mods For Bootleg
Post by: Vgr on 2011-09-18 14:01:01
PitBrat,
Here's how I see the new thing about the mods :
The Vanilla files would finish by _nm (stands for Normal Mode) i.e. kernel_nm.bin kernel2_nm.bin and so on.
The Remastered files would have _rg (stands for Remastered Game) i.e. kernel_rg.bin kernel2_rg.bin and so on.
The Aeris Revival would be _ar (stands for Aeris Revival) i.e. kernel_ar.bin kernel2_ar.bin and so on.
The Hardcore Mode would be _hm (stands for Hardcore Mode) i.e. kernel_hm.bin kernel2_hm.bin and so on.
The Aeris Revival + Hardcore Mode would be _hr (stands for Hardcore Revival) i.e. kernel_hr.bin kernel2_hr.bin and so on.
Once I'll reconvert it, the Lost Wings mod would be _lw (stands for Lost Wings) i.e. kernel_lw.bin kernel2_lw.bin and so on.
Once finished and converted, the Rebirth mod would be _rm (stands for Rebirth Mod) i.e. kernel_rm.bin kernel2_rm.bin and so on.
Once finished, the Total Grudge Mod would be _tg (stands for Total Grudge) i.e. kernel_tg.bin kernel2_tg.bin and so on.
Also, the Shalua Rui would be _sr (stands for Shalua Rui) i.e. kernel_sr.bin kernel2_sr.bin and so on.

The batch files for the game would give the player the choice of the mod before launching the game. I.E.

1 - Vanilla FF7
2 - Remastered Changes
3 - Aeris Revival
4 - Hardcore Mod
5 - Hardcore + Revival
0 - No change

Also, it would be wise to incorpore the Aeris Revival with every other mod out there. The batch file would OVERWRITE the older files instead of renaming, because it would be easier that way if one has to change anything. The battle.lgp file needs no copying, since using a Vanilla scene with the Hardcore battle never caused any issues for me. The scene just uses no new models inside battle.lgp when using a Vanilla scene. Only the folowwing files needs copying :

kernel.bin
kernel2.bin
window.bin
scene.bin
flevel.lgp
ff7.exe

If you are confused, you can let me do this for you.

Also, a typo : you wrote istallation instead of installation at the Remix step.

About the Lost Wings Mod, just be patient, I'll convert it.

I think that's about what I had to say. It'd be way easier if one wants to add any mod, one would just have to add some lines in the batch file.

10-seconds edit : It makes the Remastered changes installing auto, and you select it only if you want to.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-18 15:10:33
UGerstl,
Wow, you're good.  I found a bug in the HQMB algorithm.  I had a POPD without a PUSHD . . . fixed for 0035.
I'm continually amazed that Bootleg worked for anyone with all the mistakes I made.
My fingers are crossed that I've squashed the biggest bugs.

VGR,
I've completely revised the batch I use to switch modes.  Adding new modes poses no problem now.  I can even switch saves and Menu Overhaul graphics with each mode.
Incorporating Aeris Revival into the difficulty mods requires altering the scenes in flevel.lgp.
There are still three scenes where Aeris is missing from the Hardcore mod.  Mr. Espio has stated that he will release a version of Revival for use with Hardcore.
I still have a lot to learn about editing the scenes.  I don't even know which tool is best for the task.

Wallmarket crashes when I try to patch the Hardcore kernel.  It even crashes in a virtual XP machine.
I've had no luck using the Remastered scene.bin with the Hardcore mod.
From my understanding, using the vanilla scene.bin with Hardcore removes some of the added content.

When DLPB releases the retranslation, the changes made to flevel.lgp may create additional challenges.

I definitely need help merging these mods!
I'm learning, but it takes a lot of time.
What editing tools should I focus on for altering the scenes in flevel.lgp?

Here is the batch I'm using to launch Normal mode:
Code: [Select]
@ECHO OFF
SET FF7Path=%~dp0
IF NOT EXIST "%FF7Path%ff7.exe" (
    FOR /F "tokens=2* delims= " %%A IN ('reg query "HKLM\System\CurrentControlSet\Control\Session Manager\Environment" /v PROCESSOR_ARCHITECTURE') DO SET Architecture=%%B
    IF "%Architecture%"=="AMD64" (
        FOR /F "tokens=2* delims= " %%A IN ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Square Soft, Inc.\Final Fantasy VII" /v AppPath') DO SET FF7Path=%%B
     ) ELSE (
        FOR /F "tokens=2* delims= " %%A IN ('REG QUERY "HKLM\SOFTWARE\Square Soft, Inc.\Final Fantasy VII" /v AppPath') DO SET FF7Path=%%B
     )
 )
CD /d "%FF7Path%"
IF EXIST "n_ff7.exe" (
rename "ff7.exe" "h_ff7.exe"
rename "n_ff7.exe" "ff7.exe"
)
CD data
CD battle
IF EXIST "n_scene.bin" (
rename "scene.bin" "h_scene.bin"
rename "n_scene.bin" "scene.bin"
)
IF EXIST "n_battle.lgp" (
rename "battle.lgp" "h_battle.lgp"
rename "n_battle.lgp" "battle.lgp"
)
CD..
CD kernel
IF EXIST "n_kernel.bin" (
rename "kernel.bin" "h_kernel.bin"
rename "n_kernel.bin" "kernel.bin"
)
IF EXIST "n_kernel2.bin" (
rename "kernel2.bin" "h_kernel2.bin"
rename "n_kernel2.bin" "kernel2.bin"
)
IF EXIST "n_Window.bin" (
rename "Window.bin" "h_Window.bin"
rename "n_Window.bin" "Window.bin"
)
CD..
CD field
IF EXIST "n_flevel.lgp" (
rename "flevel.lgp" "h_flevel.lgp"
rename "n_flevel.lgp" "flevel.lgp"
)
CD..
CD..
IF EXIST "FF7Music\launchff7.exe" (
    CD FF7Music
    START launchff7.exe
 ) ELSE IF EXIST "ficedula\ff7music.exe" (
    CD Ficedula
    START /min ff7music.exe
    CD..
    SET __COMPAT_LAYER=Win98
    START /wait ff7.exe
    TASKKILL /im ff7music.exe
 ) ELSE (
    SET __COMPAT_LAYER=Win98
    START ff7.exe
 )
EXIT
Title: Batch File
Post by: Vgr on 2011-09-18 16:28:46
Your batch is no good compared to what I mean. You can only use 2 mods with it. Here's mine :

Code: [Select]
- OBSOLETE -

Something like this would work well :)

Edit : Tested it, it works fine, except for one thing. When I type 0, the computer thinks I entered a wrong value. However, it doesn't get back to the beginning, but instead writes this :

You chose to use
 could not be applied!
There are missing files with the 'ar' ending.
Modding aborted!

I modified it accordingly, and it still pops up that error =/


Edit2 : This ways it works!



Code: [Select]
@echo off
:start
echo 1 - Normal Mode
echo 2 - Remastered changes
echo 3 - Aeris Revival (Vanilla)
echo 4 - Hardcore Mod
echo 5 - Aeris Revival + Hardcore
echo 6 - Lost Wings Mod
echo 7 - Rebirth Mod
echo 8 - Total Grudge (Official version)
echo 9 - Total Grudge (No Grudge version)
echo A - Total Grudge (Changed enemies)
echo B - Total Grudge (Changed enemies, no Grudge)
echo C - Shalua Rui
echo 0 - No change
echo.
Set mod=
set /p mod=Choose which mod you want to apply
REM Namemod is what will be displayed to the player
REM Name is part of the filename and must not be altered
if %mod% == 1 (
set namemod=Vanilla FF7
set name=nm
)
if %mod% == 2 (
set namemod=The Remastered Changes
set name=rg
)
if %mod% == 3 (
set namemod=Aeris Revival (Vanilla)
set name=ar
)
if %mod% == 4 (
set namemod=Hardcore Mod
set name=hm
)
if %mod% == 5 (
set namemod=Aeris Revival (Hardcore)
set name=hr
)
if %mod% == 6 (
set namemod=Lost Wings Mod
set name=lw
)
if %mod% == 7 (
set namemod=Rebirth Mod
set name=rm
)
if %mod% == 8 (
set namemod=Total Grudge
set name=tg
)
if %mod% == 9 (
set namemod=No Grudge
set name=ng
)
if %mod% == a (
set namemod=Total Grudge Enemies
set name ge
)
if %mod% == b (
set namemod=No Grudge Enemies
set name=ne
)
if %mod% == c (
set namemod=Shalua Rui
set name=sr
)
if %mod% == 0 goto ff7
goto next
:next
echo You chose to use %namemod%
if not exist data\kernel\kernel_%name%.bin goto error
if not exist data\kernel\kernel2_%name%.bin goto error
if not exist data\kernel\window_%name%.bin goto error
if not exist data\field\flevel_%name%.lgp goto error
if not exist data\battle\scene_%name%.bin goto error
if not exist ff7_%name%.exe goto error
copy data\kernel\kernel_%name%.bin data\kernel\kernel.bin
copy data\kernel\kernel2_%name%.bin data\kernel\kernel2.bin
copy data\kernel\window_%name%.bin data\kernel\window.bin
copy data\field\flevel_%name%.lgp data\field\flevel.lgp
copy data\battle\scene_%name%.bin data\battle\scene.bin
copy ff7_%name%.exe ff7.exe
echo %namemod% applied successfully!
goto ff7
:error
echo %namemod% could not be applied!
echo There are missing files with the '%name%' ending.
echo Modding aborted!
pause
exit
:ff7
set ff7=launchff7.exe
:launch
if exist C:\FF7Music\%ff7% (
echo Modding completed
echo Ready to play!
pause
start C:\FF7Music\%ff7%
exit
)
if exist .\ficedula\%ff7% (
echo Modding completed
echo Ready to play!
pause
start .\ficedula\%ff7%
exit
)
if exist .\FF7Music\%ff7% (
echo Modding completed
echo Ready to play!
pause
start .\FF7Music\%ff7%
exit
)
if %var% == 1 (
echo Sorry, could not find %ff7%
echo Did you make a mistake somewhere?
set mist=
set /p mist=Did you make a mistake in the name? [Y/N]
if %mist% == n goto path
)
echo Could not find %ff7%!
echo Enter the new full name of %ff7% here.
set ff7=
set /p ff7=New name of the launcher :
set var=1
goto launch
:path
echo Could not find %ff7% anywhere!
echo Enter the path where %ff7% is located with a \ at the end.
set path=
set /p path=Enter the path here
if not exist %path%%ff7% goto end
start %path%%ff7%
:end
echo Sorry, launching of FF7 impossible right now.
echo Please ask for help on the Qhimm forums and/or get in contact with Vgr
pause
exit

Edit3 : Aaaaaaaaaaaaaaaaaaaargh! The Revival thing messes up everything! As you can see, the code is the same for everything, but when selecting '0' it searches for 'hr' or 'ar' but if I "remove" these 8 lines of script, then it works fine... Since I have no files with neither hr/ar ending, it could be the issue, but the script is not even supposed to be enabled :/ However, I have no ng/ge/ne/sr files and it works anyways...

So can someone figure out how to do this... Guess I'll switch to AutoIt or NSIS instead of this. Or even better, I'll learn C++ :P

Also this batch file is meant to be in the main FF7 directory.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-18 20:11:15
This batch will switch to Normal mode when all of the mods you listed are installed:
Code: [Select]
@ECHO OFF
SET FF7Path=%~dp0
SET Architecture=
IF EXIST "%FF7Path%ff7.exe" GOTO FoundFF7
FOR /F "tokens=2* delims= " %%A IN ('reg query "HKLM\System\CurrentControlSet\Control\Session Manager\Environment" /v PROCESSOR_ARCHITECTURE') DO SET Architecture=%%B
IF "%Architecture%"=="AMD64" (
    FOR /F "tokens=2* delims= " %%A IN ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Square Soft, Inc.\Final Fantasy VII" /v AppPath') DO SET FF7Path=%%B
 ) ELSE (
    FOR /F "tokens=2* delims= " %%A IN ('REG QUERY "HKLM\SOFTWARE\Square Soft, Inc.\Final Fantasy VII" /v AppPath') DO SET FF7Path=%%B
 )
:FoundFF7
CD /d "%FF7Path%"
IF EXIST "ff7_nm.exe" (
    IF NOT EXIST "ff7_hm.exe" (
        IF EXIST "ff7.exe" rename "ff7.exe" "ff7_hm.exe"
        rename "ff7_nm.exe" "ff7.exe"
     ) ELSE IF NOT EXIST "ff7_rg.exe" (
        IF EXIST "ff7.exe" rename "ff7.exe" "ff7_rg.exe"
        rename "ff7_nm.exe" "ff7.exe"
     ) ELSE IF NOT EXIST "ff7_ar.exe" (
        IF EXIST "ff7.exe" rename "ff7.exe" "ff7_ar.exe"
        rename "ff7_nm.exe" "ff7.exe"
     ) ELSE IF NOT EXIST "ff7_hr.exe" (
        IF EXIST "ff7.exe" rename "ff7.exe" "ff7_hr.exe"
        rename "ff7_nm.exe" "ff7.exe"
     ) ELSE IF NOT EXIST "ff7_lw.exe" (
        IF EXIST "ff7.exe" rename "ff7.exe" "ff7_lw.exe"
        rename "ff7_nm.exe" "ff7.exe"
     ) ELSE IF NOT EXIST "ff7_rm.exe" (
        IF EXIST "ff7.exe" rename "ff7.exe" "ff7_rm.exe"
        rename "ff7_nm.exe" "ff7.exe"
     ) ELSE IF NOT EXIST "ff7_tg.exe" (
        IF EXIST "ff7.exe" rename "ff7.exe" "ff7_tg.exe"
        rename "ff7_nm.exe" "ff7.exe"
     ) ELSE IF NOT EXIST "ff7_sr.exe" (
        IF EXIST "ff7.exe" rename "ff7.exe" "ff7_sr.exe"
        rename "ff7_nm.exe" "ff7.exe"
     )
 )
CD data
CD battle
IF EXIST "scene_nm.bin" (
    IF NOT EXIST "scene_hm.bin" (
        IF EXIST "scene.bin" rename "scene.bin" "scene_hm.bin"
        rename "scene_nm.bin" "scene.bin"
     ) ELSE IF NOT EXIST "scene_rg.bin" (
        IF EXIST "scene.bin" rename "scene.bin" "scene_rg.bin"
        rename "scene_nm.bin" "scene.bin"
     ) ELSE IF NOT EXIST "scene_ar.bin" (
        IF EXIST "scene.bin" rename "scene.bin" "scene_ar.bin"
        rename "scene_nm.bin" "scene.bin"
     ) ELSE IF NOT EXIST "scene_hr.bin" (
        IF EXIST "scene.bin" rename "scene.bin" "scene_hr.bin"
        rename "scene_nm.bin" "scene.bin"
     ) ELSE IF NOT EXIST "scene_lw.bin" (
        IF EXIST "scene.bin" rename "scene.bin" "scene_lw.bin"
        rename "scene_nm.bin" "scene.bin"
     ) ELSE IF NOT EXIST "scene_rm.bin" (
        IF EXIST "scene.bin" rename "scene.bin" "scene_rm.bin"
        rename "scene_nm.bin" "scene.bin"
     ) ELSE IF NOT EXIST "scene_tg.bin" (
        IF EXIST "scene.bin" rename "scene.bin" "scene_tg.bin"
        rename "scene_nm.bin" "scene.bin"
     ) ELSE IF NOT EXIST "scene_sr.bin" (
        IF EXIST "scene.bin" rename "scene.bin" "scene_sr.bin"
        rename "scene_nm.bin" "scene.bin"
     )
 )
IF EXIST "battle_nm.lgp" (
    IF NOT EXIST "battle_hm.lgp" (
        IF EXIST "battle.lgp" rename "battle.lgp" "battle_hm.lgp"
        rename "battle_nm.lgp" "battle.lgp"
     ) ELSE IF NOT EXIST "battle_rg.lgp" (
        IF EXIST "battle.lgp" rename "battle.lgp" "battle_rg.lgp"
        rename "battle_nm.lgp" "battle.lgp"
     ) ELSE IF NOT EXIST "battle_ar.lgp" (
        IF EXIST "battle.lgp" rename "battle.lgp" "battle_ar.lgp"
        rename "battle_nm.lgp" "battle.lgp"
     ) ELSE IF NOT EXIST "battle_hr.lgp" (
        IF EXIST "battle.lgp" rename "battle.lgp" "battle_hr.lgp"
        rename "battle_nm.lgp" "battle.lgp"
     ) ELSE IF NOT EXIST "battle_lw.lgp" (
        IF EXIST "battle.lgp" rename "battle.lgp" "battle_lw.lgp"
        rename "battle_nm.lgp" "battle.lgp"
     ) ELSE IF NOT EXIST "battle_rm.lgp" (
        IF EXIST "battle.lgp" rename "battle.lgp" "battle_rm.lgp"
        rename "battle_nm.lgp" "battle.lgp"
     ) ELSE IF NOT EXIST "battle_tg.lgp" (
        IF EXIST "battle.lgp" rename "battle.lgp" "battle_tg.lgp"
        rename "battle_nm.lgp" "battle.lgp"
     ) ELSE IF NOT EXIST "battle_sr.lgp" (
        IF EXIST "battle.lgp" rename "battle.lgp" "battle_sr.lgp"
        rename "battle_nm.lgp" "battle.lgp"
     )
 )
CD..
CD kernel
IF EXIST "kernel_nm.bin" (
    IF NOT EXIST "kernel_hm.bin" (
        IF EXIST "kernel.bin" rename "kernel.bin" "kernel_hm.bin"
        rename "kernel_nm.bin" "kernel.bin"
     ) ELSE IF NOT EXIST "kernel_rg.bin" (
        IF EXIST "kernel.bin" rename "kernel.bin" "kernel_rg.bin"
        rename "kernel_nm.bin" "kernel.bin"
     ) ELSE IF NOT EXIST "kernel_ar.bin" (
        IF EXIST "kernel.bin" rename "kernel.bin" "kernel_ar.bin"
        rename "kernel_nm.bin" "kernel.bin"
     ) ELSE IF NOT EXIST "kernel_hr.bin" (
        IF EXIST "kernel.bin" rename "kernel.bin" "kernel_hr.bin"
        rename "kernel_nm.bin" "kernel.bin"
     ) ELSE IF NOT EXIST "kernel_lw.bin" (
        IF EXIST "kernel.bin" rename "kernel.bin" "kernel_lw.bin"
        rename "kernel_nm.bin" "kernel.bin"
     ) ELSE IF NOT EXIST "kernel_rm.bin" (
        IF EXIST "kernel.bin" rename "kernel.bin" "kernel_rm.bin"
        rename "kernel_nm.bin" "kernel.bin"
     ) ELSE IF NOT EXIST "kernel_tg.bin" (
        IF EXIST "kernel.bin" rename "kernel.bin" "kernel_tg.bin"
        rename "kernel_nm.bin" "kernel.bin"
     ) ELSE IF NOT EXIST "kernel_sr.bin" (
        IF EXIST "kernel.bin" rename "kernel.bin" "kernel_sr.bin"
        rename "kernel_nm.bin" "kernel.bin"
     )
 )
IF EXIST "kernel2_nm.bin" (
    IF NOT EXIST "kernel2_hm.bin" (
        IF EXIST "kernel2.bin" rename "kernel2.bin" "kernel2_hm.bin"
        rename "kernel2_nm.bin" "kernel2.bin"
     ) ELSE IF NOT EXIST "kernel2_rg.bin" (
        IF EXIST "kernel2.bin" rename "kernel2.bin" "kernel2_rg.bin"
        rename "kernel2_nm.bin" "kernel2.bin"
     ) ELSE IF NOT EXIST "kernel2_ar.bin" (
        IF EXIST "kernel2.bin" rename "kernel2.bin" "kernel2_ar.bin"
        rename "kernel2_nm.bin" "kernel2.bin"
     ) ELSE IF NOT EXIST "kernel2_hr.bin" (
        IF EXIST "kernel2.bin" rename "kernel2.bin" "kernel2_hr.bin"
        rename "kernel2_nm.bin" "kernel2.bin"
     ) ELSE IF NOT EXIST "kernel2_lw.bin" (
        IF EXIST "kernel2.bin" rename "kernel2.bin" "kernel2_lw.bin"
        rename "kernel2_nm.bin" "kernel2.bin"
     ) ELSE IF NOT EXIST "kernel2_rm.bin" (
        IF EXIST "kernel2.bin" rename "kernel2.bin" "kernel2_rm.bin"
        rename "kernel2_nm.bin" "kernel2.bin"
     ) ELSE IF NOT EXIST "kernel2_tg.bin" (
        IF EXIST "kernel2.bin" rename "kernel2.bin" "kernel2_tg.bin"
        rename "kernel2_nm.bin" "kernel2.bin"
     ) ELSE IF NOT EXIST "kernel2_sr.bin" (
        IF EXIST "kernel2.bin" rename "kernel2.bin" "kernel2_sr.bin"
        rename "kernel2_nm.bin" "kernel2.bin"
     )
 )
IF EXIST "Window_nm.bin" (
    IF NOT EXIST "Window_hm.bin" (
        IF EXIST "Window.bin" rename "Window.bin" "Window_hm.bin"
        rename "Window_nm.bin" "Window.bin"
     ) ELSE IF NOT EXIST "Window_rg.bin" (
        IF EXIST "Window.bin" rename "Window.bin" "Window_rg.bin"
        rename "Window_nm.bin" "Window.bin"
     ) ELSE IF NOT EXIST "Window_ar.bin" (
        IF EXIST "Window.bin" rename "Window.bin" "Window_ar.bin"
        rename "Window_nm.bin" "Window.bin"
     ) ELSE IF NOT EXIST "Window_hr.bin" (
        IF EXIST "Window.bin" rename "Window.bin" "Window_hr.bin"
        rename "Window_nm.bin" "Window.bin"
     ) ELSE IF NOT EXIST "Window_lw.bin" (
        IF EXIST "Window.bin" rename "Window.bin" "Window_lw.bin"
        rename "Window_nm.bin" "Window.bin"
     ) ELSE IF NOT EXIST "Window_rm.bin" (
        IF EXIST "Window.bin" rename "Window.bin" "Window_rm.bin"
        rename "Window_nm.bin" "Window.bin"
     ) ELSE IF NOT EXIST "Window_tg.bin" (
        IF EXIST "Window.bin" rename "Window.bin" "Window_tg.bin"
        rename "Window_nm.bin" "Window.bin"
     ) ELSE IF NOT EXIST "Window_sr.bin" (
        IF EXIST "Window.bin" rename "Window.bin" "Window_sr.bin"
        rename "Window_nm.bin" "Window.bin"
     )
 )
CD..
CD field
IF EXIST "flevel_nm.lgp" (
    IF NOT EXIST "flevel_hm.lgp" (
        IF EXIST "flevel.lgp" rename "flevel.lgp" "flevel_hm.lgp"
        rename "flevel_nm.lgp" "flevel.lgp"
     ) ELSE IF NOT EXIST "flevel_rg.lgp" (
        IF EXIST "flevel.lgp" rename "flevel.lgp" "flevel_rg.lgp"
        rename "flevel_nm.lgp" "flevel.lgp"
     ) ELSE IF NOT EXIST "flevel_ar.lgp" (
        IF EXIST "flevel.lgp" rename "flevel.lgp" "flevel_ar.lgp"
        rename "flevel_nm.lgp" "flevel.lgp"
     ) ELSE IF NOT EXIST "flevel_hr.lgp" (
        IF EXIST "flevel.lgp" rename "flevel.lgp" "flevel_hr.lgp"
        rename "flevel_nm.lgp" "flevel.lgp"
     ) ELSE IF NOT EXIST "flevel_lw.lgp" (
        IF EXIST "flevel.lgp" rename "flevel.lgp" "flevel_lw.lgp"
        rename "flevel_nm.lgp" "flevel.lgp"
     ) ELSE IF NOT EXIST "flevel_rm.lgp" (
        IF EXIST "flevel.lgp" rename "flevel.lgp" "flevel_rm.lgp"
        rename "flevel_nm.lgp" "flevel.lgp"
     ) ELSE IF NOT EXIST "flevel_tg.lgp" (
        IF EXIST "flevel.lgp" rename "flevel.lgp" "flevel_tg.lgp"
        rename "flevel_nm.lgp" "flevel.lgp"
     ) ELSE IF NOT EXIST "flevel_sr.lgp" (
        IF EXIST "flevel.lgp" rename "flevel.lgp" "flevel_sr.lgp"
        rename "flevel_nm.lgp" "flevel.lgp"
     )
 )
CD..
CD..
IF EXIST "FF7Music\launchff7.exe" (
    CD FF7Music
    START launchff7.exe
 ) ELSE IF EXIST "ficedula\ff7music.exe" (
    CD Ficedula
    START /min ff7music.exe
    CD..
    SET __COMPAT_LAYER=Win98
    START /wait ff7.exe
    TASKKILL /im ff7music.exe
 ) ELSE (
    SET __COMPAT_LAYER=Win98
    START ff7.exe
 )
EXIT

Each mode requires a similar batch.
The batch requires modification for each mod that is not installed.
Customization occurs at the time of installation.

The user need only click the appropriate shortcut to run FF7 in the desired mode.

EDIT:
I'm still working on this one:
Code: [Select]
@ECHO OFF
SET FF7Path=%~dp0
SET Architecture=
IF EXIST "%FF7Path%ff7.exe" GOTO FoundFF7
FOR /F "tokens=2* delims= " %%A IN ('reg query "HKLM\System\CurrentControlSet\Control\Session Manager\Environment" /v PROCESSOR_ARCHITECTURE') DO SET Architecture=%%B
IF "%Architecture%"=="AMD64" (
    FOR /F "tokens=2* delims= " %%A IN ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Square Soft, Inc.\Final Fantasy VII" /v AppPath') DO SET FF7Path=%%B
 ) ELSE (
    FOR /F "tokens=2* delims= " %%A IN ('REG QUERY "HKLM\SOFTWARE\Square Soft, Inc.\Final Fantasy VII" /v AppPath') DO SET FF7Path=%%B
 )
:FoundFF7
SET MODES=hm rg ar hr lw rm tg sr
CD /d "%FF7Path%"
IF EXIST "ff7_nm.exe" (
    FOR %%G IN (%MODES%) DO IF NOT EXIST "ff7_%%G.exe" ( IF EXIST "ff7.exe" ( RENAME "ff7.exe" "ff7_%%G.exe" ))
    RENAME "ff7_nm.exe" "ff7.exe"
 )
CD data\battle
IF EXIST "battle_nm.lgp" (
    FOR %%G IN (%MODES%) DO IF NOT EXIST "battle_%%G.lgp" ( IF EXIST "battle.lgp" ( RENAME "battle.lgp" "battle_%%G.lgp" ))
    RENAME "battle_nm.lgp" "battle.lgp"
 )
IF EXIST "scene_nm.bin" (
    FOR %%G IN (%MODES%) DO IF NOT EXIST "scene_%%G.bin" ( IF EXIST "scene.bin" ( RENAME "scene.bin" "scene_%%G.bin" ))
    RENAME "scene_nm.bin" "scene.bin"
 )
CD ..\kernel
IF EXIST "kernel_nm.bin" (
FOR %%G IN (%MODES%) DO IF NOT EXIST "kernel_%%G.bin" ( IF EXIST "kernel.bin" ( RENAME "kernel.bin" "kernel_%%G.bin" ))
    RENAME "kernel_nm.bin" "kernel.bin"
 )
IF EXIST "kernel2.bin" (
    FOR %%G IN (%MODES%) DO IF NOT EXIST "kernel2_%%G.bin" ( IF EXIST "kernel2.bin" ( RENAME "kernel2.bin" "kernel2_%%G.bin" ))
    RENAME "kernel2_nm.bin" "kernel2.bin"
 )
IF EXIST "Window.bin" (
    FOR %%G IN (%MODES%) DO IF NOT EXIST "Window_%%G.bin" ( IF EXIST "Window.bin" ( RENAME "Window.bin" "Window_%%G.bin" ))
    RENAME "Window_nm.bin" "Window.bin"
 )
CD ..\field
IF EXIST "flevel_nm.lgp" (
    FOR %%G IN (%MODES%) DO IF NOT EXIST "flevel_%%G.lgp" ( IF EXIST "flevel.lgp" ( RENAME "flevel.lgp" "flevel_%%G.lgp" ))
    RENAME "flevel_nm.lgp" "flevel.lgp"
 )
CD ..
CD ..
IF EXIST "FF7Music\launchff7.exe" (
    CD FF7Music
    START launchff7.exe
 ) ELSE IF EXIST "ficedula\ff7music.exe" (
    CD Ficedula
    START /min ff7music.exe
    CD..
    SET __COMPAT_LAYER=Win98
    START /wait ff7.exe
    TASKKILL /im ff7music.exe
 ) ELSE (
    SET __COMPAT_LAYER=Win98
    START ff7.exe
 )
GOTO :eof
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-18 20:33:34
My idea of copying and overwriting the files is something better, because it avoids any error if a file is missing. I can, however, make a batch file that can do it with a success rate at 150% because that's what I used before. However, it would need more than twice the lines there are actually. Hey, who minds anyway? It WILL be better. Just let me do it for a bit.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-18 23:21:58
You're right about RENAME being unreliable.  It completely fails if the file is locked.
Here's yet another version that uses COPY.
Start the batch with the two letter mode code.
    EXAMPLE: ff7_mode nm

ff7_mode.bat
Code: [Select]
@ECHO OFF
SET FF7Path=%~dp0
SET ValidateInput=0
SET FatalError=0
SET Architecture=
IF EXIST "%FF7Path%ff7.exe" GOTO FoundFF7
FOR /F "tokens=2* delims= " %%A IN ('reg query "HKLM\System\CurrentControlSet\Control\Session Manager\Environment" /v PROCESSOR_ARCHITECTURE') DO SET Architecture=%%B
IF "%Architecture%"=="AMD64" (
    FOR /F "tokens=2* delims= " %%A IN ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Square Soft, Inc.\Final Fantasy VII" /v AppPath') DO SET FF7Path=%%B
 ) ELSE (
    FOR /F "tokens=2* delims= " %%A IN ('REG QUERY "HKLM\SOFTWARE\Square Soft, Inc.\Final Fantasy VII" /v AppPath') DO SET FF7Path=%%B
 )
:FoundFF7
IF NOT EXIST "%FF7Path%ff7.exe" (
    ECHO:Missing ff7.exe
    SET FatalError=1
 )
FOR %%G IN (nm hm rg ar hr lw rm tg sr) DO IF /I [%1]==[%%G] SET ValidateInput=1
IF %ValidateInput% NEQ 1 (
    ECHO:Invalid Input
    SET FatalError=1
 )
IF %FatalError%==1 GOTO EndModeSwitch
IF EXIST "%FF7Path%ff7_%1.exe" (
    COPY "%FF7Path%ff7_%1.exe" "%FF7Path%ff7.exe" /Y
 ) ELSE (
    ECHO:MISSING ff7_%1.exe
    SET FatalError=1
 )
IF EXIST "%FF7Path%data\battle\battle_%1.lgp" (
    COPY "%FF7Path%data\battle\battle_%1.lgp" "%FF7Path%data\battle\battle.lgp" /Y
 ) ELSE (
    ECHO:MISSING battle_%1.lgp
    SET FatalError=1
 )
IF EXIST "%FF7Path%data\battle\scene_%1.bin" (
    COPY "%FF7Path%data\battle\scene_%1.bin" "%FF7Path%data\battle\scene.bin" /Y
 ) ELSE (
    ECHO:MISSING battle_%1.lgp
    SET FatalError=1
 )
IF EXIST "%FF7Path%data\kernel\kernel_%1.bin" (
    COPY "%FF7Path%data\kernel\kernel_%1.bin" "%FF7Path%data\kernel\kernel.bin" /Y
 ) ELSE (
    ECHO:MISSING kernel_%1.lgp
    SET FatalError=1
 )
IF EXIST "%FF7Path%data\kernel\kernel2_%1.bin" (
    COPY "%FF7Path%data\kernel\kernel2_%1.bin" "%FF7Path%data\kernel\kernel2.bin" /Y
 ) ELSE (
    ECHO:MISSING kernel2_%1.lgp
    SET FatalError=1
 )
IF EXIST "%FF7Path%data\kernel\Window_%1.bin" (
    COPY "%FF7Path%data\kernel\Window_%1.bin" "%FF7Path%data\kernel\Window.bin" /Y
 ) ELSE (
    ECHO:MISSING kernel_%1.lgp
    SET FatalError=1
 )
IF EXIST "%FF7Path%data\field\flevel_%1.lgp" (
    COPY "%FF7Path%data\field\flevel_%1.lgp" "%FF7Path%data\field\flevel.lgp" /Y
 ) ELSE (
    ECHO:MISSING flevel_%1.lgp
    SET FatalError=1
 )
IF %FatalError% NEQ 1 (
    IF EXIST "%FF7Path%FF7Music\launchff7.exe" (
        START "Final Fantasy VII - FF7Music" /D"%FF7Path%FF7Music\" launchff7.exe
     ) ELSE IF EXIST "%FF7Path%ficedula\ff7music.exe" (
        START /min "Final Fantasy VII - FF7Music" /D"%FF7Path%ficedula" ff7music.exe
        SET __COMPAT_LAYER=Win98
        START /wait "Final Fantasy VII" /D"%FF7Path%" ff7.exe
        TASKKILL /im ff7music.exe
     ) ELSE (
        SET __COMPAT_LAYER=Win98
        START "Final Fantasy VII" /D"%FF7Path%" ff7.exe
     )
 ) ELSE (
    ECHO:Unable to start Final Fantasy VII.
 )
:EndModeSwitch
EXIT
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-19 12:09:26
THAT would work :)
I will, however, post mine (once I get home, tomorrow).
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-20 14:54:14
VGR,
There's a bug in your batch that could prevent the Revival mods from working.
You need to place "" around variables that contain ().
Using quotes also allows for paths with spaces.
Add quotes around the variables and it should work.
Though not an issue with your batch, note that parentheses in the conditions of IF/ELSE statements cause problems.

There's another potential problem because %PATH% is a system variable.  Overwriting this variable can cause missing file errors.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-20 21:25:07
Ok, thanks. For some reason, in the older batches I was using quotes, and in this one... I simply forgot them :P I will use a different var than %path% too.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-21 03:39:39
Hi PitBrat,

we have a big problem. These files on the GameFront website are lost (/deleted):


User-Request: >Click me (http://forums.qhimm.com/index.php?topic=12384.msg172361#msg172361)<


Edit 1: Single links added.

Edit 2: Links corrected (hq_ending2.avi + missing_hq.zip)
           (01/22/2012)

Edit 3: MediaFire folder removed (new folder structure)
           (01/23/2012)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-21 06:02:59
Hopefully the mods don't disappear forever someday.

I had Bootleg 0035 ready to go, but I had to incorporate the link changes and Magochocobo's LGP pack 3.
Now I have to do a few more tests before I can release.

Soon to be new in 0035:
    Added FMV Options with Rumbah Videos: 1280 Smooth, 1280 Sharp, 640 Smooth, 640 Sharp
    Added Prelude Credits Option: 0=No Change
    Added Phoenix Summons Option: 0=No Change
    Added Toggle Option: Battle Scenes as PNG
    Added Cloud's Swords Options: Slayersnext, Millenia, Millenia+Mike
    Added Audio Driver Check
    Added Clean Up of Cache and Remix Artifacts
    Added FF7_CD.exe Tool to Change DataDrive
    Added Battle Scenes: magochocobo_ff7_pack 3 lpg.rar
    Updated and Optimized OpenGL Mods Folder Generation
    Updated Soundtrack Installation and Integration
    Revised Executable Discovery Algorithm (Supports Spaces in Path)
    Revised Mode Switching
    Revised Options with 0=No Change
    Revised Installing from Image to Support a First Time Clean Install
    +Fixed Stall if 'Removed Glitched' was Selected without FacePalmer
    +Fixed Missing Registry Entry for OpenGL Driver
    +Fixed Incorrect Defaults
    +Fixed Missing Remix FMV car_1209.avi
    +Fixed Installing Incorrect Field Textures
    +Fixed Crash at Bloodshot's High Quality Motorbike
    -Removed Empty 'MP3' Soundtrack

Bootleg will install FF7 from an image to a virgin system.  There's no need to install from the CD-Rom first.
The game disc is required to play!

UGerstl,
You're the best!  Awesome work with the links.

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-21 12:13:39
I have my batch file ready to go. You would need to install the normal mode, hardcore, Lost Wings (although I do not recommend using the one I already uploaded, it works) and maybe Rebirth, soon. Once I get home (in about 9 hours) I'll put up the batch file and it could work. The only issue I can think of is the flevel.lgp that is 125 Mb and on some computers it might be an issue. I found out what was the issue. I used an ending parenthesis in the description and thus the "set modname=ar" line was taken into account. It has been resolved, and so I can post the working batch file as soon as possible.

Good day to everyone :)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-21 13:08:24
Hi PitBrat,

i hope it is not to late for a little extension for your newest Bootleg.

   BFE.exe

Waiting with excitement for the new version.  :D



"Those features won't be in 0035.
I'm already testing 0035 and I don't want to delay it's release because of some major bug fixes."

    No problem. Bug fixing is more important.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-21 15:33:26
An option to create an image file is a good idea.
I've contemplated adding it for awhile.
I'm still working on adding an INI file to store profiles and mod info.
That way it'll just take a new INI file to update links.
BFE.exe doesn't check for ff7.exe.  A check happens after bootleg.exe restores the image.

Those features won't be in 0035.
I'm already testing 0035 and I don't want to delay it's release because of some major bug fixes.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-21 21:12:02
Finally found out.

Code: [Select]
@echo off
:start
set namemod=Nothing selected
set name=NO
set ff7=ERROR
set ff7path=NOTHING
set mod=NO
echo 1 - Normal Mode
echo 2 - Remastered changes
echo 3 - Aeris Revival (Vanilla)
echo 4 - Hardcore Mod
echo 5 - Aeris Revival + Hardcore
echo 6 - Lost Wings Mod
echo 7 - Rebirth Mod
echo 8 - Total Grudge (Official version)
echo 9 - Total Grudge (No Grudge version)
echo A - Total Grudge (Changed enemies)
echo B - Total Grudge (Changed enemies, no Grudge)
echo C - Shalua Rui
echo 0 - No change
echo.
set mod=
set /p mod=Choose which mod you want to apply
REM Namemod is what will be displayed to the player
REM Modname is part of the filename and must not be altered
if '%mod%' == '0' goto ff7
if '%mod%' == 'NO' (
goto unexpected_error
) else if '%mod%' == '1' (
set namemod=Vanilla FF7
set modname=nm
goto next
) else if '%mod%' == '2' (
set namemod=The Remastered Changes
set modname=rg
goto next
) else if '%mod%' == '3' (
set namemod=Aeris Revival - Vanilla
set modname=ar
goto next
) else if '%mod%' == '4' (
set namemod=Hardcore Mod
set modname=hm
goto next
) else if '%mod%' == '5' (
set namemod=Aeris Revival - Hardcore
set modname=hr
goto next
) else if '%mod%' == '6' (
set namemod=Lost Wings Mod
set modname=lw
goto next
) else if '%mod%' == '7' (
set namemod=Rebirth Mod
set modname=rm
goto next
) else if '%mod%' == '8' (
set namemod=Total Grudge
set modname=tg
goto next
) else if '%mod%' == '9' (
set namemod=No Grudge
set modname=ng
goto next
) else if '%mod%' == 'a' (
set namemod=Total Grudge Enemies
set modname=ge
goto next
) else if '%mod%' == 'b' (
set namemod=No Grudge Enemies
set modname=ne
goto next
) else if '%mod%' == 'c' (
set namemod=Shalua Rui
set modname=sr
goto next
)
goto unexpected_error
:next
echo You chose to use %namemod%
if not exist data\kernel\kernel_%modname%.bin set error=kernel
if not '%error%' == '' goto error
if not exist data\kernel\kernel2_%modname%.bin set error=kernel2
if not '%error%' == '' goto error
if not exist data\kernel\window_%modname%.bin set error=window
if not '%error%' == '' goto error
if not exist data\field\flevel_%modname%.lgp set error=flevel
if not '%error%' == '' goto error
if not exist data\battle\scene_%modname%.bin set error=scene
if not '%error%' == '' goto error
if not exist ff7_%modname%.exe set error=exe
if not '%error%' == '' goto error
copy data\kernel\kernel_%modname%.bin data\kernel\kernel.bin
copy data\kernel\kernel2_%modname%.bin data\kernel\kernel2.bin
copy data\kernel\window_%modname%.bin data\kernel\window.bin
copy data\field\flevel_%modname%.lgp data\field\flevel.lgp
copy data\battle\scene_%modname%.bin data\battle\scene.bin
copy ff7_%modname%.exe ff7.exe
echo %namemod% applied successfully!
goto ff7
goto unexpected_error
:error
echo %namemod% could not be applied!
echo There are missing files with the '%modname%' ending.
echo The problem lies in the %error% file.
echo Modding aborted!
pause
exit
goto unexpected_error
:ff7
set ff7=launchff7.exe
:launch
if exist C:\FF7Music\%ff7% (
echo Modding completed
echo Ready to play!
pause
start C:\FF7Music\%ff7%
exit
)
if exist .\ficedula\%ff7% (
echo Modding completed
echo Ready to play!
pause
start .\ficedula\%ff7%
exit
)
if exist .\FF7Music\%ff7% (
echo Modding completed
echo Ready to play!
pause
start .\FF7Music\%ff7%
exit
)
if '%var%' == '1' (
echo Sorry, could not find %ff7%
echo Did you make a mistake somewhere?
set mist=
set /p mist=Did you make a mistake in the name? [Y/N]
if '%mist%' == 'y' (
echo Fine.
echo Re-enter the name.
)
if '%mist%' == 'n' goto ff7path
echo Could not find %ff7%!
echo Enter the new full name of %ff7% here.
set ff7=
set /p ff7=New name of the launcher :
set var=1
goto launch
goto unexpected_error
:ff7path
echo Could not find %ff7% anywhere!
echo Enter the path where %ff7% is located with a \ at the end.
set ff7path=
set /p ff7path=Enter the path here
if not exist %ff7path%%ff7% goto end
start %ff7path%%ff7%
exit
goto unexpected_error
:end
echo Sorry, launching of FF7 impossible right now.
echo Please ask for help on the Qhimm forums and/or get in contact with Vgr
pause
exit
:unexpected_error
echo You have done something wrong.
echo Please try again
echo Reminder :
echo You selected %namemod% and the
echo files need to have the %modname% ending.
pause
cls
goto start

After the Remix is installed, you would need to delete the h_**** files in the FF7 folder to replace them. Also copy the files already there and re-run MOP for each mod.

The only major issue I can think of right now, is that the flevel.lgp is 125 Mb (still...) and the Revival and Hardcore mods alter it. So my idea was to customize the batch for the mods that don't alter the flevel. The Aeris Revival could be applied to any of these mods. For example, I decide to play on Lost Wings AND Aeris Revival. Would be more hassle but a good benefit for a lot of players.

By the way, the batch I posted above DOES work. I tested it. It will show where the error is if there is any.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-21 22:41:26
DOWNLOAD BOOTLEG 0035 (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306)

Bootleg 0035 with BFE is now available.

New in 0035:
    Added FMV Options with Rumbah Videos: 1280 Smooth, 1280 Sharp, 640 Smooth, 640 Sharp
    Added Prelude Credits Option: 0=No Change
    Added Phoenix Summons Option: 0=No Change
    Added Toggle Option: Battle Scenes as PNG
    Added Cloud's Swords Options: Slayersnext, Millenia, Millenia+Mike
    Added Audio Driver Check
    Added Clean Up of Cache and Remix Artifacts
    Added FF7_CD.exe Tool to Change DataDrive
    Added Battle Scenes: magochocobo_ff7_pack 3 lpg.rar
    Updated and Optimized OpenGL Mods Folder Generation
    Updated Soundtrack Installation and Integration
    Revised Executable Discovery Algorithm (Supports Spaces in Path)
    Revised Mode Switching
    Revised Options with 0=No Change
    Revised Installing from Image to Support a First Time Clean Install
    +Fixed Stall if 'Removed Glitched' was Selected without FacePalmer
    +Fixed Missing Registry Entry for OpenGL Driver
    +Fixed Incorrect Defaults
    +Fixed Missing Remix FMV car_1209.avi
    +Fixed Installing Incorrect Field Textures
    +Fixed Crash at Bloodshot's High Quality Motorbike
    -Removed Empty 'MP3' Soundtrack

New in BFE:
    Revised Options with 0=No Change
    Added Priority Color Codes to Mods List
    Updated Links
    Updated Layout
    +Fixed Error with Paths Containing Spaces and Non U.S. Standard Characters

New Mods to Download:

640sharp.part1.rar - 640sharp.part3.rar         Rumbah          All Movies, 640 Sharp Filter            Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg156206#msg156206) FILE (http://www.mediafire.com/?p3dkfo1hlwxos) MIRROR (http://www.megaupload.com/?f=FF28IJS9)

640smooth.part1.rar - 640smooth.part3.rar       Rumbah          All Movies, 640 Smooth Filter           Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg156206#msg156206) FILE (http://www.mediafire.com/?ko1tfxdjqn0yj) MIRROR (http://www.megaupload.com/?f=F85YYXRA)

1280sharp.part1.rar - 1280sharp.part9.rar       Rumbah          All Movies, 1280 Sharp Filter           Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg156206#msg156206) FILE (http://www.mediafire.com/?sy51gu7z1trzy) MIRROR (http://www.megaupload.com/?f=EGYUDJKJ)

1280smooth.part1.rar - 1280smooth.part6.rar     Rumbah          All Movies, 1280 Smooth Filter          Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg156206#msg156206) FILE (http://www.mediafire.com/?89b1z31y6bujs) MIRROR (http://www.megaupload.com/?f=BHWNV6CP)


Rip it apart so I can build it back better.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-21 23:10:54
Hi PitBrat,

just downloaded and tested Bootleg 0035 ("BFE.exe").
YES, i like it.

What do you mean with this senctence:
   "Rip it apart so I can build it back better."



@Vgr: Now i understand...let's start...
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-21 23:11:44
I will look to it :)

Also will you include my batch in it?

UGerstl, I think he means that we have to check anything for it.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-22 00:41:36
I just meant that if I made some mistakes, y'all are sure to find them!
Since I wrote the thing, I have an unconscious tendency to talk to it the way it expects.
Y'all are better capable of breaking it!

VGR, your batch won't work with paths that contain spaces.  Automate the path identification by reading that info from the registry.  Minimize the user input.  Many people are afraid of the command prompt.  When the difficulty mods are readily available, your batch will prove useful.

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: UGerstl on 2011-09-22 01:47:36
Hi PitBrat,

i have made a cookie, look:

(http://i1065.photobucket.com/albums/u383/UGerstl/BFE%20About/BFE-Aboutnew.png)

What do you think ?



Edit:   Download: http://www.mediafire.com/?a6x22pdvkvveo (http://www.mediafire.com/?a6x22pdvkvveo)

           Used software:  Paint.NET v3.5.8  (*.pdn files)  Homepage (http://www.getpaint.net/)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-22 01:58:26
Oooooo... perty! Me likee.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: KenJura on 2011-09-22 15:20:55
Hey guys, I’m running into an issue with bootleg or a mod in bootleg that I’m having a difficult time troubleshooting.  Hoping someone could give me some ideas or a solution.



When I infiltrate the Shinra building for the first time it appears that the sequence of boss battles are getting out of whack once I encounter Red Xiii for the first time.  Instead of fighting HO-512 (and friends) I end up fighting a Zenene. The battle background is not the lab but a regular encounter battle background.

Now normally I would not mind but this is only the start of the problem because now all my boss fights are out of sync.  The next boss encounter should be against Hundred Gunner with Aerith, Red, and Barret in the elevator.  Instead I am then fighting HO-512 (and friends) with the lab as the back ground.

After that the following boss battle should be Rufus. Instead it’s Cloud fighting Hundred Gunner and HO-512 again (but with no buddies) in the elevator by himself. 

Finally we get to the end of the bridge sequence and here instead of encountering Motor Ball. We then see Heli-Gunner (and were back in the elevator). But only for a few seconds because at this point the game starts to act weird, stalls, then crashes.

So far here is what I have done:

Checked the battle LGPs and ensured that the Corresponding bosses match their file formats.

Since it was not an issues with the models themselves I assumed it was an issue with the pre rendered backgrounds. So I backed up my saves, uninstalled FF7 completely. Restarted, Reinstalled, Re installed Bootcamp but went up to version 0035.

Sadly, still the same issue. Then I suspected that my saves were corrupt. So I downloaded FF7 Saves from the bootleg mod list and even then, still same issue.

So far the only way I have been able to get the correct sequence of boss battles is to load a vanilla copy of FF7, load my saves, then play from there If I do that the issue does not occur.




Anyone got any ideas or has run into this before. Thanks in advance for any help or interest.

If you need screenshots I’m happy to provide them but I will only be to do that once I get home. Our company’s browsing is strictly enforced (Luckily Qhimm is not blocked. YAAY !!!)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-22 18:34:47
Open your scene.bin with Proud Clod. Then go to File > Create SCENE.BIN and click Yes. If another box pops up, choose yes. If it doesn't, tell us.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-22 21:32:09
KenJura,
You must have a fresh, vanilla maximum install of FF7 before running Bootleg.
Did you modify FF7 in any way before installing Bootleg?
Did you install the Remix before Bootleg?
Did you install any mods or alter FF7 after installing Bootleg?
Did you run Bootleg more than once on the same installation of FF7?
Are you using the 3 CD-Rom commercial U.S. version of FF7?

When you installed Bootleg, did you check the boxes next to 'Hardcore', 'Remastered' or 'Aeris Revival'?
If so, were these files present in the 'Mod Source' folder: Gjoerulv.rar, Final_Fantasy_VII_Remix_v2-5-1_Installer.exe, Aeris_Patch_23_March_2011.rar.

You can fix the problem as VGR described.
Alternately, replace .\data\kernel\kernel.bin, .\data\kernel\kernel2.bin and .\data\battle\scene.bin with the versions from the game CD-Rom.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Covarr on 2011-09-22 22:09:01
You must have a fresh, vanilla maximum install of FF7 before running Bootleg.
Vanilla as in not even updated to 1.02 or with Aali's driver? Or just vanilla as in no significant modifications?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-22 22:09:40
Both of them, actually.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Covarr on 2011-09-22 22:21:47
Question:

If I understand correctly, bootleg requires you to download every mod it supports, even if you don't actually wish to install them. Is this correct?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-22 22:49:16
The patch and OpenGL driver are fine before Bootleg.
EDIT: Bootleg needs a vanilla scene.bin or things will go haywire.
Bootleg also uses a few textures from the vanilla world_us.lgp.  But that is just to prevent a few error messages in 'APP.LOG' and won't affect the game.

These are the main files Bootleg requires to produce a playable FF7: an FF7 install with vanilla scene.bin, kernel.bin, kernel2.bin and world_us.lgp; ff7102zx.zip, ff7_opengl-0.7.11b.zip and Final_Fantasy_VII_Remix_v2-5-1_Installer.exe.

Is it okay to include a copy of 'scene.bin' in my project?  That would prevent any chance of a mismatched lookup table.

I've already discovered a bug in Bootleg 0035.  The Bootleg Soundtrack option is missing music during the Jenova battle on the cargo ship.  I entered the wrong file name for 'chu2=JenovaRemix.ogg' in FF7Music.ini.

So expect another update by next week.  Hopefully I'll have some added content by then.

Covarr,
You don't actually need every single mod.
To check which files you need:
    Run BFE.exe
    Configure the desired settings.
    Specify the 'Mod Source' folder.
    Click 'FILE' and 'Mod List'

Missing files that are required are listed in red.
Missing files in yellow are not required with the current settings.

The list is color coded based on the mods you've when you choose 'Mod List.'
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: KenJura on 2011-09-23 16:40:54
Thanks everyone!

I took Vgr's advice and opened up scene.bin in proud clod.  It took some playing around but I got the issue resolved.

All is well. Thanks again for everyone's input.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vaccine.exe on 2011-09-28 21:26:35
Do you have to dl all the parts of those new mods?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-29 03:17:37
The necessary mods depend on the configuration options.
Download Bootleg, extract the contents and run BFE.exe.
Configure the options to your preference.
Under Locations, set your 'Mod Source' path.
In the menu select FILE and MOD LIST.
The mods you need to download are listed in yellow.

Changing the configuration will also change the required mods.
You must configure the paths under Locations so that Bootleg can find the files.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-09-29 12:06:39
I plan on torrent'ing the wholes remade FMVs so it'd be easier to distribute. Tell me what you think.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vaccine.exe on 2011-09-29 21:45:05
640sharp Part 1 link might not be working keeps timing out on me "401"

Edit: Never mind it appears my wifi needed a reset.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-09-30 00:29:16
I keep seeding the FacePalmer torrent, but I've yet to see anyone downloading from me.
Apparently torrents aren't popular with the newbies.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: vaccine.exe on 2011-10-01 18:18:57
Under 0035 once I have finished install and attempt to start game @ 1280x800 (thats the max res for my laptop) I get a dialogue box telling me that game could not be started in that res in full screen mode and it reverts to original FFVII res 800x640 windowed. It will start in 1280x800 windowed. At first I thought it was because I used 1280sharp FMV's so I tried my normal option of DLPB HQ and same thing. I am going to try install under 0034 this morning and I will post this afternoon.
 
EDIT:
No joy under 0034 still reverts to original res (windowed). Lastly where does bootleg store temp folders for install I think something went wrong as this install used up 20Gb's of space.... that cant be right.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-10-02 16:50:05
PitBrat I found out a few issues by checking the BAT file. Note that I use Notepad++ so I'll say the lines.

Note : You might want to adapt the "Default" strings to be the same to everything.
Between lines 277 and 278 you miss a IF NOT DEFINED
Line 415 "Avatarz" ?
Lines 1853 and 1854, it says %Aeris5% while it's supposed to be %Aeris10%
You have no "If such or such var is # then install..." at lines : 2071/2072, 2105/2106, 2124/2125, 2139/2140, 2195/2196 and 2682/2683
I know that some of these are installed no matter what, but if you want to make everything disable, you need to check this.
Lines 2419 to 2429 have no var for Mike's weapons
Lines 2564 and 2581 are supposed to spell "Nikfrotzy" ; not that it matters though
For the %Trish% var you could use "^" to make the batch ignore the parenthesis ; not that it would make any difference to the player

I think that's it, so if you could check this.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: NVNiko on 2011-10-03 16:56:33
Does anybody have problems running the latest build in high resolution (I'm running at 1920x1080).  I just formatted my hd and I never had a problem with the previous builds.  Just trying to figure out if it's just me before I go crazy.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: delpo on 2011-10-03 18:34:37
Sorry im a newbie and am confused.

For bootleg, all you need to do is put all the mods necessary in the same folder with BFE and run BFE?  If so, what is with all the instructions on the first post of this thread?

Also, what if you did bootleg, but wanted to add a single additional mod?  would you have to go through the entire process again with a vanilla install, or could you just manually add the mod?

Thanks
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-10-04 14:27:10
NVNiko,
What problems are you having with high resolutions?
Bootleg doesn't alter ff7.exe nor the OpenGL driver.  The problem might be a conflict between mods.
Check the Bootleg.log file to make sure all the mods installed correctly.

Delpo,
You need both BFE.exe and Bootleg.exe.  BFE.exe is a graphical front end for Bootleg.exe.  It allows you to configure more options.
Place both BFE.exe and Bootleg.exe together in the folder containing the mods.

I'm making progress on the new version of Bootleg.
I've added quite a few more modes of play.
I'm currently working with the mod authors to produce a variety of play options.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: NVNiko on 2011-10-04 15:58:58
Well certain areas will slow down the game and at others it will be fine.  For example, in Midgar, inside the train, certain patches just outside of 7th Heaven, and the area in between the train yard and 7th Heaven.

Here's the log;  Everything seemed to have installed fine, so maybe a conflict??
Code: [Select]
INFO: Bootleg Version 2011.09.21 Version .0035
INFO: Mon 10/03/2011 14:04:57.22
INFO: Bootleg Options: /C1 /S1 /P3 /R0 /O1 /N1 /A1 /V1 /H0 /L3 /M2 /K1 /E2 /T1 /Z2 /B1 /J1 /U0 /W4 /Y1 /Q4
INFO: Brat Code: /@110110010
INFO: Destination Location: "C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\"
INFO: Mod Path: "C:\Users\Niko\Desktop\Bootleg\;C:\Users\Niko\Downloads\;C:\Users\Niko\Desktop\Bootleg\"
INFO: Temporary Files: "C:\Users\Niko\AppData\Local\Temp\Bootleg_Setup\"
----------------------------
Backing up Vanilla Data
Backup completed.
Preparing Sprinkles . . .
Sprinkles are ready.
Applying the official Final Fantasy VII 1.02 Patch . . .
Searching for "ff7102zx.zip" in "C:\Users\Niko\Desktop\Bootleg\"
Extracting "ff7102zx.zip"
Final Fantasy VII 1.02 patch installation completed.
Searching for "Final_Fantasy_VII_Remix_v2-5-1_Installer.exe" in "C:\Users\Niko\Desktop\Bootleg\"
Installing The Remix . . .
Final Fantasy VII Remix installation completed.
Searching for "ff7_opengl-0.7.11b.zip" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Aali's Custom OpenGL Driver . . .
Extracting "ff7_opengl-0.7.11b.zip"
OpenGL Driver completed.
Locating Data Drive . . .
Using Data Drive K:\
Building system files . . .
Updating Registry . . .
Registry completed.
Updating shortcuts . . .
Shortcuts completed.
Registering Audio Devices . . .
Configuring SOUND and MIDI . . .
Audio Devices completed.
Searching for "Avalanche High Res.exe" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Team Avalanche Menu Graphics . . .
Avalanche completed.
Searching for "Avalanche GUI v2.0.8.exe" in "C:\Users\Niko\Desktop\Bootleg\"
Updating Avalanche GUI . . .
Avalanche GUI completed.
Searching for "ff7music_install_15112.exe" in "C:\Users\Niko\Desktop\Bootleg\"
Installing FF7Music . . .
FF7Music completed.
Searching for "3-06 - The Nightmare's Beginning-rev8.ogg" in "C:\Users\Niko\Desktop\Bootleg\"
Installing additional track 3-06 - The Nightmare's Beginning-rev8.ogg
Searching for "3-16 - Interrupted by Fireworks-rev18.ogg" in "C:\Users\Niko\Desktop\Bootleg\"
Installing additional track 3-16 - Interrupted by Fireworks-rev18.ogg
Searching for "3-20 - Buried in the Snow-v.2.ogg" in "C:\Users\Niko\Desktop\Bootleg\"
Installing additional track 3-20 - Buried in the Snow-v.2.ogg
Searching for "JenovaRemix.ogg" in "C:\Users\Niko\Desktop\Bootleg\"
Installing additional track JenovaRemix.ogg
Integrating Remix Soundtracks . . .
Integration completed.
Music Installation and Integration Completed.
Searching for "FMVRes.exe" in "C:\Users\Niko\Desktop\Bootleg\"
Installing FMV Restoration Cut Scenes
FMV Restoration completed.
Installing Enhanced Movies
Searching for "ff7_enhanced_movies_1.zip" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Enhanced Movies pack 1 . . .
Installing Enhanced Movies pack 2 . . .
Enhanced Movies completed.
Searching for "eidoslogo.avi" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Eidos Logo . . .
Logo completed.
Copying LGP Files . . .
Extracting LGP Files . . .
Extracting Vanilla archive - World_US.lgp
Extracting archive - Battle.lgp
Extracting archive - Magic.lgp
Extracting archive - Char.lgp
Extracting archive - High-US.lgp
Extracting archive - World_US.lgp
Extraction completed.
Generating Bootleg Mods Folder . . .
Generating Bootleg Mods Folder completed.
Updating Remix Files and Adding Texture Slots . . .
Repairing Damaged Battle Models . . .
Remix files updated and texture slots added.
Installing Phoenix Rejuvenation Project models . . .
Phoenix Rejuvenation Project completed.
Updating Sephiroth model . . .
Sephiroth completed.
Installing Field Art as PNG to Mods Folder . . .
Searching for "FacePalmer.zip" in ""
Searching for "FacePalmer.part01.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Verifying FacePalmer Files . . .
Verified 20 parts . . .
Installing FacePalmer Field Textures . . .
FacePalmer completed.
Searching for "Field Files Pack 1.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Installing sl1982's Field Enhancement . . .
Integrating SL1982 with FacePalmer . . .
Field Enhancement completed.
Searching for "yarLson Field Upscale Project v0.35.zip" in "C:\Users\Niko\Desktop\Bootleg\"
Installing yarLson's Blackfan Field Upscale Project . . .
Integrating BlackFan With FacePalmer . . .
yarLson's Blackfan Field Upscale Project installation completed.
Deglitching field textures . . .
Deglitching completed.
Field Art as PNG completed.
Installing Strayoff's Condor Minigame Upgrades . . .
Extracting Condor.lgp . . .
Modifying Condor.lgp . . .
Building Condor.lgp . . .
Condor completed.
Searching for "FL-WME Beta.exe" in "C:\Users\Niko\Desktop\Bootleg\"
Installing FeliX Leonhart's World Art . . .
FeliX Leonhart's World Art installation completed.
Installing Battle Art as PNG to the Mods Folder . . .
Searching for "FL-BSE v0.1.zip" in "C:\Users\Niko\Desktop\Bootleg\"
Installing FeliX Leonhart's Battle Art . . .
Extracting "FL-BSE v0.1.zip"
FeliX Leonhart's Battle Art installation completed.
Searching for "FL-BSE v0.1.1 UPD.zip" in "C:\Users\Niko\Desktop\Bootleg\"
Installing FeliX Leonhart's Battle Art Update . . .
Extracting "FL-BSE v0.1.1 UPD.zip"
FeliX Leonhart's Battle Art Update installation completed.
Searching for "Magochocobo png battle files.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Magochocobo Battle Pack 1 . . .
Magochocobo Battle Pack 1 installation completed.
Searching for "corel prison and bonus.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Magochocobo Battle Pack 1.5 . . .
Magochocobo Battle Pack 1.5 installation completed.
Searching for "Magochocobo ff7 battle pack 2.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Magochocobo Battle Pack 2 . . .
Magochocobo Battle Pack 2 installation completed.
Searching for "magochocobo_ff7pack3.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Magochocobo Battle Pack 3 . . .
Magochocobo Battle Pack 3 installation completed.
Battle Art as PNG completed.
Searching for "0.MY REBUILDED MODELS.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Squallff8 and Dahfa models . . .
Extracting "0.MY REBUILDED MODELS.rar"
Searching for "aerith 5yrsold Release new version.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Extracting "aerith 5yrsold Release new version.rar"
Searching for "aerith 10 yrs old.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Extracting "aerith 10 yrs old.rar"
Searching for "Barret Navy Model PRP.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Extracting "Barret Navy Model PRP.rar"
Searching for "BLDE RELEASE.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Extracting "BLDE RELEASE.rar"
Searching for "BMEE Release.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Extracting "BMEE Release.rar"
Searching for "BOHE release.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Extracting "BOHE release.rar"
Searching for "bpdc release.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Extracting "bpdc release.rar"
Squallff8 and Dahfa models installation completed.
Unaveraging Heads . . .
Reheading completed.
Searching for "HQMBV2 - Classic Buster.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Bloodshot's High Quality Motorbike . . .
Extracting "HQMBV2 - Classic Buster.rar"
High Quality Motorbike Completed.
Searching for "Models.7z" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Bloodshot's Models . . .
Extracting "Models.7z"
Bloodshot's Models completed.
Searching for "Classic Models.7z" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Bloodshot's Classic Models . . .
Extracting "Classic Models.7z"
Bloodshot's Classic Models completed.
Installing Bunny Girls . . .
Searching for "bunny girls.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Extracting "bunny girls.rar"
Bunny Girls completed.
Installing Sailor Moon Models . . .
Searching for "sailor jupiter.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Extracting "sailor jupiter.rar"
Searching for "sailor mars.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Extracting "sailor mars.rar"
Sailor Moon Models completed.
Searching for "FF7 HQ Aerith mod.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Hi Quality Aerith Models . . .
Extracting "FF7 HQ Aerith mod.rar"
Hi Quality Aerith Model Installation Completed.
Searching for "Vehiles[WIP].rar" in "C:\Users\Niko\Desktop\Bootleg\"
Installing New Vehicles Models . . .
Extracting "Vehiles[WIP].rar"
Vehicles completed.
Installing Pirate Ship and Tank Vehicles Models . . .
Searching for "tank_and_pirate_ship.zip" in "C:\Users\Niko\Desktop\Bootleg\"
Extracting "tank_and_pirate_ship.zip"
Pirate Ship and Tank completed.
Searching for "WeaponModv1.0-slayersnextr.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Slayersnext Cloud Swords . . .
Slayersnext Cloud Weapons completed.
Searching for "AerisWeaponModv0.5-slayersnext.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Slayersnext Aeris Weapons . . .
Extracting "AerisWeaponModv0.5-slayersnext.rar"
Slayersnext Aeris Weapons completed.
Searching for "Trish(aka Mike)'s custom model pack.7z" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Mike's Models . . .
Extracting "Trish(aka Mike)'s custom model pack.7z"
Installing Old Style Phoenix . . .
Mike's Models completed.
Searching for "ice by kela51.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Kela51's ICE Magic Textures . . .
Extracting "ice by kela51.rar"
ICE Magic Textures completed.
Searching for "blue limit V3 by kela51.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Kela51's Blue V3 Limit Texture. . .
Extracting "blue limit V3 by kela51.rar"
Limit completed.
Searching for "1272687090.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Millenia's Cloud Weapons Manual . . .
Extracting "1272687090.rar"
Millenia's Cloud Weapons completed.
Integrating Mike's Cloud Weapons . . .
Mike's Cloud Weapons completed.
Searching for "M003.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Installing DLPB & Kranmer's Menu and Battle Interface Overhaul Project . . .
Extracting "M003.rar"
Menu Overhaul Completed.
Installing JordiBo's Opening Glowing Credits . . .
Searching for "JordieBo's Opening Credits [GLOW].rar" in "C:\Users\Niko\Desktop\Bootleg\"
Extracting "JordieBo's Opening Credits [GLOW].rar"
Opening Credits completed.
Searching for "Nikfrozty Transparent Avatars.rar" in "C:\Users\Niko\Desktop\Bootleg\"
Installing Nikfrozty's Crisis Core Avatars . . .
Extracting "Nikfrozty Transparent Avatars.rar"
Avatars Completed.
Flavouring with Bootleg Sprinkles(tm) . . .
Bootleg is served with Sprinkles(tm).
Installing Any CD Loader DLL Version . . .
Searching for "FF7anyCD DLL version.zip" in "C:\Users\Niko\Desktop\Bootleg\"
Extracting "FF7anyCD DLL version.zip"
Any CD Loader completed.
Installing Alternate Menu Background . . .
Background Completed.
Patching Kernel . . .
Kernel Patches Installed - Remastered, Menu and Aeris Revival in Normal Mode
Installing Colorized Items . . .
Colorization completed.
Building LGP files . . .
LGP Building completed.
Final installation completed.
Generating mod folder completed.
OpenGL.cfg completed.
Removing setup files . . .
Clean up completed.
Mon 10/03/2011 14:28:33.15 Bootleg completed.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-10-04 16:17:13
Using graphical modifications such as the Magochocobo and Felix Leonhart battle and world textures and the FacePalmer field textures are known to cause slowdown.
The lag is especially noticeable to first time you enter an area.
Performance should improve when revisiting an area during the same playthrough.

I do NOT recommend using texture compression.  It creates severe artifacting with some mods.
But . . . enabling texture compression may improve performance on subsequent playthroughs.
Again, do NOT enable texture compression due to graphical degradation.

If this does not sound like the issue that you are experiencing, please elaborate.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: NVNiko on 2011-10-04 16:42:34
Using graphical modifications such as the Magochocobo and Felix Leonhart battle and world textures and the FacePalmer field textures are known to cause slowdown.
The lag is especially noticeable to first time you enter an area.
Performance should improve when revisiting an area during the same playthrough.

Is there a better combination I could use for performance?  The lag doesn't improve and it is only in specific patches in the area.  For example, in between Tifa's bar and the weapon shop, but if I go North near the exit there's no lag in the walk speed.

I do NOT recommend using texture compression.  It creates severe artifacting with some mods.
But . . . enabling texture compression may improve performance on subsequent playthroughs.
Again, do NOT enable texture compression due to graphical degradation.

I'm not.  But this definitely feels like some sort of problem with the textures.

Here's my ff7_opengl
Code: [Select]
# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 960
preserve_aspect = yes
fullscreen = no

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = bootleg

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

# Disable Error Notifications
disable_popup = on

# Load from Any CD
load_library = FF7anyCD.dll
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-10-04 23:01:08
Aali suggests that models will load faster with this setting:
use_pbo = yes

The delays are most noticeable during loading.
Lag while moving the character is unusual.
Are you running anything in the background like Virus Scanning software?

I notice you're using 'Any CD Loader DLL Version.'  This dll works flawlessly for me, but some people say that it triggers a virus warning.  It's perfectly safe and not a virus.  Maybe your virus scanner is complaining about this file and slowing things down?

Try disabling all background tasks before starting FF7.

How much system ram and video ram do you have?  Maybe the texture mods are overtaxing your system.
Have you tried playing the game without the field PNG textures?
Browse to the FF7 folder.
Change the name of .\mods\Bootleg\field  to  .\mods\Bootleg\field.bak
Try playing the game that way with the field textures disabled.
If the lag is gone then the problem is related to a combination of FacePalmer, BlackFan and Enhanced Field Textures.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: NVNiko on 2011-10-05 00:57:25
Have you tried playing the game without the field PNG textures?
Browse to the FF7 folder.
Change the name of .\mods\Bootleg\field  to  .\mods\Bootleg\field.bak
Try playing the game that way with the field textures disabled.
If the lag is gone then the problem is related to a combination of FacePalmer, BlackFan and Enhanced Field Textures.

This fixed the problem ;D  Now the question is, what is the best way to configure the textures for quality and performance?
Oh and just in case you were wondering I have 4gb installed ram and 9000mb virtual ram.



PS - In the latest version of BFE (I used it 4 times already :)) You seem to be having some coding issues.

-Every time I installed, I chose the AC avatars, but sometimes they didn't load
-One time when choosing the default menu background I got the Cloud with friends background
-Not sure if this is related to you or the maker of the mod but the Masamune mod replaced my buster sword.  I thought it was only supposed to replace the Masamune and not all of Clouds weapons but I could very will be wrong because I never used that mod before


Keep up the great work
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: IHIavok96 on 2011-10-05 01:04:27
Just joined up here today. had to really.  I wanted to come on here and tell you PitBrat, that I LOVE Bootleg.  It made modding FF7 so easy!! 
 I now have my game running almost how I want it.  I'm missing one big thing (well it's big to me) I've been trying to read up on how to mod the game myself so I could do one little thing with the weapon mods I got through Bootleg. I was hoping I could take Clouds weapons (all but the Ultima weapon) and change their battle graphics to all look like the Buster sword.  I just love it so much. After getting Bootleg and all of the mods I wanted working, I love the one that changed looks of the Buster sword even more so.
  So thats my reason I'd love to just have all of them look like it.  hehehe

 Anyways, It's been a pain in the butt, I can't seem to wrap my head around it.  So it's been going slow.

I thought I would ask you if I was able to get my idea to work, would I be able to do these changes to the battle.lgp  after all of the changes Bootleg did to the game?  Or would it mess up all of the mods I have.  Thanks

Once again love Bootleg.
 
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-10-05 01:07:53
Open your kernel.bin with Wall Market and go under the Weapons tab. Then change the ID for the one of the Buster sword (00) then save (Create kernel.bin)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: IHIavok96 on 2011-10-05 01:25:14
Open your kernel.bin with Wall Market and go under the Weapons tab. Then change the ID for the one of the Buster sword (00) then save (Create kernel.bin)

Thanks for the info. Sounds way easier than what I was reading up on with battle.lgp.   
Edit: I deleted the problem I had with that program due to me not learning yet to read fully before trying to run it.  Forgot to DL
VisualBasicPower. Got that installed and it's working now.   So once again, thanks for telling me about WallMarket. :)

Also I'm guessing me changing this around won't mess with all that Bootleg installed, because Whew....it takes forever to install of of those mods..   Once again PitBrat. Love your installer. It really did help me out on getting all of the mods I wanted installed on FF7. 

Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Roody on 2011-10-05 03:21:09
One of your URL in the bootleg front end sends me to the wrong file "FF7 enhanced movies 2" sends to "FF7 enhanced movies 1" link
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-10-06 05:03:38
Thanks!
I fixed the Enhanced Movies 2 link.
I'm still busy with the next version of Bootleg.

DLPB removed the link to his Menu Overhaul project.
How should I handle support for Menu Overhaul?
I'll most likely leave support for the recalled 003 until the next release.

NVNiko,
Make sure that no files are open from the Final Fantasy install folder.
If you're accessing a folder or viewing a picture or other file in the install folder, Bootleg will fail to update those files.
Close all other programs and folders before running Bootleg.

Unfortunately, there are not many options to improve the performance of the PNG field textures.  Deglitching textures removes the lighting textures and may help.  You could also identify the problem scenes and delete just those folders from the field folder.  Also, try using SL1982 and Blackfan without FacePalmer or vice versa.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-10-06 12:11:30
Rumbah allowed me to Torrent his FMV's so there will be only one part. Useful if one doesn't want to download all parts. I'll also upload to MediaFire (but less parts, 205 Mb each).
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: IHIavok96 on 2011-10-07 01:57:13
Hey PitBrat,
  I saw in your bootleg option where you give people a choice to pick different movies, or backgrounds etc etc.   So I was wondering if you thought about letting people use Bootleg to pick different versions of Clouds and other members. 
  Don't get me wrong, the one that was in Remix is cool. Just something that popped into my head one day when I came across a different Cloud I can DL and use. 

 I might try to see if I can put it in myself, but thought I'd see if you had plans for a later Bootleg version to add more options like that.

Thanks :)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-10-07 02:12:49
If the model you found is illegal, then you may not use it. And it's way more difficult that you think to import.

Rumbah's FMV's (Torrent) : http://www.mediafire.com/?0rokx40hd9ds3u5
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-10-07 03:15:14
IHIavok96,
VGR is correct.  Most of the Cloud models out there are illegal rips containing copyright material.  As soon as APZ finishes his New Canon Cloud, I'll assimilate it.  Omni Cloud is the only other model available here on Qhimm; no one has yet requested this model.

Bootleg will not support the ripped models.  It would require an immense amount of work and prohibit distribution via Qhimm.

There are mods available that replace Cloud with Sephiroth, Vincent and the Turks.

There are also chibi field models.  When APZ releases his New Canon Cloud as a chibi field model, I will implement support for all of the chibi models.

If you know of any Final Fantasy VII material that is not in violation of copyright laws, please post the link in this forum!


VGR,
I'll need your mad skills soon.  I'm working on a BootLoader to reduce the amount of space needed to install all of the modes with the Revival option.  Do you have any submissions for pretty interface graphics?  UGerstl made me a beautiful about screen graphic.  I almost released a new version just to show off UGerstl work. 
I'm currently optimizing modes.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: IHIavok96 on 2011-10-07 05:49:18
I'm not sure if it's illegal.  In the read me, it talks about the battle model being only a higher quality version of the one that's normal.  When you look at the model that's pretty much what it looks like too.  Just like the low res one we normally get, but with more detail in it now. 
   Just in case, I won't link it, would I be able to put on here the name of the guy that made it?  Cause I don't see how it could be illegal, if all it is is a higher res version of what's already in the game. right? 
 
 It's so far been giving me trouble installing it that's for sure.   Got the model in but the Buster Sword turned white.  hehehe 

I've see others post pics of models that you can't use. Maybe I should show a pic of the model. You guys would know if it's useable or not. 
 I'll wait until I get an answer though before doing that.   :)
 Thanks for the info.

PS. If we find out this model I found isn't illegal, maybe I can get help fixing the sword.  If not I understand. 

main reason I liked it was , it keeps Clouds hair like it looks in the game.  The one with Remix and that, made Clouds hair too short I thought.

 Anyways, let me know if I can or can't post a pic, or the guys name that made it, and I'll get back to you.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-10-07 09:24:27
You can post a pic and the name of the guy who made it, as long as you give no link.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: IHIavok96 on 2011-10-07 14:58:10
Here you go then.  The higher quality looking Cloud was made by Dreakon.  Here is a before and after pic too.

Before                                                                  After
(http://i1236.photobucket.com/albums/ff447/ihiavok1/ffVII2before.jpg?t=1317999065)  (http://i1236.photobucket.com/albums/ff447/ihiavok1/ffVII2after.jpg?t=1317999079)

So what do you guys think?   Not as much detail as the one that's with Remix and that, but I don't believe it is illegal, as it looks like it's only the Cloud in the game with higher res or something added to it. 
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-10-07 14:59:48
Was made a long time ago by some member of Qhimm whose I forgot the name. It's the Hi-Res Cloud from the last fight.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-10-07 16:12:41
There are 3 Cloud battle models:
    Cloud_Pelo_Largo.rar
    Cloud_Pelo_Pincho.rar
    Civilian Cloud.rar

The links were removed from Qhimm.
If these are legal models and someone provides working links, I'll include them in Bootleg.
The same goes for the model discussed by IHIavok96.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: IHIavok96 on 2011-10-07 16:13:28
Aaah ok.

 I take it then, it's not an illegal Cloud then :)

Good!  Cause I'm working on trying to get his mod to work.  It's in an .exe and so what I've been doing is, well a pain in the butt.  Taking his battle.lgp  unpacking it, then taking the rt files for Cloud, taking the battle.lgp from the game (after Bootleg and all of the mods added) and trying to switch out the rt files from his to it.  Needless to say. The best I've gotten so far is, his Cloud is in the game now, but Cloud's weapons are now all white. Missing their textures.
 That's the part I'm stumped at for now. 
 
Also as far as APZ's Canon Cloud goes. I am indeed waiting for that one, and it's good news to hear that it will be added into the bootleg for us to pick. From what I've seen us his work on it, it's looking pretty damn good.

EDIT:  Saw where you posted below me. Here's the link for this mod. (took me a little to find it.)  Hope you enjoy it though. 
http://www.megaupload.com/?d=49DV19AB

The thing about it though. it won't work as is. You'll have to go in and get this mod to work a different way. Using it as it is. EXE , it will give you an error and crash the game upon entering battle.
   Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 33
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: invalid version in polygon file STAGE67.P11
ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T00
ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T00
UNEXPECTED: invalid blendmode (1059316610)
BLEND MODE NOT FOUND
WM_CLOSE
ERROR: unhandled exception

So hopefully with what you typed. should work. 
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-10-07 16:21:27
To install the Cloud battle model with working weapon textures, just consult the Bootleg Tutorial on the first page.
Check under the section for installing the Slayersnext, Millenia and Mike's weapons mods.
You'll need the PCreator tool in order to set the texture slots to 10 for the Cloud battle model.
Make sure not to overwrite the texture files or you'll need to reinstall the weapons mods.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: sen on 2011-10-07 16:55:15
You forgot Bloodshot's customized battle models:
http://forums.qhimm.com/index.php?topic=11687.0
they're NPC models turned into battle i think this is sightly more detailed than Dreakons
(http://i537.photobucket.com/albums/ff334/BloodShot_2142/CloudNew.jpg)
and if you want a tifa:
(http://i537.photobucket.com/albums/ff334/BloodShot_2142/TifaNew.jpg)
also has some updated Shinra Soldiers which look pretty cool compared to the original
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: IHIavok96 on 2011-10-07 18:46:48
Hmm could be my eyes, but it does look better.  :)

Hey PitBrat, I'm having trouble finding the PCreator tool. The links up on here are dead. Any idea where else I can get it?   I've been looking around on google, but no luck yet.
  Also using the link and the ones that were made by Bloodshot, posted by e1sunz, works better than the ones I found.  After installing them, I no longer have any white weapons. However they are back to the normal looking ones.  Seems it overwrites the cool looking Buster Sword that was included in the mods installed with Bootleg.
  From what I understand, if I had this PCreator, I could fix the problem and keep that Cloud too.  Have my cake and eat it eh? 

I'll look around more for a PCreator  that I can DL. 

EDIT:   
 Thanks for the link Vgr!   
After awhile of playing around with this program, Aali's lgp tool and a few others (to view the models) I can say that I now have the weapons working right, and the Cloud I want in the game.  All is peaceful now.  Hahahaha

  Thanks also PitBrat for letting me know about the "how to" on first page.    Without you two's help, I might have given up a long time ago on this

I look forward to newer updates to Bootleg.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-10-07 18:58:44
http://www.mediafire.com/?u0c4175btumrf1g

Uploaded it a while ago for someone else, but here it is.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: IHIavok96 on 2011-10-10 17:08:37
This fixed the problem ;D  Now the question is, what is the best way to configure the textures for quality and performance?
Oh and just in case you were wondering I have 4gb installed ram and 9000mb virtual ram.



PS - In the latest version of BFE (I used it 4 times already :)) You seem to be having some coding issues.

-Every time I installed, I chose the AC avatars, but sometimes they didn't load
-One time when choosing the default menu background I got the Cloud with friends background
-Not sure if this is related to you or the maker of the mod but the Masamune mod replaced my buster sword.  I thought it was only supposed to replace the Masamune and not all of Clouds weapons but I could very will be wrong because I never used that mod before


Keep up the great work

I was reading what you guys were talking about on how the game when modded up can have some slow down here and there.  Something I came across on my system that seems to have fixed it was this.   I have a dual core and I was seeing how this game tends to use only a single core when playing, so I went into Task Manager, and after that I turned on the 2nd core to be used for FF7. So when I start to play FF7 I'll go in there and set it to use both rather than using one.
  Under Processes, right click program, Set Affinity, then check the other core or cores you may have showing.  It does seem to make both cores work the game now rather then one doing all of the work.
 
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: NeoSlicerZ on 2011-10-10 22:07:58
I just used this awesome but after ticking the Hardcore option, the game doesn't seem to be affected, seems to be no difference between the the normal and hardcore versions from clicking the icons remix threw up. Am I doing something wrong in launching the game? :S
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-10-10 22:22:27
Did you launched "hardcore"?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: xechostormx on 2011-10-11 00:20:39
I was assembling all the available mods and I am missing:
cr.rar ( this one has been missing for quite some time now)
and now m003.rar is down. I know he is moving to m004 in the next few days, but I'd still like to have them so I can start playing.

I hope requesting these isn't out of line.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: NeoSlicerZ on 2011-10-11 00:22:14
Did you launched "hardcore"?

Did another clean uninstall/reinstall, weird, works now.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-10-11 02:01:40
NeoSlicerZ,
The UAC in Vista and Win7 can prevent Hardcore mode from starting properly if the game is installed in a system folder like Program Files.
Start the game as Administrator by right clicking the icon and selecting Run as Administrator.


I'll look in to adding dual core support to the FF7 launcher.

CR.ZIP is not an essential mod.  It is an optional replacement for the prelude credits.  This mod will be included in the next release of Menu Overhaul.
M003.RAR is floating around somewhere as a torrent.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: xechostormx on 2011-10-11 02:42:45
thanks!
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: IHIavok96 on 2011-10-11 19:55:54
I'll start off by saying that, I could be 100% wrong on this, but I'll give some input on what I've found out about the UAC and at least Vista.  From other modding communities.   For those that don't wish to turn off their UAC that is.
 
Inside  C:Users\(name here)\AppData\Local.  Theres a folder called VirtualStore. Inside it is another folder named Program Files (x86)
  In here you could end up finding a lot of files that have something to do with your games.  Which from what I have seen, can end up messing up a game ( Older games)when you try adding a mod into it. 
   Through another modding community, I found a work around, that seems to work. I've used it on that game and pretty much all of my games now.  It helped me with installing FF7 mods without a problem.
 
  If you want to work around not having to turn off the UAC to get a mod to work right with said game, you can go into the VirtualStore and find the game folder you wish to work with.  After finding it, go through these steps.  You could go and disable VirtualStore all together and keep UAC up and running, or just fix the games you want, as you see fit.  (Depends on which way you would want to handle it.

  What I'll do here is show how to do it on a game by game need.
By removing the security concerns about your FF7 install. You will tell the operating system that FF7 is trustworthy in your opinion, and that the OS won't need to worry about virtualizing its files to protect you!

Find your FF7 folder inside your normal C: Program files (where it installed itself)
 For me it was inside Program Files(x86) Right click on the FF7 Folder go to Properties.  Next go to the Security Tab. under Group or user names highlight Users (User-PC\Users) Below click on Edit. On new window, highlight Users (User-PC\Users)
 At bottom check both Full control and Modify. Apply then OK. 

 You might want to consider going into C:\Users\[user name]\AppData\Local\VirtualStore\Program Files, and deleting the FF7folder, so there's no confusion for the game, and also to save space.

 There you have it folks.  With that said, always be sure you know what you're doing before, well following what I've typed here. I'd hate anyone to mess up their computer.





   

   
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-10-12 01:05:24
Or just right click on the .exe file and select 'Run as administrator' from the context menu.
Alternately, right click, select Properties, go to the Compatibility tab and check 'Run this program as administrator' and OK.  Then it'll always start with the required privileges.
Then you'll never need to worry about virtual store.

Or just install to a non system folder like 'C:\games\Final Fantasy VII.'

I don't think you can disable the virtual store on Win 7 without some major disadvantages.
But use either of the above methods and it's no problem.


Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Ishtaria on 2011-10-15 06:47:22
It must have taken me close to 6 hours to do all of this modding manually but boy what a result. All the time was worth it and unlimited kudos to you for a flawless and idiot-proof guide. The clear instructions also served to help me understand what processes are needed when modding so I was able to add a few additional unmentionable changes to the game.

The only criticism I have, and it's really just nit-picking, is that I'm not keen on the Sailor Mars and Sailor Jupiter models but as I said above, because of the concise instructions I was able to change these myself. Such a mass of content and this is my only "complaint"? Just shows you what a true quality contribution the Bootleg Edit is.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-10-15 18:42:06
I try to arrange the tutorial so that you can skip some of the optional mods and still have everything else working.
You might also try the Bootleg Configurator (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306).
It automates everything in the tutorial and adds support for quite a few more mods.

I'm very close to a new Bootleg release.
I've assimilated the alternate Cloud battle models along with a few other mods I've scrounged up.
This community is awesome for continuing to produce such amazing work!
I've received permission to add some of the mods to the Bootleg download.  Now there are fewer mod files to download separately.
The biggest change is with the difficulty mods.  I've assimilated such mods as: Harder Items (Easy, Normal and Difficult), Scene Redux, Lost Wing, Remastered, Hard Core, Aeris Revival and Spell Names.
BootLoader starts FF7 in any of the 44 possible modes without the need to install anything else.

There may still be more modes at release time.  I'm investigating Kuugen's Crazies and the Moderate Difficulty mods now.
Thanks for keeping the suggestions for additions coming.
Are there any difficulty mods that people are playing now?
Does anyone have any ideas for creatively combining some of these mods to create a style of play?
I think the combination of Harder Items and Scene Redux my be interesting.  I've already included those options.
The only mods that don't combine well are Hardcore, Remastered and Lost Wing.

I'm looking forward to hearing about all the new bugs I've introduced into Bootleg.  :|
Thanks again to this supportive community.


Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: IHIavok96 on 2011-10-17 00:57:49
I try to arrange the tutorial so that you can skip some of the optional mods and still have everything else working.
You might also try the Bootleg Configurator (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306).
It automates everything in the tutorial and adds support for quite a few more mods.

I'm very close to a new Bootleg release.
I've assimilated the alternate Cloud battle models along with a few other mods I've scrounged up.
This community is awesome for continuing to produce such amazing work!
I've received permission to add some of the mods to the Bootleg download.  Now there are fewer mod files to download separately.
The biggest change is with the difficulty mods.  I've assimilated such mods as: Harder Items (Easy, Normal and Difficult), Scene Redux, Lost Wing, Remastered, Hard Core, Aeris Revival and Spell Names.
BootLoader starts FF7 in any of the 44 possible modes without the need to install anything else.

There may still be more modes at release time.  I'm investigating Kuugen's Crazies and the Moderate Difficulty mods now.
Thanks for keeping the suggestions for additions coming.
Are there any difficulty mods that people are playing now?
Does anyone have any ideas for creatively combining some of these mods to create a style of play?
I think the combination of Harder Items and Scene Redux my be interesting.  I've already included those options.
The only mods that don't combine well are Hardcore, Remastered and Lost Wing.

I'm looking forward to hearing about all the new bugs I've introduced into Bootleg.  :|
Thanks again to this supportive community.

I'd give you feedback on difficulty mods, however I didn't install the one that that was in the bootleg. I kept my game normal.  I wasn't 100% sure I'd like it. 
  After playing now for awhile. I swear up and down I remember this game being harder than it is.  Maybe that's just time. hehehe

Can't wait to get my hands on the new bootleg and give it a try. 
 Real quick, would I need to uninstall the whole game in order to use the new bootleg when it's done? 
  Also one more thing.  And please don't think I am rushing you or anything. Just wanted to ask if your next build, if you will include the dual core support for the exe. 
  I mean I do have the work around to fix it, just would be cool to no longer have to do that. 

woah....can't believe this game has been around 14 years.  I still remember the day it came out and I went off and bought it, and still to this day, I am loving it as as much as when I first threw the disc in and started playing it.  These mods are just the icing on the cake for me! *drools*

EDIT

 Something I forgot to let you know. I think there's a bug with Barrett's battle models.
   I notice that even if I didn't click to add the new ones to the game, I still ended up with them in game.   
I went into the files and added the old ones back in, as I dislike the new models face.  So it's all good now. Just wanted to let you know about it though.


Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: skifreak107 on 2011-10-20 01:33:27
I try to arrange the tutorial so that you can skip some of the optional mods and still have everything else working.
You might also try the Bootleg Configurator (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306).
It automates everything in the tutorial and adds support for quite a few more mods.

I'm very close to a new Bootleg release.
I've assimilated the alternate Cloud battle models along with a few other mods I've scrounged up.
This community is awesome for continuing to produce such amazing work!
I've received permission to add some of the mods to the Bootleg download.  Now there are fewer mod files to download separately.
The biggest change is with the difficulty mods.  I've assimilated such mods as: Harder Items (Easy, Normal and Difficult), Scene Redux, Lost Wing, Remastered, Hard Core, Aeris Revival and Spell Names.
BootLoader starts FF7 in any of the 44 possible modes without the need to install anything else.

There may still be more modes at release time.  I'm investigating Kuugen's Crazies and the Moderate Difficulty mods now.
Thanks for keeping the suggestions for additions coming.
Are there any difficulty mods that people are playing now?
Does anyone have any ideas for creatively combining some of these mods to create a style of play?
I think the combination of Harder Items and Scene Redux my be interesting.  I've already included those options.
The only mods that don't combine well are Hardcore, Remastered and Lost Wing.

I'm looking forward to hearing about all the new bugs I've introduced into Bootleg.  :|
Thanks again to this supportive community.

Hmm, this news makes me want to wait for the new release as opposed to try the current one :P

Are you thinking more along a matter of days or a matter of weeks?
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-10-20 01:36:06
This is more likely a matter of days, but it could be longer. We do not want to make any promises that we cannot keep :)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-10-20 02:33:24
I'll look into the Barret model issue.
I haven't experienced that bug.

Menu Overhaul M004a just arrived today.
Assimilated the new version is slower than expected due to issues with Aeris Revival and the Hardcore Mod.
These mods may receive updates to fix issues that toughscript exposed.

Toughscript is really shaking up the mod scene.
I foresee it having a drastic impact on the we create and distribute mods.

Adding mode switching is slow and tedious work.
It requires much testing.  Thank you, VGR.
Bootleg 'normal mode' is mostly complete.

Here are some of the new features:
.0036
    Added Vincent ReModel
    Added Cloud Battle Model Options: Classic and The Remix APZ
    Added Custom 10th Anniversary Photographic Avatars
    Added Green Limit
    Added New Kernels: Scene Redux, Lost Wing and Harder Items (Easy, Normal and Difficult)
    Added Mode Switching via BootLoader (Change the Play Mode when Starting FF7 Without the Need to Install Anything)
    Added Splash Screen by VGR
    Updated About Screen with Graphics by Ugerstl
    Integrated Mods (No Longer Require a Separate Download): 3-06 - The Nightmare's Beginning-rev8.ogg, 3-16 - Interrupted by Fireworks-rev18.ogg, 3-20 - Buried in the Snow-v.2.ogg, JenovaRemix.ogg, limit original by kela51.rar, limit's flash V4 by kela51.rar, blue limit V2 by kela51.rar, blue limit V3 by kela51.rar, ice by kela51.rar, Vehiles[WIP].rar and Green Limit Break.rar
    +Fixed Missing Music During Jenova Battle when Using Bootleg Soundtrack
    +Fixed Missing Magochocobo PNG Field Art Pack 3
    +Fixed Missing Rumbah Movies
    +Fixed Missing Grimmy Movies
    +Fixed Missing Revival Scene Data
    +Fixed Reporting Wrong File Names During Installation
    +Fixed Incorrect Defaults

This list will change upon release.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: skifreak107 on 2011-10-20 06:07:52
I'll look into the Barret model issue.
I haven't experienced that bug.

Menu Overhaul M004a just arrived today.
Assimilated the new version is slower than expected due to issues with Aeris Revival and the Hardcore Mod.
These mods may receive updates to fix issues that toughscript exposed.

Toughscript is really shaking up the mod scene.
I foresee it having a drastic impact on the we create and distribute mods.

Adding mode switching is slow and tedious work.
It requires much testing.  Thank you, VGR.
Bootleg 'normal mode' is mostly complete.

Here are some of the new features:
.0036
    Added Vincent ReModel
    Added Cloud Battle Model Options: Classic and The Remix APZ
    Added Custom 10th Anniversary Photographic Avatars
    Added Green Limit
    Added New Kernels: Scene Redux, Lost Wing and Harder Items (Easy, Normal and Difficult)
    Added Mode Switching via BootLoader (Change the Play Mode when Starting FF7 Without the Need to Install Anything)
    Added Splash Screen by VGR
    Updated About Screen with Graphics by Ugerstl
    Integrated Mods (No Longer Require a Separate Download): 3-06 - The Nightmare's Beginning-rev8.ogg, 3-16 - Interrupted by Fireworks-rev18.ogg, 3-20 - Buried in the Snow-v.2.ogg, JenovaRemix.ogg, limit original by kela51.rar, limit's flash V4 by kela51.rar, blue limit V2 by kela51.rar, blue limit V3 by kela51.rar, ice by kela51.rar, Vehiles[WIP].rar and Green Limit Break.rar
    +Fixed Missing Music During Jenova Battle when Using Bootleg Soundtrack
    +Fixed Missing Magochocobo PNG Field Art Pack 3
    +Fixed Missing Rumbah Movies
    +Fixed Missing Grimmy Movies
    +Fixed Missing Revival Scene Data
    +Fixed Reporting Wrong File Names During Installation
    +Fixed Incorrect Defaults

This list will change upon release.

Sounds like I'll be waiting for sure. Thanks for all your hard work PitBrat and anyone else assisting.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-10-20 10:20:28
PitBrat and anyone else assisting.

Bootleg became a joint project so PitBrat and I decided to join our knowledge to make it even better :)
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: skifreak107 on 2011-10-20 14:32:14
Bootleg became a joint project so PitBrat and I decided to join our knowledge to make it even better :)

Awesome  :mrgreen:

Do you happen to have a list of the mods that will no longer require a separate download so those that haven't downloaded that large list yet can get a head start? Or will the amount included be small enough to warrant still downloading the whole list?

I'm sitting in a hotel for the next few days with rather poor internet, so any time I can save would be helpful. However, if you still think its worth grabbing the entire list I'll go ahead and queue them all up.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Vgr on 2011-10-20 19:39:49
No, not all of the downloads will be needed, but you'll get the list when the release comes around, not before :D
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: Roody on 2011-10-21 17:28:58
So do i have to wait for the new bootleg before i can use M004d with it?  :oops:
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-10-21 17:52:15
You can install M004c over Bootleg.
Just change the mods path back to the bootleg folder ff7_opengl.cfg.
Otherwise, you won't have any of the new graphics.

Please be aware that the mods Aeris Revival and Hardcore Mod are not fully compatible with the new Menu Overhaul and ReTranslation.
We are working on a fix for this issue.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: skifreak107 on 2011-10-23 14:47:41
Hey guys, just another few (hopefully) quick questions as I'm reading through the readme.

How would you describe the default options as laid out? It appears to be a general upgrade of everything without altering the original flavor of the game. Would you say that the default options give the best of the new graphics/menu/avatar options while maintaining most of the original game's stats/story?

Also, I notice that the default options are to not install Menu Overhaul and the Team Avalanche High Res - is it safe to assume that is because there are newer and/or better options that do get installed as part of the default? (Off the top of my head I'm guessing M003 for the menu and not sure for the high res)

Lastly, is there a list of what the /k1 Remastered Kernel changes are?

Again, thanks so much guys. Just spent half a day downloading everything to give it a shot  :mrgreen:
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-10-23 21:06:04
For a complete graphical upgrade use the preset 'PitBrat,' I do!

I absolutely recommend installing Menu Overhaul and Team Avalanche.
The Remix has a version of Avalanche preinstalled, but it's incomplete.
Reinstalling Avalanche fixes the problems.

The version of Menu Overhaul (M003) supported by Bootleg 0035 is no longer available.
A new version of Bootleg will be available soon.  Support for M004d and many other mods is already implemented in the upcoming release.
I'm currently in the testing phase.
I located a few more mods today, including a new gun for Barret.
I think these mods are important enough to assimilate before releasing Bootleg.
Look for a Bootleg 0036 release sometime this week.

The Remastered kernel patch changes all sorts of things.  It is a partial retranslation, it changes weapon and item stats and it starts characters with more powerful armor and items, it alters enemy A.I. and configurations.  There are surely more undocumented changes.
Title: Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
Post by: skifreak107 on 2011-10-23 21:30:38
For a complete graphical upgrade use the preset 'PitBrat,' I do!

I absolutely recommend installing Menu Overhaul and Team Avalanche.
The Remix has a version of Avalanche preinstalled, but it's incomplete.
Reinstalling Avalanche fixes the problems.

The version of Menu Overhaul (M003) supported by Bootleg 0035 is no longer available.
A new version of Bootleg will be available soon.  Support for M004d and many other mods is already implemented in the upcoming release.
I'm currently in the testing phase.
I located a few more mods today, including a new gun for Barret.
I think these mods are important enough to assimilate before releasing Bootleg.
Look for a Bootleg 0036 release sometime this week.

The Remastered kernel patch changes all sorts of things.  It is a partial retranslation, it changes weapon and item stats and it starts characters with more powerful armor and items, it alters enemy A.I. and configurations.  There are surely more undocumented changes.

<3 I still have the M003 installer from a few days ago, so I'll give it a shot.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-10-26 02:32:17
I already posted this fix in the troubleshooting area, but it belongs here too.
There is a problem with the 0035 sound effects: the game crashes when entering the sleeping man cave.
When installing Bootleg 0035, DO NOT INSTALL NEW SOUNDFX!

In the meantime, you can fix this issue by restoring the original sound effects.
Copy these files from the original FF7 Install Disk:
    \data\sound\audio.dat
    \data\sound\audio.fmt
Paste and overwrite the files in the game folder:
    \data\sound\

The bad sound is #217, file 217-snoring.wav.
Again, this is fixed in 0036.  Expect a release soon.

Thanks go to Slade for identifying this crash.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Jangus on 2011-10-28 23:35:43
Hi, 

Firstly I'd just like to say this work you've been doing is amasing!!! Ive read through this entre post and followed every instruction, However i seem to of come across a problem. I ran the bootleg and everything installed ok, the game starts up fine but the problem is I can only see the top left side of the screen everything else is cut off. Ive tried changing the resolution in the .cfg file and a couple other options but nothing eems to work. Does anyone have ideas that might help me?

cheers
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-10-29 00:36:44
Are you playing fullscreen?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-10-29 00:49:39
Post a copy of your FF7_opengl.cfg and APP.LOG files.

See if the problem persists with these settings:
window_size_x = 1280
window_size_y = 960
fullscreen = no

That's the default resolution and windowed mode.

Also, do you have any type of virus scanning software running?
Or are you using a program like zonealarm?
Sometimes a program can pop up a window and create problems when FF7 launches.
Are you using an English CD-Rom version of FF7?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Jangus on 2011-10-29 13:41:33
Ok guys I tried that resolution you mentioned and it improved it alot. I did have to change it to 1280x720 as it was cutting off alot of the top of the screen at 1280x960. I was playing in fullscreen but now set to windowed which probably helped, it does however still cut a little bit off the top where the window bar is but i can live with that. Ive played the game up2 the 1st save point and i think everything has loaded except the music. I have the new sound effects but battle music etc is silent.
heres a copy of app and cfg logs. sorry for the long post i couldnt figure out how to put them in a seperate scroll box.

INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon HD 4800 Series          3.3.10907 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x720, output resolution 1280x720, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: main program link log:
Vertex shader(s) linked, fragment shader(s) linked.

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library FF7anyCD.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: could not open file C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\ff7input.cfg
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\movies\eidoslogo.avi; indeo5/pcm_s16le 640x480, 30.000000 FPS, duration: 12.933333, frames: 388
INFO: slow output format from video codec indeo5; 6
INFO: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\movies\sqlogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 14.533333, frames: 218
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: yuv program link log:
Vertex shader(s) linked, fragment shader(s) linked.

set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
INFO: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\movies\opening.avi; h264/aac 1280x896, 15.000000 FPS, duration: 119.533333, frames: 1793
UNEXPECTED: zero count
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 300
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
INFO: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\movies\mkup.avi; mpeg4/null 640x448, 14.999771 FPS, duration: 9.000045, frames: 135
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 303
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 306
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
set music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 308
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 312
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 323
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
UNINITIALIZE DD


# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 720
preserve_aspect = no
fullscreen = no

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = bootleg

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

# Disable Error Notifications
disable_popup = on

# Load from Any CD
load_library = FF7anyCD.dll
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-10-29 16:09:56
Don't use the new soundfx in Bootleg 0035.
There is a crash later in the game related to one of the new sounds.
0035 SoundFX Crash in the Sleeping Man's Cave (http://forums.qhimm.com/index.php?topic=12008.msg173762#msg173762).

The new music should work if Covarr's Music Installer completed successfully.
Make sure that you set the FF7music installation destination to the FF7Music folder inside the FF7 Game folder.
If the FF7Music folder is located elsewhere-- like the root of C:-- then you'll have to switch to one of the default soundtracks.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Jangus on 2011-10-29 16:59:23
Yeah I read about the crash in the slleping man's cave but im not even close to going in there so i thought id leave it on. All the new music is in the FF7music folder in the FF7 folder so i dont no why its not playing. Unless there was something I should of checked or unchecked in the bootleg installer?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-10-30 01:56:55
Are you using the desktop link to start ff7?
Don't start the game with ff7.exe.
Also, make sure you run the game as administrator just in case.
FF7Music should start first and continue running in the background.

It appears that everything in your app.log is working correctly.

I've already corrected the new soundfx patch.
I'll have to fixed soundfx up soon when I release Bootleg 0036.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Jangus on 2011-10-30 13:08:30
Well eveything seems to b working now. I was using the ff7.exe not the shortcut so mayb that was it. i also reinstalled everything aswell. will only run in window mode tho. Cheers for the help!!
Execellent work pit, looking forward to the next release :)
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: sl1982 on 2011-10-30 20:46:43
Can anyone give me a reason why this is in FAQ and not in one of the mod release forums?
Title: Re: Bootleg Edit for the FFVII Remix 2.5.1
Post by: PitBrat on 2011-10-30 21:47:42
SL1982, thank you for noticing!

This looks like a tutorial, therefore, I have moved it to FAQs and given it a [TUT] label

But I did start the thread with only the documentation before I had a release ready.
I didn't want to make another thread because the mods know best.
But this thread is really confused now with what essentially are 3 separate projects: Bootleg Tutorial (http://forums.qhimm.com/index.php?topic=12008.msg166320#msg166320), Bootleg Configurator (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306) and Big List of Mods (http://forums.qhimm.com/index.php?topic=12503.msg173799#msg173799).
Also, there's a lot of tech support in here . . .


Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-01 08:43:15
very good in depth tutorial working on downloading the long list now but i have 2 questions. will the bootleg configurator work if i extract all the mods after downloading them. im extracting them to the same folder as the bootleg configurator and each one has its own folder. and also can i download only the red highlighted ones or do i HAVE to get them all
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: DLPB_ on 2011-11-01 08:55:44
Your information is way out of date regarding Menu Overhaul.  I have corrected these below in red,

FILES: m003.rar, ff7102zx.zip
M004d

NOTE: Dialogue text scrolling behaves unexpectedly with this mod.
Doesn't as of M003.

NOTE: The Menu Overhaul uninstaller will no longer function correctly after these modifications.
The uninstaller works perfectly.

WARNING: Installing this mod disables YAMP patches.
It comes with Yamp patches

WARNING: If you enable MDef Fix or 9999 Limit Break, disable those same features in ff7_opengl.cfg
Mdef fix is fully compatible with this mod, and 9999 limit break will pose no issues if from a patch.  Aalis 9999 patch option is automatically disabled and should be left that way.


WARNING: Start a new game after installing the Menu Overhaul.  Save games made before the Menu Overhaul will not function correctly.
Save games should run perfectly.


 WARNING: There is an error with the 'FeliX's tweaked graphics' setting. Textures usfont_a_l_00 and usfont_b_l_00 are duplicates of usfont_a_l_14 and usfont_b_l_14 respectively.

No longer case as of M004.

   Extract and run M003.exe from the m003.rar archive

 There is no more archive, run installer straight off.

    Backup the kernel
        Copy .\data\kernel\kernel2.bin to C:\temp\kernel\2_menu\
        Copy C:\temp\kernel\0_original\kernel.bin to C:\temp\kernel\2_menu\
Installer auto backs up files, no manual work is needed.

Move and replace all files and folders from inside .\mods\dk\ into .\mods\avalanche\

  Only if using other mods...

Clear the Cache
Installer clears cache as of M004\

Quote
  Adding Menu Overhaul Changes to the Remix Kernel
        If you wish to keep the alternate spell names from the Remix patch:
            When installing the Menu Overhaul, UNTICK the box next to Kernel2.bin
            As per the mod's readme instructions:
                Alter kernel2.bin with WallMarket
                    Install and Run WallMarket
                    Open .\data\kernel\kernel.bin
                    Change "D.blow" to "D.Blow"
                    Select FILE | Create "Kernel2.bin"
                    Under the Battle Text tab: Change "next level:" to "Next level:"
                    Select FILE | Create "Kernel2.bin"
                    Close WallMarket

This no longer applies as of M004 due to touphscript. Normal menu mod will have no side effects.

Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-02 02:28:37
Tapatos,
Bootleg will not work if you extract or modify the archives in any way.
The file names and contents must be identical to the original downloads.
The mod file names and contents are hardcoded into the Bootleg Configurator.

DLPB,
I've made extensive changes to the tutorial.
I've held off the update while I continue to revise all of the sections.
Thank you for the corrections.
I've added the information to my working document.
I'll post the new update when all sections are finalized.

Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-02 20:43:47
ok thanks had to re rar/zip them and it worked amazingly well. the only problems i have now are when it installs face palmer it says cannot find FORFILES. and when it installs the felix leonhart and magochocobo battle enhancement packs they install fine but once in the game its the old battle textures. other than that everything works great
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-03 01:42:04
Yes, Bootleg 0035 has a flaw when installing the FacePalmer in parts.
This is fixed in the upcoming 0036 release.
Not all battle scenes have new textures.
The initial train and reactor scenes are new and unique to Bootleg.
After that, you'll have to progress quite a ways into the game to encounter the new battle scenes.

I had had some recent content changes that have delayed the 0036 release.
A question for the community, how do you feel about growing the Bootleg archive by another 13MB in order to include optional models?
Is the increased size worth not having to download more files even if you don't always choose to use all of the included models?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-03 03:45:19
alright ive seen a few new battle textures. thanks for clearing that up for me. im looking forward to any new releases of bootleg
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: IHIavok96 on 2011-11-03 18:05:50
A question for the community, how do you feel about growing the Bootleg archive by another 13MB in order to include optional models?
Is the increased size worth not having to download more files even if you don't always choose to use all of the included models?

Gets my vote.  Another 13 mb is always better than having to go get the files yourself. Never know when those links will stop working and you cannot DL the files needed.  The more files added, the better I always say.   Even if I might not use them. Their always there waiting if I change my mind.

 EDIT:

Plus it ends up making the Bootleg just about the only file you'll need to get for all your wants in the games. That's always a big plus when it comes to mods. 
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-04 02:03:19
After the 0036 release, I'm drastically changing the format of the Bootleg Archive.
I'll have a very large mod pack that remains fairly constant.
Updates will come in small, bit sized patches.
Including large mods like FacePalmer, the FMV's and the battle texture mods doesn't make sense.
This will dramatically reduce the total number of downloads.

Thanks go to all of the mod authors who have agreed to let me include their hard work in the Bootleg archive!

Be on the lookout for the Unified Model Installer (http://forums.qhimm.com/index.php?topic=12522.msg173994#msg173994) project led by DLPB.  Much smaller in scope than Bootleg, this project focuses exclusively on simplifying the installation of all FF7 models.

Thanks for all the support.  I especially like the compliments!
Keep playing Final Fantasy . . .
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-04 04:39:00
ive noticed a few of the links in the current bootleg are dead if there was a way you could include those files or something that would be amazing. just need approval from the authors which shouldnt take much.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Rheikon on 2011-11-04 15:53:48
13 more megs is fine with me ;)
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: ClintEastwood321 on 2011-11-05 04:54:18
PitBrat, this is an amazing job you have done sir...and yes, all due respect goes to all the makers of the respective mods...Kudos to you all!  Just yesterday I thought, "Hmm...I haven't played FF7 in years and years...maybe I will re-install my old copy and give it a go."  I have been modding lots of my old games recently, Baldur's Gate, Planescape Torment, Oblivion, among others, and thought...I wonder if FF7 has any mods.  I had no idea there was so much great work being done with this game.  I came across the FF7 Remix and some comments in that thread mentioned your work, the Bootleg Project, and mentioned how "difficult" it was to install the mods...when in truth, your Bootleg Config is complete genius.  I thought I downloaded all the necessary files and the red highlights of which files I was missing was spot on and helped me install everything but the M004 file (which I have read will be incorporated upon next release.)  All in all...I have been playing for the last day, the most satisfying FF experience I have ever hoped for other than a complete remake.  It is almost like playing a brand new version!   I just wanted to thank you for making this tool and everyone who had a part of modding this fantastic game that we all love.
Great work to all involved!
P.S. 13 extra megs is nothing compared to all the files downloaded thus far to make the game look/sound great...add those extra functions! :)
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Cooter on 2011-11-06 15:16:20
Ok, so I'm a little TL;DR on this, but have read enough posts (not sure where they originally are as every time I click a link it opens a new window and multiple windows can sometimes get confusing), I just want to make it clear for myself...

In order to use the Bootleg installer, it is my understanding that all of the red files form the list need to be downloaded, regardless of if they will be actually installed (depending on the switch used).  If that is the case, I have been slowly but surely downloading the files needed as I don't have a lot of time available to download.  I came across a 404 error when trying to download cr.rar.  I've stopped downloading for now because if all the red files are mandatory I don't want to be stuck if I can't get that file.  Is there another place to get that file from?  Google search was very not helpful for me.  Or is it really needed?

Also...

On page 1 it shows the mod order to do things in.  If I wanted to just have a few, would it work ok if I followed the directions in the order for any mods to install?  That way I can install the mods that I would prefer.

Thanks
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-06 15:44:15
Ok, so I'm a little TL;DR on this, but have read enough posts (not sure where they originally are as every time I click a link it opens a new window and multiple windows can sometimes get confusing), I just want to make it clear for myself...

In order to use the Bootleg installer, it is my understanding that all of the red files form the list need to be downloaded, regardless of if they will be actually installed (depending on the switch used).  If that is the case, I have been slowly but surely downloading the files needed as I don't have a lot of time available to download.  I came across a 404 error when trying to download cr.rar.  I've stopped downloading for now because if all the red files are mandatory I don't want to be stuck if I can't get that file.  Is there another place to get that file from?  Google search was very not helpful for me.  Or is it really needed?

Also...

On page 1 it shows the mod order to do things in.  If I wanted to just have a few, would it work ok if I followed the directions in the order for any mods to install?  That way I can install the mods that I would prefer.

Thanks




same thing happened with me i couldnt download cd.rar and a few other small files. if u get all the big and medium sized files u can just install those with bootleg the missing ones will be skipped. i installed it and everything worked fine. cr.rar is just a menu and credits mod not really important since there are like 5 more others out there
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Cooter on 2011-11-06 19:25:25



same thing happened with me i couldnt download cd.rar and a few other small files. if u get all the big and medium sized files u can just install those with bootleg the missing ones will be skipped. i installed it and everything worked fine. cr.rar is just a menu and credits mod not really important since there are like 5 more others out there

So I was wrong and we don't need all the red files?  That would be awesome if the installer just installed the mods you want.  I would take the time to try to get it right, but if there is something available that does it for me... correctly... then I'm all for it.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: skifreak107 on 2011-11-08 15:17:09
Bootleg can crash if you are missing certain critical files, so its best to just grab them all. CR.rar is no longer applicable because it was rolled into another one. I was able to use bootleg just fine with everything except that one. I posted a list of how many files you should have in the big mod list thread, not including cr.rar.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-08 16:32:52
I'm still working on the new version of Bootleg.
There are quite a few new mods included.
I'm testing and debugging.  It's slow going.
I have to install FF7 many many times.
Now I have to decide when to include the mod and when to make it a separate download.
The total Bootleg download is now at 85MB.
I'm not sure if I should release this bloated file, or wait even longer while I sort the mods into Bootleg packs for separate download.
I might release a preview version of 0036 just to get a fresh perspective.
I know I've fixed quite a few bugs, but I've surely introduced some new ones.

What is the maximum acceptable size of Bootleg?  Is 200MG too big?  When I do break Bootleg into separate mod packs, to what size should I limit the individual downloads?
How should I break the mods down?  Now I'm leaning toward basing the mod packs on required mods and the presets.

I've spent too much time simply changing my mind and changing the same code over and over again.

Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Bandit Keith on 2011-11-08 17:40:56
I'm a long-time lurker but a lover of Bootleg, and I've been waiting in earnest for 0036, because a great friend of mine has never played FF7, and I want to give her a really touched up and remastered version of it to enjoy.

Pit, I think what you should do is release what's working now, get some input, and see how you feel about what's in place right now-- if you just keep adding features and mods and testing, you'll be more and more uncertain of what you're up to with time. Small releases to add little things bit by bit is a stronger method of mod development in the case of a compilation installer (I take my cues from the Big World mod from Baldurs Gate, which does almost exactly what your Bootleg does, but for Baldurs Gate, and with about.. 250+ mods.)

Size isn't a big deal, but you should keep it as low as you can-- and include essentials that you think are really core to improving the game. In my case, this would be retranslation+menu overhauls+high quality avatars+bugfixes (Like the Mdef bugfix/9999 limit breaker) and other things that don't change the actual gameplay or models or anything like that, but update the things that really needed the most work about the game, and that's text layouts, bugfixes, etc.

Bootleg as it is right now is totally fine and not counter-intutive at all. What I would suggest is that you add an automated process for fetching the mods and installing them to the default directory (or a chosen directory). You already have all of the links programmed in, it would not be hard to simply fetch them as well and drop them into the FF7 or mods folder automatically; this would allow people to simply customize the installation in any way they see fit, and for you not to have to worry about releasing mod packs or the size of Bootleg, etc. It'd give all the power to the user and lighten the size of Bootleg down by a lot, or at least prevent it from swelling up.

Just some things to think about. Thanks for Bootleg :)
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Rheikon on 2011-11-08 18:24:52
I would say the base download for bootleg could be whatever size. It mostly depends what is in it, to me. Keep all the little mods in there so it is less hassle to run around looking for something or downloading 20 different things. That will also reduce a lot of the clutter. Reducing that hassle may encourage people to try out different things they may not have since it is easy.

I would imagine a similar approach to the packs would make sense as well. Some are going to have to be pretty large though, unless you keep major overhauls separate.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: kirbtheman on 2011-11-09 09:45:47
Hey all,

Giving this a shot now.  Thanks for all the great work and effort thats been put into this.  Fingers crossed!

The link for missing_hq.zip is now broken.  Please could somebody post a new link to this.

THANKS!
Kirby
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-09 14:13:47
I made another link for missing.hq.zip!


missing_hq.zip                                  Grimmy          Rufus, Sephiroth and Meteor             Qhimm (http://forums.qhimm.com/index.php?topic=8414.msg101495#msg101495) FILE (http://www.mediafire.com/?ccslevagl17a4nv)

Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: shadowfox on 2011-11-11 03:35:09
After playing through 6 times. ( So much fun ) My buddy and I have come to the conclusion it's not "perfect" but the -normal- user using this for the first time will be fine.

/tiphat /salute awesome work and I'm glad I got to be part of the testing feedback for the compilation making of it :)
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Drakinji on 2011-11-11 23:02:57
K so downloading everything, quick questions, do I have to download the mods included in bootleg or no?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-11 23:33:46
Determine the mods you need to download by running BFE, configuring your desired setting and selecting FILE, MOD LIST.
The mods you need to download are listed in red.

If things go smoothly, I should have Bootleg 0036RC1 up in a couple of hours.
It has many of the mods already assimilated in the Bootleg archive.
I've made a whole slew of improvements.
The new soundfx no longer crash the game.

New in Bootleg 0036:
.0036
    Added Vincent Model Option: Vincent Re-Model Project Full Release.rar
    Added Cloud Battle Model Options: Classic and The Remix APZ
    Added Assault Team Avalanche Camo Fatigues and New Barret AC Gun Models by Jinkazama2k7: Assault-Avalanche Team.rar
    Added Barret Model Options: jinkazama2k7's Final AC Barret.rar and Original Barret.rar
    Added Limit Break Option: Green Limit by Jinkazama2k7
    Added Custom 10th Anniversary Photographic Avatars
    Added New Kernels: Scene Redux, Lost Wing and Harder Items (Easy, Normal and Difficult)
    Added Mode Switching via BootLoader (Change the Play Mode when Starting FF7 Without the Need to Install Anything)
    Added FMV's without Cait Sith
    Added FMV's with ReTranslation
    Added Prelude Credits Options: Grimmy's Cloud & Sephiroth and Grimmy's Cloud & Tifa (New_Prelude.zip)
    Added Omni Cloud Field Model: Omni Cloud Update1.rar by exsoldier
    Added Avatars Option: Demi Face, Demi Face V2, Demi Face V3
    Added Spelling fix for JordieBo's Prelude Credits (Sakaguchi)
    Added Menu Background Options by Milo Leonhart
    Updated Menu Overhaul to M004d
    Updated Gjoerulv's Hardcore Mod to 1.05
    +Fixed Crash at Sleeping Man's Cave due to Broken Snoring Sound in New SoundFX
    +Fixed Missing Music During Jenova Battle when Using Bootleg Soundtrack
    +Fixed Missing Magochocobo PNG Field Art Pack 3
    +Fixed Missing Rumbah Movies
    +Fixed Missing Grimmy Movies
    +Fixed Missing Revival Scene Data
    +Fixed Reporting Wrong File Names During Installation
    +Fixed Incorrect Defaults
    +Fixed Incorrect Phoenix Model
    -Removed cr.rar (Now Included with Menu Overhaul)
    Integrated Mods (No Longer Require a Separate Download): NetHead's 3-06 - The Nightmare's Beginning-rev8.ogg, 3-16 - Interrupted by Fireworks-rev18.ogg, 3-20 - Buried in the Snow-v.2.ogg, JenovaRemix.ogg, limit original by kela51.rar, limit's flash V4 by kela51.rar, blue limit V2 by kela51.rar, blue limit V3 by kela51.rar, ice by kela51.rar, Costa07's Vehiles[WIP].rar and Jinkazamam2k7's Green Limit Break.rar, AerisWeaponModv0.5-slayersnext.rar, aerith 5yrsold Release new version.rar, aerith 10 yrs old.rar, Assault-Avalanche Team.rar, avatar.7z, Barret Navy Model PRP.rar, BLDE RELEASE.rar, BMEE Release.rar, BOHE release.rar, bpdc release.rar, bunny girls.rar, Cloud_Pelo_Largo.rar, Cloud_Pelo_Pincho.rar, compilation_v1.0_17-08-2011-strayoff.zip, condor_models_v1.00_18-08-2011-strayoff.zip, condor_rmk_v1.02_18-08-2011-strayoff.zip, Custom HQ FF7 PC Barret battle-field model.rar, custom_avatar_photography.rar, DarkFang's avatars.rar, Demi-Face Avatar.zip, DF-Avatar V2.zip, DF-Avatar V3.zip, Difficult Items - 30%.rar, Difficult Items -40%.rar, Difficulty Items - Easy.rar, fcondor_rmk_v1.0_05-08-2011-strayoff.rar, FF7 HQ Aerith mod.rar, FFVII-Background.zip, Final AC Barret.rar, JordieBo's Opening Credits [DARK].rar, JordieBo's Opening Credits [GLOW].rar, JordieBo's Opening Credits.rar, Lost Wing.rar, Nikfrozty Transparent Avatars.rar, Original Barret.rar, potion.rar, sailor jupiter.rar, sailor mars.rar, Tifa_Coleta.rar, Tifa_Pelo_Corto.rar, Vehiles[WIP].rar, Vincent Re-Model Project Full Release.rar, WeaponModv1.0-slayersnextr.rar, Yuffie_Pelo_Largo.rar, Omni Cloud Update1.rar


EDIT:
2011.11.12
I submitted Bootleg0036RC1 for testing this morning.
The new configurator will be available soon.
Thanks for all the support!
Your comments are invaluable.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Cooter on 2011-11-12 15:19:03
Quick question...  If you want to change the mods installed, would you have to uninstall/reinstall FF7 or just run the BFE again?  I just want to say that this is a lot easier than I thought once I finally got all the files downloaded.  I love the fact that you can choose what mod, out of many, that you want.  Great work putting this together! 
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-12 18:18:49
If you've installed any difficulty mods like Hardcore or Aeris Revival or Remastered, then no, You can't reinstall Bootleg without starting from a vanilla FF7.
If you're just changing models and you DID NOT install any difficulty mod, then it should be fine to reinstall Bootleg on an already Bootlegged FF7.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: skifreak107 on 2011-11-13 14:59:56
I'm still working on the new version of Bootleg.
There are quite a few new mods included.
I'm testing and debugging.  It's slow going.
I have to install FF7 many many times.
Now I have to decide when to include the mod and when to make it a separate download.
The total Bootleg download is now at 85MB.
I'm not sure if I should release this bloated file, or wait even longer while I sort the mods into Bootleg packs for separate download.
I might release a preview version of 0036 just to get a fresh perspective.
I know I've fixed quite a few bugs, but I've surely introduced some new ones.

What is the maximum acceptable size of Bootleg?  Is 200MG too big?  When I do break Bootleg into separate mod packs, to what size should I limit the individual downloads?
How should I break the mods down?  Now I'm leaning toward basing the mod packs on required mods and the presets.

I've spent too much time simply changing my mind and changing the same code over and over again.

Considering we're already downloading ~14 GB of mods separately, I see no issue with any size.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Cooter on 2011-11-14 05:31:31
If you've installed any difficulty mods like Hardcore or Aeris Revival or Remastered, then no, You can't reinstall Bootleg without starting from a vanilla FF7.
If you're just changing models and you DID NOT install any difficulty mod, then it should be fine to reinstall Bootleg on an already Bootlegged FF7.

Thank you.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-14 05:58:51
DOWNLOAD Bootleg 0036 (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306)

A new version of Bootleg is now available for download.
The most significant change is the inclusion of mods.
Though the Bootleg archive is much larger-- over 100MB-- the number of downloads is significantly smaller.
I highly recommend trying the Mode Switching option in the Game Modes list!
Mode Switching installs a variety of difficulty and kernel mods.
Use the included BootLoader to select the difficulty mode and configure play options when starting Final Fantasy VII.
I hope to hear your feedback!

Version Info:
.0036
    Added Vincent Model Option: Vincent Re-Model Project Full Release.rar
    Added Cloud Battle Model Options: Classic and The Remix APZ
    Added Assault Team Avalanche Camo Fatigues and New Barret AC Gun Models by Jinkazama2k7: Assault-Avalanche Team.rar
    Added Barret Model Options: jinkazama2k7's Final AC Barret.rar and Original Barret.rar
    Added Limit Break Option: Green Limit by Jinkazama2k7
    Added Custom 10th Anniversary Photographic Avatars
    Added New Kernels: Scene Redux, Lost Wing and Harder Items (Easy, Normal and Difficult)
    Added Mode Switching via BootLoader (Change the Play Mode when Starting FF7 Without the Need to Install Anything)
    Added FMV's without Cait Sith
    Added FMV's with ReTranslation
    Added Prelude Credits Options: Grimmy's Cloud & Sephiroth and Grimmy's Cloud & Tifa (New_Prelude.zip)
    Added Omni Cloud Field Model: Omni Cloud Update1.rar by exsoldier
    Added Avatars Option: Demi Face, Demi Face V2, Demi Face V3
    Added Spelling fix for JordieBo's Prelude Credits (Sakaguchi)
    Added Menu Background Options by Milo Leonhart
    Updated Menu Overhaul to M004d
    Updated Gjoerulv's Hardcore Mod to 1.05
    +Fixed Crash at Sleeping Man's Cave due to Broken Snoring Sound in New SoundFX
    +Fixed Missing Music During Jenova Battle when Using Bootleg Soundtrack
    +Fixed Missing Magochocobo PNG Field Art Pack 3
    +Fixed Missing Rumbah Movies
    +Fixed Missing Grimmy Movies
    +Fixed Missing Revival Scene Data
    +Fixed Reporting Wrong File Names During Installation
    +Fixed Incorrect Defaults
    +Fixed Incorrect Phoenix Model
    -Removed cr.rar (Now Included with Menu Overhaul)
    Integrated Mods (No Longer Require a Separate Download): NetHead's 3-06 - The Nightmare's Beginning-rev8.ogg, 3-16 - Interrupted by Fireworks-rev18.ogg, 3-20 - Buried in the Snow-v.2.ogg, JenovaRemix.ogg, limit original by kela51.rar, limit's flash V4 by kela51.rar, blue limit V2 by kela51.rar, blue limit V3 by kela51.rar, ice by kela51.rar, Costa07's Vehiles[WIP].rar and Jinkazamam2k7's Green Limit Break.rar, AerisWeaponModv0.5-slayersnext.rar, aerith 5yrsold Release new version.rar, aerith 10 yrs old.rar, Assault-Avalanche Team.rar, avatar.7z, Barret Navy Model PRP.rar, BLDE RELEASE.rar, BMEE Release.rar, BOHE release.rar, bpdc release.rar, bunny girls.rar, Cloud_Pelo_Largo.rar, Cloud_Pelo_Pincho.rar, compilation_v1.0_17-08-2011-strayoff.zip, condor_models_v1.00_18-08-2011-strayoff.zip, condor_rmk_v1.02_18-08-2011-strayoff.zip, Custom HQ FF7 PC Barret battle-field model.rar, custom_avatar_photography.rar, DarkFang's avatars.rar, Demi-Face Avatar.zip, DF-Avatar V2.zip, DF-Avatar V3.zip, Difficult Items - 30%.rar, Difficult Items -40%.rar, Difficulty Items - Easy.rar, fcondor_rmk_v1.0_05-08-2011-strayoff.rar, FF7 HQ Aerith mod.rar, FFVII-Background.zip, Final AC Barret.rar, JordieBo's Opening Credits [DARK].rar, JordieBo's Opening Credits [GLOW].rar, JordieBo's Opening Credits.rar, Lost Wing.rar, Nikfrozty Transparent Avatars.rar, Original Barret.rar, potion.rar, sailor jupiter.rar, sailor mars.rar, Tifa_Coleta.rar, Tifa_Pelo_Corto.rar, Vehiles[WIP].rar, Vincent Re-Model Project Full Release.rar, WeaponModv1.0-slayersnextr.rar, Yuffie_Pelo_Largo.rar, Omni Cloud Update1.rar, ff7102zx.zip, FF7anyCD DLL version.zip
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-11-14 10:09:17
Now, if you have any problem, don't post immediately in the forums, but run BFE.exe and go into Help > Brat Chat. Click OK and you will be brought to the IRC channel where PitBrat and I are often on. There you can ask questions and we'll gladly answer, without having to post in the forums.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-15 12:43:12
I've not encountered any significant issues with this build of Bootleg.  Hopefully I'vd eliminated all of the crashes and major bugs.  Please let us know immediately if you encounter any game stopping bugs.  Vgr and I will answer questions here and in the official IRC channel #Vgr on espernet. 

There are still a few features I would like to add: preset customization, individual mod installation, complete integration of the ReTranslation, complete integration of Revival and Hardcore with special features, looped OCRemix soundtrack, chibi field models, additional difficulty mods.  I eventually want to eliminate the need for The Remix.
I hope to receive feedback on what I need to add, fix or remove!  Sometimes I forget so feel free to repeat.  Maybe I did something right this time.  Vgr is now part of the Bootleg team and his assistance is invaluable.
Your encouragement keeps the project running.
Visit us on IRC with the convenient chat link in the BFE help menu.
Thanks!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: skifreak107 on 2011-11-15 16:26:51
Testing out 0036 now, thanks everyone.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: IHIavok96 on 2011-11-17 03:27:43
Just got the new Bootleg. Giving it a try. 

Edit:  After looking at it, I would say I think it's just a little bug with the Barret model.   At first I thought there was no option to keep him as is in game, then after looking at it closer, I saw it was listed as original style Barret, but the picture of him as that option was off. Like a different colour version of the AC one. 
  It's not a problem mind you, for me at least. Just wanted to point that out.
And in fact it's just something for me to be fussy about. LOL   
 
Over all however?  This version of Bootleg looks way better in options that 35 ever could have. 

 I like the idea you posted about "individual mod installation"  That could be interesting for Bootleg to be able to install all, or just one or two, based off what people wanted.  If I read that right, that is.  hehehe

With this all said. Keep up the great work guys.   I'll tell you this right now. I saw how FF7 on the pc as all of these different mods, then after reading how to install this, install that, hope something didn't clash with something else...  If I had not come across Bootleg, I would not have even tried to get ff7 to work on the pc. I already own it twice for the psp and ps3/ps1
  I guess thanks to you guys, I own it 3 times now.  hehehe   
So in short, a BIG THANKS goes to the Bootleg team. :)

Title: Bootleg advice? - Deglitching field textures . . .
Post by: Alzatar on 2011-11-17 07:10:54
Hello!

I guess you could say i'm new to this forum, however I have been browsing for some time as a guest.

That aside. My issue is that bootleg is not behaving itself. I followed PitBrat's guide, explicitly, yet the installer is freezing up when it reaches ''Deglitching field textures . . .'' (screen shot below)

(http://img27.imageshack.us/img27/8162/pictureshelp.png)

I downloaded all the files that the PitBrat advised, however, did leave some of the mods out that I was not interested in (like a third option for clouds swords etc.) Yet all the compulsory mods are there. I do not have any FF7 related programs or windows open during installation. Here is a picture of all the mods I downloaded upon PitBrat's recommendation;

(http://img580.imageshack.us/img580/1346/pictureshelp02.th.png) (http://imageshack.us/photo/my-images/580/pictureshelp02.png/)

I originally thought that this could be just a simple matter of 'wait and see' as there has been no error and the cmd window has kept itself open. If it were stuck in a loop then cmd windows have visual ways for a user to recognise this and it doesn't seem to be the case. However, I have been waiting on it for approximately 13 hours or so now with no advance in installation of the mods.

Has anyone else encountered this error whilst using it? If so, how would one go about solving the problem?

Many thanks to all that take the time to read this.


EDIT: Sorry I forgot to mention I am running on Windows 7 - 64bit
Title: small problem with bootleg installer
Post by: Alzatar on 2011-11-17 10:12:27
Hey guys i'm having a problem with the installer getting stuck. I created a topic for it here -> http://forums.qhimm.com/index.php?topic=12563.0 (http://forums.qhimm.com/index.php?topic=12563.0)

It would be hugely appreciated if someone could take a little look for me. Many thanks.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-11-17 11:56:22
Please keep all the Bootleg-related stuff in the same thread. PitBrat and I will look often here so it'll be better.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-17 13:20:42
Alzatar,
What is the FF7 destination folder?
Occasionally paths with spaces, parentheses and non US characters can cause problems with Bootleg.
In BFE, if you untick 'Remove Glitched' in the field textures box does Bootleg finish?

I have identified an issue that can halt Bootleg when the destination path contains special characters like "é è á à."
I'm working on a fix for the next version of Bootleg.
Meanwhile, if Bootleg hangs at DeGlitching, just untick 'Remove Glitched' in BFE.

Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Alzatar on 2011-11-17 14:30:46
Please keep all the Bootleg-related stuff in the same thread. PitBrat and I will look often here so it'll be better.

Sure thing, thanks for moving.

Alzatar,
What is the FF7 destination folder?
Occasionally paths with spaces, parentheses and non US characters can cause problems with Bootleg.
In BFE, if you untick 'Remove Glitched' in the field textures box does Bootleg finish?



EDIT: The installer ran through completely. Thanks very much PitBrat. However just windowed out of game to write this and it crashed lol. Arrrr gotta love the challenge. Thanks once again.

The FF7 destination folder is - 'C:\Program Files\Square Soft, Inc\Final Fantasy VII          <- so do you think that I should close up the spaces?

As for unticking 'Remove Glitched' i'm running it now and will let you know the result in a post edit, thanks very much for the reply.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-11-17 16:13:09
As an example, my path is D:\Bootleg\FF7_Bootleg\ so there is no issue.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Alzatar on 2011-11-17 16:25:53
Ahh that's nice and simple.

The extraction worked however there are a few bugs I have to work out (such as pressing anything crashes the game, no option to start new game, windowing out crashes game) but i'm sure I will get there. Thanks for the suggestion PitBrat. Big help.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-17 21:29:06
Make sure that you're using the official 3-CDRom US version of Final Fantasy VII.
When Bootleg finishes, the Bootleg_ReadMe.txt should open.
If the ReadMe doesn't open, then Bootleg did not complete successfully.
PM me a copy of your Bootleg.log file.  I'll investigate this further.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Alzatar on 2011-11-18 06:53:43
Make sure that you're using the official 3-CDRom US version of Final Fantasy VII.
When Bootleg finishes, the Bootleg_ReadMe.txt should open.
If the ReadMe doesn't open, then Bootleg did not complete successfully.
PM me a copy of your Bootleg.log file.  I'll investigate this further.


Thanks very much. The Readme comes up every time i've tried the installer, so it is completely finishing. I've just tried running it and not changing any of the default settings. I'm also trying it in a windowed mode, of the game, with the default resolution specified in the opengl file rather than my monitors 1680x1050. As I literally only just thought of that a little while ago :s lol. . . but yeh I will pm you a copy of the Bootleg.log file and my crash dump? maybe? If it doesn't work this time.

EDIT: Okay well it ran through the installer and i received the bootleg readme window but it didn't work. It was marginally more successful, in that, by changing the resolution way down from 1680x1050 to about two thirds of that and making it run in a window it was about a quarter as laggy as it was full screen and full res. windowing out to write this message has made it crash again, but one thing I have realised is that my choices I am making on BFE are having no effect. For example I am choosing 'Grimmy Sephiroth' for the Prelude Credits and it is taking me to a 'No Change' screen and not even reaching the menu background. even on this screen the animations of the names sliding in and out of the screen are badly laggy. And should I press anything on my num pad that corresponds to game controls it will crash. Anyway I will pm you PitBrat now and if you want my crash dmp then I will send that also.

Many thanks in advance.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Slade on 2011-11-18 09:13:49
Out of curiosity, I would like to mention that every time I have run bootleg on a fresh install, it has put FF7Music stuff in two different folders of the main folder- one called "FF7Music" and one called "ficedula", with (apparently) two separate exes for FF7Music. All the custom music is in the FF7Music folder, and trying to run FF7 with the provided shortcuts in this state results in no music. When I cut everything out of the FF7Music folder and put it in the ficedula folder, it works properly.

Is this a problem unique to my system? If not, is it a bug or a feature?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Covarr on 2011-11-18 15:05:08
Bootleg uses my ff7music installer, no? It's quite possibly my fault. I will look into it when I get the chance.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Alzatar on 2011-11-18 20:07:54
PitBrat did you get my PM? There are no messages in my 'sent items' even though it was confirmed that I sent it too you :/ odd.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-11-18 20:10:39
You can also send me this PM, I will try to answer it the best I can, since PitBrat and I are on this project together.

Also you can start BFE then go unto Help > Brat Chat and it will redirect you to the official IRC channel.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Alzatar on 2011-11-18 20:48:21
Arr okay, thanks vgr i'l go on there now. PitBrat asked me to send him my bootleg.log file so he could have a look at it.


EDIT: the chat is taking a millennia to load. is this normal? lol
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-19 00:19:09
I'm beginning to think the issue is with Windows UAC and I limited access user account.
I suggest installing FF7 to a non-system folder like C:\Games\Final Fantasy VII.
Place the mods and Bootleg files in another non-system folder before running Bootleg as administrator by right clicking on BFE.exe and selecting Run as administrator.
I'll research the issue and find out how better to work with Windows UAC and limited access user accounts.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-19 06:17:13
are you gunna release a beta to the new BFC? id like to see it
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-19 15:29:28
I'm not sure what you mean by BFC?
I'm still trying to identify the issue that Alzatar is experiencing.

The only new additions to Bootleg so far are an additional 46 ReBuilded models by squallff8.

See if running FF7 in compatibility mode helps.
Try running FF7 in compatibility mode. These are the most compatible setting.
Right click on ff7.exe in the game folder.
Select Properties.
Go to the Compatibility tab.
Tick 'Run this program in compatibility mode for.'
Set the drop down list to 'Windows 98/Windows Me.'
Tick all the boxes under Settings:
Run in 256 colors
Run in 640x480 screen resolution
Disable visual themes
Disable desktop composition
Disable display scaling on high DPI settings
Tick 'Run this program as an administrator.'
Now open FF7_OpenGL.cfg in notepad (or use the configure option in BootLoader).
Set the game resolution to 1280x960:
window_size_x = 1280
window_size_y = 960
Turn off fullscreen:
fullscreen = no
Disable shaders:
use_shaders = no
Disable transparence:
fancy_transparency = off
transparent_dialogs = off
Disable compression:
compre ss_textures = no
Disable PBO:
use_pbo = no
Make sure that you install Bootleg on a fresh maximum installation of the official US 3 CD-Rom version of Final Fantasy VII.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-19 17:44:06
sorry i meant to abbreviate bootleg configurator to save me time with this shitty keyboard on my phone lol. i had the same deglitching field textures problem when installing so i just unchecked the box and everything worked just fine. what exactly does deglitching field textures do anyways?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-19 18:38:40
Deglitching just deletes all the broken lighting texture png's so that the game lights pulse and flicker like normal.  It also eliminates the dark fog and black holes that appear in some scenes.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-19 18:48:51
ahh ok. i just finished going through the whole game with the current versions of all the mods installed and noticed a few broken points. 1 has to do with the fort condor battles when it gets to a certain point near the end of the battle the game crashes and says something very bad happened. the first few condor battles are fine but the later ones are the buggy ones. the second one is when you go into the sleeping mans cave to get the mithril the game crashes the same way. i uninstalled the fort condor mod and that works fine but i got no idea about the sleeping man crash. the last one is pretty funny but not really a big deal. at the part where cloud is in mideel in the hospital when you go in one of the npcs is not redone and still all blocky but the funny part is she is like 5x her normal size lol
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-19 19:00:52
The crash in the sleeping man cave was an error with the New SoundFX in Bootleg 0035.  That bug is fixed in version 0036.
The Fort Condor crash must be a bug in Stayoff mod.  I'll contact him with the information.  Hopefully he will create a fix for this.
It's probably related to the new models.  I could add an option to only install the textures if he is unable to create a fix.

When I have the rebuilded pack 2 models completely assimilated, I'll upload an alpha of the next Bootleg.
Maybe I can sort out the rest of these problems for the final release.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-19 19:45:45
that sounds really good. thanks for clearing it up for me. im willing to go through the game hundreds of times to find all bugs too lol
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-20 16:49:42
just got the new bootleg and installed it with just a little bit of trouble but as soon as i started the game my jaw hit the floor. 1 problem one of the cloud models does not have a head in battle lol kind of scary. still great job on the new version
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-20 18:56:00
Which Cloud model is missing his head in battle?
That's a big fail on my part!  I need to fix that.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-20 23:45:21
the classic one. i barely noticed it all you see is a thin black line for his head
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-21 02:18:17
I'm having trouble recreating the missing Cloud head issue.
Could you please send me the two lines from Bootleg.log that state the Bootleg options?
They are lines 3 and 4 and start like this:
    INFO: Bootleg Options: . . .
    INFO: Brat Code: . . .

That will let me know the exact options you used when running Bootleg.
I can't have Cloud without his head!  I'm not the Red Queen!

EDIT:
I've found many bugs in Bootloader 0036.
The configure button fails to update ff7_opengl.cfg because I forgot to remove the debug settings.
It actually writes ff7_opengl2.cfg.
The music plugin is not correctly updated.
Also, Bootloader fails miserably if mode switching is not enabled.
It's unable to load a standard install of FF7.
I've corrected all these bugs and added additional features.
I'm continuing to improve Bootloader.
Expect an 0037 Alpha release soon-- Bootleg with Bootloader.
Aside from numerous bug fixes, the only added mod is Squallff8's Rebuilded pack 2.
The Rebuilded mod adds over 90 new field models to the Bootleg archive.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-21 04:02:36
sure thing i have to reinstall it on my main computer should take about an hour ill use all the settings i used. im playing it right now on my brothers laptop cause it runs better and having trouble finding that prick ultimate weapon. least i got something to do while it reinstalls
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-21 08:22:50
alright heres the info you needed for the headless cloud tried to do a screen shot but it wouldnt work for some reason lol



INFO: Bootleg Version 2011.11.13 Version .0036
INFO: Sun 11/20/2011 21:08:02.57
INFO: Bootleg Options: /C1 /S0 /P2 /R0 /O1 /N1 /A1 /V1 /H0 /L7 /M6 /K0 /E3 /T2 /Z2 /B0 /J0 /U1 /W0 /Y0 /Q1
INFO: Brat Code: /@111000110100111000
INFO: Destination Location: "C:\Program Files\Square Soft, Inc.\Final Fantasy VII\"
INFO: Mod Path: "C:\Documents and Settings\Tapatos\Desktop\Games\ff7 mods\;C:\Documents and Settings\Tapatos\Downloads\;C:\Documents and Settings\Tapatos\Desktop\Games\ff7 mods\"
INFO: Temporary Files: "C:\DOCUME~1\Tapatos\LOCALS~1\Temp\Bootleg_Setup\"
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-11-21 10:20:51
Thanks Tapatos, I will check this one out.

Edit : Figured out that you did not choose some Cloud swords, because with your options, it still asks for them. Look for the /G switch.

Important! The installer does not display the /G option in Bootleg.log This will be fixed in the upcoming release.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-21 17:02:07
no problem. i installed the Milennia+mike swords option. Do you know of a way to turn down the music in game? i turn it down in the config menu but it doesnt change anything. the new musics good but i like to listen to my music while playing
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sed7 on 2011-11-21 21:15:11
Hey guys,

Bit of a noob, spent the last 3 days swapping the modified files, now I'm up to compiling them into the lgp files. That said I don't know how to do it!

The cmd details earlier in the post are a bit over my head:

"Build the Modified LGP Files
NOTE: Use the command line tool 'lgp.exe' (not sure how this works)
NOTE: Please remain patient.  This might take a very long time on some machines.
NOTE: Ignore the error message-- 'Filename too long: dummy_animation.a'
    In the command window, issue the following commands:
        cd \temp (the cd part, is that just short hand for the full path, i.e. = C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\temp? If so, I'm under the impression spaces don't work and require something else)
        lgp battle battle.lgp (I assume once I comprehend how to use the cmd properly, these steps'll all be self-explanitory)
        lgp magic magic.lgp
        lgp char char.lgp
        lgp world world_us.lgp
        lgp mini high-us.lgp
"

Could someone dumb it down for me? And just FYI, I've put my temp files in C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\data\temp, not just in the install folder.

Any help would be appreciated, I've only discovered this Bootleg idea recently, seems to be the logical progression from the Remix 2.5.1 topic. Apologies if there's a tutorial somewhere, I'm just eager to see if I've got it all to work after spending so long getting the files together.

Thanks
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-11-21 21:32:08
You know, there is an installer, and that is for a purpose...
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sed7 on 2011-11-21 21:42:37
...sigh...

I thought I had to manually install them for it to work. Oh well!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-11-21 23:06:01
Haha that is fine :)

Tapatos : Open BootLoader, click on "Configure" then uncheck the box before "Music Plugin" and save. This'll do it.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-22 02:44:55
There is an error in the 0036 Bootloader that prevents Configure from working correctly.
Please wait for the updated Bootloader.

Here's what I've completed thus far:
    Added Squallff8's Redesigned PRP Field Models: Squallff8_Final_PRP_Models.rar
    +Fixed Beheaded Classic Cloud Battle Model
    +Fixed Broken Bootloader: configure and play without modes
    +Fixed stall at deglitching
    +Fixed Support for Special Characters: é, è, á, à, et cetera
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-22 05:37:33
hopefully next release is soon im waiting to reinstall everything on this machine til then it just takes way too long lol
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-22 08:17:12
0037 won't be long now.  I'm currently adding the Chibi models.  Then it's VGR's turn to do a little bug smashing.  I might forgo some of the extensive bug testing and just release an alpha build.  There were some serious bugs in 0036 so I'll rush a fix.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sed7 on 2011-11-23 08:47:13
Hi again,

I've managed to piece together the patches and mods I'm after, which is superb! However, I'm suffering from pretty incredibles lag most of the time. What's odd is occassionally the game runs at a normal speed, such as up until Barret get's out of the train at the start of the game.

Any suggestions on where to start trying to address the issue?

Thanks,

Sed

EDIT:

Started over, fresh max install, tried to play but wouldn't load, assumingly due to the graphics fail without the official patch. Installed Remix 2.5.1, seem's fine initially except consistantly struggles whenever the Shirna guards use the "Machine Gun" attack - causes some lag. Also some lag occurs when Barret states "Ex-Solider, huh? Don't trust ya!", both before and after your confirm his name. Again, some lag whenever a guard uses Machine Gun, but the game recovers. I'm then able to get past where Barret joins your party, but the game suffers SEVERE lag around and about when you get Jesse to open the door for you.

I don't see much point trying any further on the Bootleg until I've managed to address this issue so early on. Anyone have a clue what to do?

Thanks,

Sed
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-23 13:50:02
Hi again,

I've managed to piece together the patches and mods I'm after, which is superb! However, I'm suffering from pretty incredibles lag most of the time. What's odd is occassionally the game runs at a normal speed, such as up until Barret get's out of the train at the start of the game.

Any suggestions on where to start trying to address the issue?

Thanks,

Sed

EDIT:

Started over, fresh max install, tried to play but wouldn't load, assumingly due to the graphics fail without the official patch. Installed Remix 2.5.1, seem's fine initially except consistantly struggles whenever the Shirna guards use the "Machine Gun" attack - causes some lag. Also some lag occurs when Barret states "Ex-Solider, huh? Don't trust ya!", both before and after your confirm his name. Again, some lag whenever a guard uses Machine Gun, but the game recovers. I'm then able to get past where Barret joins your party, but the game suffers SEVERE lag around and about when you get Jesse to open the door for you.

I don't see much point trying any further on the Bootleg until I've managed to address this issue so early on. Anyone have a clue what to do?

Thanks,

Sed






2 things, 1 what are your system specs and 2 what is the resolution ur playing at. i learned that the game requires much more system resources after all the mods have been installed but running at a lower resolution should fix the problem




EDIT:

Which mods have you installed. did you go down the list and grab all of them or just a few. bootleg has a mods page under options that tells you all the required ones for the current settings you have chosen so if any are red get those too.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sed7 on 2011-11-23 18:56:58
Win 7 64-bit
2.4 quad core
4GB ram
1gb graphics

The specs aren't a problem with just the remix installed, I played the game to completion with it a few months back and nothing has changed there. I've tried the lower resolution (640x480), the first thing I did on encountering the problems, but that has only helped with the lag during the "Machine Gun" animation, everything else hasn't improved.

So far I've only got up to installer Remixer before playing with Bootleg, as the readme instructions have suggested. I'm fairly sure I have all the mods required for bootleg, however I'll go back and double check for when I eventually get to that stage.

Thanks,

Sed
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-23 19:04:34
ahh ok try gettin all the mods cause i did the same thing just jumped in and started with the remix and had a few problems. just a not bootleg also installs the remix if you have it in the mods directory so if u ran bootleg after you installed the remix that might have caused problems
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sed7 on 2011-11-24 04:15:04
Awesome, I'll give that a go. Turns out I was missing a few of the red mods (put them off due to MegaUpload's restrictions...) Will post back with results.

EDIT:

Some trouble with two mods:
missing_hq.zip
cr.rar

links in the first page don't work. Managed to find Missing_hq.zip HERE: http://www.mediafire.com/?ccslevagl17a4nv

Struggling with the cr.rar. Any direction would be appreciated.

Also, with regards to the "ff7_enhanced_movies_1.zip" file, I got the part rar file version which appears to be missing part 3. Is this normal? Will it still work? IT's a big file to download all over again...

Thanks in advance,

Sed

Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-24 06:29:09
a couple of the mod links are dead or outdated now but pitbrat was nice enough to include them in with the newest bootleg so no worries just download that its only 100mb. not sure about the enhanced movies but if its missing a file i should jsut skip it altogether just make sure to let bootleg install everything on its own.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sed7 on 2011-11-24 07:12:56
Yeah some research revealed the cr.rar file to be somewhat reduntant, so it's just the enhanced video files now, which is near finished.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sed7 on 2011-11-24 08:34:12
Sigh...

Ok, all that, and now I'm told to insert the disc.

Yes, the disc is in the drive.

Yes, it's in the same drive I installed from.

What next?

Eventually foudn the Square Soft folder, not in the default location. Changed the datadrive to the correct path, and still asking me to insert the disc.

SUCCESS!

Tried all the disks, and for some reason the reg changed the drive to the wrong one... not sure why. Changed again to the correct and I've acutally got the game to start.

Now to see if it keeps running...

...and the answer is no. Epic, epic lag. Will try lower resolutions and such tomorrow, but if anyone can think of any other solutions, that would be handy.

Bugger it, time for bed.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-24 13:20:17
Please use the new
BIG LIST OF FF7 MODS (http://forums.qhimm.com/index.php?topic=12503.msg173799#msg173799).
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-24 16:28:47
theyre all the same versions of the mod still right? downloading them all was a nightmare lmao
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sed7 on 2011-11-24 18:45:04
Are the ones in red (i.e. nessesary for the Bootleg) any different from those in the OP? I'm not redownloading all the red files unless I absolutely have to XD

Thanks Pit, I didn't realise the OP list was out-dated, there are some new files I'm missing, but are they likely to be the cause of the lag? Might be worth editing the OP to show them where the new list is, if it's as simple as cutting and pasting. I know compiling a list that big is pretty rough going.

EDIT:

Absolutely no improvement in the lag.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-24 22:41:53
To determine which mods you need:
    Run BFE.exe
    Choose your desired configuration or use one of the presets
    In the mod location box enter the path of the mod containing folder
    From the menu select FILE, MOD LIST

The mod list is color coded:
Mods in green are already present. 
Mods in yellow are missing but not required with the current configuration. 
Mods in red are missing and required for the current configuration to install correctly. 

If any of the links are down, check the big list of mods for the most current links.

I don't recommend running Bootleg with any mods still listed in red. 
Bootleg attempts to recover when a required mod is missing but there are consequences.

I removed the outdated file list and added a larger link to the new and improved mod list.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: sl1982 on 2011-11-24 22:57:30
Just out of curiosity why are any of the mods required? If installed manually are they required to be installed in conjunction with each other?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-24 23:18:38
Bootleg automates mod installation on a vanilla FF7.
Some of the mod authors requested that I NOT include their work in the Bootleg archive.
Other mods are just too large to repack into one easy to download file.
If the user selects an option that requires files from one of those mods, then Bootleg lists the mod as a required download.
Bootleg provides links and attempts to simplify the download process.

I continue to receive permission from more authors to include their work.  With each new version of Bootleg, the number of options increases and the number of additional downloads decreases.
Eventually I hope to do away with the need to download the largest of the mods-- The Remix.
Most of The Remix is bloat and not necessary.
Due to size the movie and music mods will most likely always remain separate downloads.

I could use some help in eliminating The Remix.
I would be very pleased if someone converts the OCRemix tracks to the OGG format.
I might explode with joy if that amazing individual managed to make the tracks loop!
I'm currently sorting through the modified and fixed PRP models from The Remix.
Other than the fixed PRP models and the OCRemix soundtrack, there is only one other tiny little asset that The Remix has to offer.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Covarr on 2011-11-25 01:00:10
I would be very pleased if someone converts the OCRemix tracks to the OGG format.
I might explode with joy if that amazing individual managed to make the tracks loop!
I already told you in the IRC that I'm working on this. It'd be done now, if I wasn't so lazy, but progress is being made.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-25 05:54:19
Sometimes I talk so much that I forget what other people say.
There's no rush.  I've heard it's nearly impossible to make some of the OCRemix tracks loop smoothly.

I have so much to fix with this latest build of Bootleg 0036.
It seems like I introduced more bugs than fixes when I started moving mods into the Bootleg archive.
I apologize for releasing such a mess.
I've fixed all of the bugs that you all have brought to my attention.
I'm currently assimilating the Bloodshot mods and the Chibi models.
Thank you all for sticking with this project.
This next version is so much better!
Please tell me all your complaints now so I can  have everything fixed for 0037.
I'll release this one as soon as I get it compiled and running so the bugs of 0036 can be a fading memory.

I've already remade Bootloader.  The 0036 release is a pile a steaming dung beetles.  At least it switches modes.
Now Bootloader edits all the major config options including the game CD-Rom source drive and the movies path.
There are a few extra options I want to work in, but they can wait until I have a bug free release out.
One major option is the ability to create presets so that BFE knows the last used settings.
The second addition is the ability to generate an install image directly from the CD-Roms.
Then Bootleg can install directly from the image.
These options together will make it very easy to reinstall FF7 in order to explore all the mods.

Please submit bug reports for Bootleg 0036!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sed7 on 2011-11-25 06:03:33
It seem's I'm still somehow missing a single red file! Thanks for the short cut to finding it. Having already ran bootleg, is it possible to simply re-run it to install the missing red file, or do I need a fresh install? And again, is this missing mod likely to be the cause for the lag, or is there no way to really tell?

Thanks in advance,

Sed

EDIT:

Yeah, again, lag.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-25 21:40:43
The lag sounds more like a driver issue.
Try enabling PBO in ff7_opengl.cfg:
    use_pbo = yes

Also, update your video card drivers and defrag your harddrive.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-11-25 21:44:14
It may also be an issue with the Battle Scenes as LGP. These are known to cause slowdown.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sed7 on 2011-11-26 00:39:56
The PBO thing seems to have worked, so far so good! Thank you so much for the recommendations! Now I can finally enjoy all the hard work your guys have done!

EDIT:

Some glitches I've found, no doubt you're aware of them already:

Slight texture issue on Tifa's left foot during battles, there's a grey patch instead of the whole boot being red.
The door to the room Cloud sleeps in in Aerith's house sometimes it stuck closed (you're atill able to walk through it though(
When Barret starts hitting the old door to Sector 7, with the new sfx he grunts like a girl.. XD
The font size is a bit big for the speach boxes

Other than that, if anyone can tell me a simple way to revert the names (Marin instead of Marlene? Really?) back to their originals, it'd be appreciated! Not sure which mod this came from.

Thanks!

ANOTHER EDIT:

NO CHOCOBO WALTZ!? D:
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: royalmurder on 2011-11-26 11:57:20
Is there a way to have the normal barrett battle model? I noticed in the 0036 front end that there wasn't a "Normal" option; perhaps this could be fixed?

edit:
    not fixed, per-say, but... altered? that's more what I meant X)
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-11-26 12:17:29
We will modify that for 0037.

A new release is getting more and more important! We're getting closer everyday.

Now the Bloodshot's models are included in Bootleg, which will increase the download size of Bootleg yet again, but reduce the number of required downloads.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-26 12:59:13
That grey patch on Tifa's foot isn't a mistake.  Her feet are her weapons and that steel plate makes her kicks hurt more.  There's another plate on her elbow.  In the original art, she has them on both feet.
The door in Aeris' house is a glitch with FacePalmer.  The fix requires reverting the entire scene back to the original gaphics.  It's a minor glitch, so I left it alone.  There's no way to just fix the door without removing all of the scene graphics.  Well, there's Photoshop, but manually editing scene graphics is very intense.  You'll also notice in Costa Del Sol that there's a blue line around the doors in the hotel.  FacePalmer has some problems with doors and lights.
Issues with font size and character names are definitely related to the Menu Overhaul.  To revert the names, just reinstall the Menu Overhaul without the ReTranslation option to use canon names.  After reinstalling, you'll need to alter the file 'ff7_opengl.cfg' to change the mod path:
    mod_path = bootleg
I'll look into Barret's falsetto attack.  Many of the sounds get reused.  It's probably one of Tifa's attack sounds that is recycled.  I'll look for an attack sound that has no voice.
The Chocobo Waltz is included in all but the OCRemix soundtracks.  Did you install FF7Music? 

Royalmurder,
You want an option to use the Barret model from the vanilla game?  The Timu Sumisu Barret model from The Remix is close to the classic style.  I've included all the Barret models I found at Qhimm.  The only option I can think to add would be 'NO CHANGE.'

Thanks for the feedback.  Keep it coming.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sed7 on 2011-11-26 20:55:57
The door in Aeris house wasn't a big deal, just thought I'd bring it up incase it was unknown. By Chocobo Waltz I meant the chocobo's dancing when you recieve the chocobo/mog materia, this may be an issue with the updated models not having the same freedom of movement as the other ones.

Some minor things, barely worth mentioning:

Solar flare effects on back grounds seem's pretty heavily pixelated (the last scene from memory is after the scene just before the Mt Corel reactor), I'm not sure if these are "built into" the backgrounds or not.

If you fall through the rail tracks on Mt Corel West, the music doesn't restart on climbing to the top.

As for the retranslation, it seems that if you uncheck it it assumes the files you have are the vanilla ones and leaves it be, it doesn't revert them back to normal. One would assume using the uninstall option then reinstall mend this? The "Lucky Tifa" option doesn't seem to be working either, unsure if this is also applicable to Cait Sith.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-26 23:29:16
The Chocobos not dancing is most likely an issue with one of the model animations.  These models are from the Phoenix Rejuvenation Project.  I'll try to track down the original animation and see if that will work with the new models.

All lighting effects are somewhat broken when using the new field textures.  If you want the hires lighting effects, uncheck REMOVED GLITCHED under the field textures box before running Bootleg.  The game will then the higher quality lighting textures.  Unfortunately, the lights will no longer flash and pulse like they do with the old textures.  Also, some scenes will have dark blotches.  There are still quite a few issues with the updated field textures from the mods FacePalmer, BlackFan and the Field Files Packs.  The powers that be informed me that the OpenGL driver will eventually support the lighting effects.

Any issues with music are related to FF7Music.  Covarr knows the most about how ff7music works.  I've found other problems with it.  If you skip the opening movie, the game music doesn't start until Cloud leaves the train platform.  Also, sometimes the wrong battle music plays or the battle music plays at the wrong time.  FF7Music hasn't received updates in a very long time.  I'm not sure if the original author even frequents these forums anymore.

You won't be able to just uninstall the ReTranslation or Menu Overhaul because of the large number of other mods installed.  Try installing the Menu Overhaul with ReTranslation and uncheck the Canon Names option.  That will at least use the American version of their names.  Other than that, you can always change their names in the game or with a program like Black Chocobo.

I'll have a new version of Bootleg out soon.  There are nearly 50 new field models and some other improvements and bug fixes.  It will require a fresh install . . .
Here's what I've done so far:
.0037
    Added Field Model Options: Squallff8's Redesigned PRP Field Models in two flavours-- Bootleg and Full
    Added Vincent Model Option: New Boots
    Revised Option Descriptions
    Revised New SoundFX with louder Cursor and Cancel Sounds; Removed female voice from hit sounds shared by Tifa and Barret
    +Fixed Beheaded Classic Cloud Battle Model
    +Fixed Broken Bootloader: Added options to configure, Save now works, Play now works without modes
    +Fixed stall at deglitching
    +Fixed Support for Special Characters: é, è, á, à, et cetera
    Integrated Mods: Squallff8_Final_PRP_Models.rar, Vincent's Boots.rar, Models.7z, HQMBV2 - Classic Buster.rar, Classic Models.7z
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sed7 on 2011-11-26 23:51:41
Sounds like I got the itch at a bad time if a new bootleg will be out soon XD

There's also been some issues with text boxes not appearing on the world map, like the instructions when you first get the buggy not showing up, or Cloud's "???" when the buggy starts to malfunction outside of Cosmo Canyon.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: DLPB_ on 2011-11-27 00:01:02
Quote
You won't be able to just uninstall the ReTranslation or Menu Overhaul because of the large number of other mods installed.

If you mean purely menu overhaul, the uninstall option at bottom should do it.  By File should completely renew the files.
edit:

Yeah, once the re translation is added, to get back to the original files you need to use uninstall by FILE.  not by patch.

Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-27 01:34:24
I thought there might be an issue with the Menu Overhaul uninstall option because flevel.lgp is heavily modified after Menu Overhaul installs.
Also, if Mode Switching is enabled, there are multiple copies of the files that Menu Overhaul modifies.  Menu Overhaul installs two times when using Hardcore and Mode Switching.  Unless you restore the correct mode before uninstalling, you could hose the game. 

The Menu Overhaul Uninstall option works fine.  It's all the other mods that are installed after Menu Overhaul that can cause confusion.

If you don't use Mode Switching, Aeris Revival and the Hardcore Mod then uninstall should work without any snags.

Bootleg has no uninstall function and doesn't make any backups.  Create an FF7 image and use that to install Bootleg.  It speeds up the process and makes it easy to do multiple installs.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sed7 on 2011-11-27 03:51:03
I can probably put up with it before the next bootleg which'll need a fresh install anyhow.

Another glitch, similar to the text boxes I mentioned on the world map, the count down timer for Cid's cutscene just before the failed rocket take-off was missing. Sierra's hair is also messed up, but that's been present since Remix 2.5.1, so I'm sure y'all know about that
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-11-28 04:10:17
If anyone wants to tinker with the models, I'll happily include any adjustments in the next Bootleg.
Certain details still need corrected like Sierra's hair, the balls at Costa Del Sol, the 3 flippered dolphin and a few others.
Any custom fixes you might have lying around your hard drive are very welcome!
Bootleg is a community project and I encourage everyone to contribute.

I'm currently investigating alternate materia options.  There are quite a few materia styles floating around.
Romeo14 made some beautiful materia textures.
Is everyone happy with the current materia options?  It would take some effort to make the new textures work with mods like Menu Overhaul.
Is adding a few more materia texture options a worthwhile endeavor?  Or is it just overkill . . .

I have a day of testing planned for 0037.  I hope a release is soon to follow.  I'm actually enjoying how easy changing options is with Bootloader.  I hope a few people start using it so I can get some input on how to make it more useful.  I know it's not difficult to load the .cfg and alter the settings in notepad.  But it's so much easier to use Bootloader to just click and change all the settings including registry entries and kernel mods.

Also, what Barrett model do you want me to add?  Is it just the original Barrett battle model that you want?  Is the Timu Sumisu Barrett model not close enough to the classic style?

I want to hear y'alls  thoughts on the materia textures, Barrett battle model and chibi field models!
Thanks to all the Final Fantasy VII fans!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sed7 on 2011-11-28 07:45:39
Timu's Barret compliments the Apz Cloud pretty well, the HQ Aerith/Vincent models decidedly less so. Having the classic models is always a nice touch, though. I'm not even sure what Materia textures Romeo14's materia textures do

I wish I had the free time to learn much about modelling XD
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sephitome on 2011-11-28 22:16:59
Just about to install. Looks great. Big thanks to everyone who put the work in. Any common mistakes or problems I should watch out for during installation?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sephitome on 2011-11-28 22:47:15
Sorry for the double post, but alot of the links seem to be dead, such as the avalanche GUI and hardcore mods. Any suggestions?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-11-29 00:10:03
There is no need to double-post. Use the edit function.

Use the Big List of Mods for FF7 (http://forums.qhimm.com/index.php?topic=12503.0) instead. The other links are outdated.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-30 23:48:59
would it be possible to add an option to change certain mods out on the fly with bootleg. like say you dont really like the model you chose and want a different one without having to reinstall everything. or you want to change the soundtrack to a different remixed one just click a button and wait a few minutes to change it out. that would probly be the best feature
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-11-30 23:51:42
PitBrat and I will think about it before giving a definite answer.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-11-30 23:53:00
awesome thanks
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sed7 on 2011-12-01 06:59:57
Couple of bugs:

When Cloud is sitting in the Gondola, his albow seems to be attached mid arm, and this happens a few times.

Sephiroth's model seem's unusually tall during CS at the Temple of the Ancients and at points in the Northern Crater.

When you reach the point in the Northern Crater, there is little or no difference in the "wind" effect in order to help guage when to try and run though. I got through basically by just running at it repeatedly and hoping for the best.

The large font makes it difficult to navigate the menu options after Cid joins the party before going off into space.

There's a bit of a typo when Cid is talking about Sephiroth on the Highwind after the return from space "fEsting inside like a sickness"

There's a couple of odd bits which have been present since Remix 2.5.1, such as Cloud holding his head with the back of his wrists, and Cid sratching thin air instead of the back of his head, I think these issues may be unavoidable though with model skeletons and such.

Possibly some other bits and pieces, however I've been without the 'net a few days and didn't think to write them down XD
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-12-01 14:04:40
The font issues on the world map and typos are fixed in the next version of Menu Overhaul. 

Some of the field models are a bit creaky and have popping joint.  There is an alternate version of the Cloud field model in the next release of Bootleg-- Rebuilded Cloud.  The detail is lower but it may animate more smoothly.  Sephiroth has quite a few problems during the Temple of the Ancients sequence.  At one point you can see his hair through his head.  If anyone has the skills and time to fix the models, I'd be very grateful.  I attempted to fix the problem with Cloud's arm in the gondola and just introduced glitches during his other movements.  Controlling the finer animations in Kimera is tedious.  These new models have many more polygons than the old ones and sometimes they don't line up with the skeletons.  I've added an option to the next Bootleg for a full install of the Rebuilded models.  As with the Cloud model, they lack some of the PRP models' detail, but they may animate better.

Hopefully APZ releases his new canon Cloud soon.  I trust that his model will work flawlessly.

The issue in the Northern Crater is due to the FacePalmer field textures.  Using the Removed Glitched field textures option will correct the issue by reverting to the original textures.  Alternately, choose an field textures option that does not include FacePalmer.

Thanks.  I wish I could say the animations will be fixed.  Alas, the glitches are often compromises.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Broseph621 on 2011-12-02 22:02:46
Hey Pit and Vgr,

Thanks so much for all of your work on Bootleg. FFVII has been my favorite game since I first played it and it means a lot that someone has taken the time to improve on it. Currently I am working on downloading the required mods and I am getting hung up on a couple of things. Pardon my lack of knowledge, I hope that you can help me out.

First of all, when I try to download the "magochocobo_ff7pack3.part1.rar" file I get the following message:

(http://dl.dropbox.com/u/39291380/Untitled.png)

At first, I thought that the download site was being blocked because I am in Ecuador, but then "magochocobo_ff7pack3.part2.rar" downloaded just fine. Has anyone else had an issue with downloading this file?

I have also been having an issue with the "Final_Fantasy_VII_Remix_v2-5-1_Installer.exe" file cutting off halfway through the installation. I thought that it may be my internet connection (once again, Ecuador), but it is happening every time I try and I am downloading torrents all the time with no problems. Anyone else have this problem?

In addition, I am having problems with the files that are on MegaUpload. I downloaded a few of the required mod files from them a couple weeks ago, but since then I have been getting a "Download Limit Exceeded" message followed by a page that tells me that I am currently downloading a 100431872 byte RAR file, which I am not.

These may be a total n00b questions, but if you have any thoughts they would be gratefully accepted.

Thanks again for your work guys.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-12-02 23:45:22
Broseph621,
I just tested the Magochocobo files and the download links work from my location in the US.
Did you try the one file version?  Either version works with Bootleg:

magochocobo_ff7pack3.rar                        Magochocobo     Battle art enhancement as PNG Pack 3    Qhimm (http://forums.qhimm.com/index.php?topic=11551.msg159674#msg159674) FILE (http://www.megaupload.com/?d=Q49HDUJZ)

magochocobo_ff7pack3.part1.rar & part2.rar      Magochocobo     Bite Sized Battle art as PNG Pack 3     Qhimm (http://forums.qhimm.com/index.php?topic=11551.msg171665#msg171665) PART1 (http://www.mediafire.com/?hbc4z157789cprs) PART2 (http://www.mediafire.com/?91qtif1txrwei0g) Alternate for magochocobo_ff7pack3.rar


Try using the
BIG LIST OF FINAL FANTASY VII MODS (http://forums.qhimm.com/index.php?topic=12503.msg173799#msg173799)
There are some mirrors in that list that aren't in the Bootleg mod list.

The Remix is hosted in other places.  You might find a working link with Google.
What download site is the most reliable for you?
I'll see about mirroring the downloads on a site that I know will work for more people.
You aren't the only person outside of the US to have these download issues.

I'm including more files inside the Bootleg archive with every new version.
Unfortunately files like the Magochocobo mods and The Remix are much to large too combine into one download.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Broseph621 on 2011-12-04 23:49:14
Awesome.. I have magochocobo_ff7pack3.rar downloading now.

So, to be clear, if I have the one file version but not the two-parter, Bootleg will run without crashing?

The site that I have found to be the easiest and most user friendly is MediaFire. MegaUpload has a 45 second waiting period as well as a download cap, whereas MediaFire has neither from what I have seen so far.

I found a torrent of Final_Fantasy_VII_Remix_v2-5-1_Installer.exe here: http://isohunt.com/torrent_details/223351353/?tab=summary (http://isohunt.com/torrent_details/223351353/?tab=summary)

Thanks man.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-04 23:51:49
Yes, it will run without crashing.

Yes, it'd MediaFire indeed. I am considering getting a premium account there for huge files.

There is no need for a torrent of the Remix. Once APZ releases his new Cloud, the Remix will be totally removed from Bootleg, the Qhimm forums and any mirrors as long as possible.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: ChaosEngine on 2011-12-05 23:39:27
Wow.

This is quite possibly the most amazing thing I've come across in recent years for my gaming (At least since I ran across the Quake HD mods).

I used to play FF7 when it first came out and I was way younger, and this is such an amazing improvement. You guys should be proud of yourselves, beyond belief.

I just finished Cosmo Canyon, and thus far, any minor glitches that I've run across have been so minor they're not worth mentioning. All the models look great (And I get a chuckle occasionally in fort condor where some of the NPCs are still blocky standing next to the improved Cloud model).

I don't really have any reports to add, bar one; I'm not sure if anyone mentioned it, but when you go for the chocobo race in corel prison, no music plays. Definitely not game breaking, just something to add to a list.

Keep up the amazing work! It's great to have such an improved version of one of my fav games ever!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-12-06 03:44:22
There are nearly 50 new field models from 2 artists already in Bootleg0037.

Squallff8's final Rebuilded models replace the Fort Condor field models!
Check out the boys of Fort Condor, now they really show their polygons.

The list of additions is still too small for a release.
I'm waiting for something big!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: IHIavok96 on 2011-12-06 19:16:09
When it comes to battle models (like Barrett, Tifa or Vincent.) Would it be too much to ask if there was an option to keep them normal?   If it's not too much coding to do.

  I always like having the option to keep em' the same if you don't like the replacement model.  ;)
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-06 22:12:37
Sure, that's easy.

Also, for 0037 both TA installers and FF7Music installer will run silently. In other words you won't have to do anything. And before you ask, DLPB's installers can NOT be run silently.

So now there are three less installers to run!

We are always working to improve Bootleg!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Kranmer on 2011-12-06 22:34:18
Sure, that's easy.

Also, for 0037 both TA installers and FF7Music installer will run silently. In other words you won't have to do anything. And before you ask, DLPB's installers can NOT be run silently.

So now there are three less installers to run!

We are always working to improve Bootleg!

Well actually DLPB's and my installer can be run silently using the /verysilent command (the /silent command works but still shows file copying) although it does still show his seph animation and play that bit of music and TS still shows its CMD window, but it doesn't require any user input.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-06 23:24:31
Kranmer, I love you...

Now the FMV restoration will be run silently.

Thanks to Kranmer, Bootleg will need next to no user input!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Demontom on 2011-12-07 03:30:31
I just started using mods with FFVII, and I had Remix working perfectly.  Now I've installed Bootleg and I get lag literally right from the start, ie: the Eidos logo.  I have no idea what I did wrong.  I've tried bumping down the resolution to 800:600 but that didn't help.  I really don't think it's the specs of my comp, has anyone experienced this before?

Here's the basic specs of my laptop.

Processor: Intel(R) Core(TM)2 Duo CPU     T6400  @ 2.00GHz (2 CPUs), ~2.0GHz
Memory: 3072MB RAM
Card name: Mobile Intel(R) 4 Series Express Chipset Family
Manufacturer: Intel Corporation
Display Memory: 1325 MB
Dedicated Memory: 64 MB
Shared Memory: 1261 MB
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-07 11:27:40
Uninstall everything before installing Bootleg.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-12-09 19:46:21
I've mentioned this before and it's also stated during the Bootleg installation.
To prevent lag, enable PBO in ff7_opengl.cfg:
    use_pbo = yes

This might not work on some older video cards.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Daniish on 2011-12-09 20:43:32
I am stuck at this part :(

Quote

Modifying & Compiling LGP Archive
    NOTE: To prepare the .lgp archives, copy and replace model files as instructed.
        Afterward, use lgp.exe to compile the archives.  Please remain patient while compiling.
            Field files go in C:\temp\char\
            Battle files go in C:\temp\battle\
            Minigame files go in C:\temp\mini\
            World files go in C:\temp\world\
            Magic files go in C:\temp\magic\
            Flevel files go in C:\temp\flevel\


I dont get what do i need to do here... I was following the tutorial step by step and now I am stuck..

Any help is great ^^ Thanks!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-09 21:45:45
You can download and run the installer. It will do it all for you.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Daniish on 2011-12-09 21:49:45
You can download and run the installer. It will do it all for you.

Haha you need to be joking! I followed everything hahahah I am so dumb :( Yeah Now I am adding every file to a folder and I will just run Bootleg :D I hope it goes well..!

Thanks for the reply
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-09 22:17:31
You are not the first one. We will make it clear.

We are looking for something big before the 0037 release!

So far, between the 0036 release and what is done now, there are improvements, mainly in the code and stuff you won't notice at first. Some bugs fixed.

Trust me though, coding Bootleg (and even debugging for me) is way harder than it is for you to follow the tutorial. We just make it so it's easier to install for anyone.

Ultimate goal : One-file download BIG Remade FF7 to download and install. That probably won't be before a while, maybe not before 0120! Until then, just enjoy easy installation.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Daniish on 2011-12-09 22:47:27
You are not the first one. We will make it clear.

We are looking for something big before the 0037 release!

.....

Thank you. I really appreciate what you are doing for ff7 fans and players :)


btw.. The Remix Mod comes with the ff7102zx.zip  ? (1.02 patch) Because it does not appear in the Mod List of BFE .. Just asking :P
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-09 22:48:11
No, Bootleg has it integrated.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Daniish on 2011-12-10 14:43:24
Got it working! Everything is fine. (Windows 7 - 32 Bits)

Thanks!

Will post some screenshots later :)

Except for the project Overhaul M004

(http://localhostr.com/file/YEBLZuy/test.png)

any help ?

Fixed (Thanks Vgr):
Don't enable 9999 break on opengl file ! just keep it at:
Code: [Select]
# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

On another side my suggestion:

TIP: I recommend you to use the highest resolution your screen can :)  I was using 1152 * 864 and the GUI was not showing right and the fonts were pixelated... Then I changed it to my highest res that was 1280*1024 and everything was fixed :)

(http://localhostr.com/file/apywTBw/res.png)


Well now its working pretty fine so here is an screenshot :) !

(http://localhostr.com/file/BUdSYrG/example.png)


Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2011-12-12 14:15:45
Hey guys, quick question.

I downloaded bootlegger and a lot of the files from the big list last night, couldnt get everything running properly. Before I flood everyone with a million questions,

Are the links in the big list that are just black required, supported, included or obsolete files?


Thanks so much!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-12 14:16:56
Black are the files that aren't supported (yet) in Bootleg.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2011-12-12 15:03:29
thanks for the quick reply vgr!

Ive been stuck on "deglitching field textures" for almost an hour now. Does anyone know what can help?

Thanks!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Daniish on 2011-12-13 00:21:55
thanks for the quick reply vgr!

Ive been stuck on "deglitching field textures" for almost an hour now. Does anyone know what can help?

Thanks!

Do you use win7 ? if so remember to configure bootleg.exe "run as administrator" and also disable the antivirus when installing, because there are some files that are detected as a virus, and most of av's autodelete them making trouble in the installation.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2011-12-13 03:25:17
Im on Vista, and I ran as admin and disabled antivirus stuff. Lol, at a loss for ideas.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-12-13 16:48:05
Before you click RUN BOOTLEG in BFE, uncheck REMOVED GLITCHED under FIELD TEXTURES.
There is a problem that can hang the installation on some systems.
This is fixed for the upcoming release.
I'm holding out for the new Menu Overhaul and OpenGL driver.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: finalfan7001 on 2011-12-13 18:02:19
Alright I installed Bootleg 0036 and when I select Game Mode Normal in the Bootloader weird things happen. I fight a dog-like enemy instead of the soldiers getting off the platform and I faced the scorpion boss as a random battle in the mako reactor.

Any reasons as to why this is happening?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2011-12-13 19:13:28
Before you click RUN BOOTLEG in BFE, uncheck REMOVED GLITCHED under FIELD TEXTURES.
There is a problem that can hang the installation on some systems.
This is fixed for the upcoming release.
I'm holding out for the new Menu Overhaul and OpenGL driver.


Ah thanks man, that had to have been it! I dont have the time to sit down and try it right now, but I will for sure. Unless waiting for this upcoming release would be worth it in your opinion?

anyways, thanks so much for the help, really. Btw, has anyone played through the Lost Wing mode?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: sen on 2011-12-13 20:17:47

 Btw, has anyone played through the Lost Wing mode?
I did on the psx version and i must say it is pretty good and has alot of newly made materia and weapon stat change, enemy changes if you don't like it Bootlegher allows you to switch to other game difficulty mods especially the popular gjoerulv hardcore mod.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2011-12-13 20:37:03
I did on the psx version and i must say it is pretty good and has alot of newly made materia and weapon stat change, enemy changes if you don't like it Bootlegher allows you to switch to other game difficulty mods especially the popular gjoerulv hardcore mod.

Awesome! I was wanting to try it just because ive played the regular version soo many times. Well im afraid im getting off topic lmao but thanks guys
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-13 21:19:34
The Lost Wings mod is awesome! I converted it for the PC version, but it slightly differs from the PSX one in some points. Nothing major or susceptible of breaking the game though.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-12-13 22:39:34
The version of Bootloader I included in 0036 is broken.
It was a test version.
A working and improved version of Bootloader is scheduled for release when the next wave of mods hits Qhimm.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2011-12-13 23:21:58
Success! This is so awesome. Big thanks to pitbrat and everyone involved with these awesome mods. Im an art major, I wish I could help with graphics Im just not savvy with any programs.


Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Broseph621 on 2011-12-14 04:14:16
Hey Pit,

I am having a problem downloading the file MOVIE.zip. It is one of the only files that is not hosted on Mediafire or MegaUpload and the download button on the website (http://uploaded.to/file/uic6or (http://uploaded.to/file/uic6or)) seems to be broken. After clicking the 'Free Download' button, entering the two security words and hitting download, it gives me the message "starting download..." and then proceeds to revert back to the original 'Free Download' button without initializing the download.

Not sure if anyone else is having this issue, but I did not see anything about it in the forums. I tried searching for a mirror or a torrent of the file on Google, but came up empty. I have been working on downloading all of the mod files for about 3 weeks (I am working with a 20 kb/s connection) and I am so close to having all of them ready for the release of 0037. Do you know of another website that hosts the MOVIE.zip file?

Can't wait to play!

Thanks man.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2011-12-14 04:27:47
Hey broseph, I just used the movie files that DLPB made and I havent had any fmv problems to far. No need for movie.zip I believe.

But im super new so idk!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-12-14 13:41:18
Movie.zip contains the original Rumbah intro and reactor one movies.
It's only necessary if you use the Bootleg options for the FMV cutscenes.
If movie.zip is missing, Bootleg installs alternate FMV's.

Here is an alternate Google Docs link for Movies.zip.
I've also created a Bootloader patch to fix the terribly broken Bootloader included in the 0036 archive.


MOVIE.zip               Rumbah       New Opening and Mkup Movies             Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg156206#msg156206) FILE (http://uploaded.to/file/uic6or) MIRROR (https://docs.google.com/open?id=0BwC7kjtdF7wpNDJhNDYzM2MtY2ExNC00ODFhLTgyY2YtZWRlNTRkYmYxMTlh)

Bootloader0036b.zip     PitBrat      Bootloader Patch                              FILE (https://docs.google.com/open?id=0BwC7kjtdF7wpMDY2NWQ5NzAtN2U1Yy00ZTljLTg3ZGMtZjRiNmVmYjYxYjc4)

Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Broseph621 on 2011-12-14 23:00:23
There is no need for a torrent of the Remix. Once APZ releases his new Cloud, the Remix will be totally removed from Bootleg, the Qhimm forums and any mirrors as long as possible.

Hey Vgr,

Any word about APZ's new Cloud? The Remix Installer is the last file that I have to download before I can run Bootleg and it seems that the link is now broken (http://fire.snigsclan.com/dragon/tite/Final_Fantasy_VII_Remix_v2-5-1_Installer.exe (http://fire.snigsclan.com/dragon/tite/Final_Fantasy_VII_Remix_v2-5-1_Installer.exe)). I actually tried to torrent it, but there are no seeders, unfortunately. Has it been removed, as you stated above?

Thanks man.

Btw.. Thanks for your quick responses Pit and Lionsmane.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2011-12-14 23:42:51
Hey Vgr,

Any word about APZ's new Cloud? The Remix Installer is the last file that I have to download before I can run Bootleg and it seems that the link is now broken (http://fire.snigsclan.com/dragon/tite/Final_Fantasy_VII_Remix_v2-5-1_Installer.exe (http://fire.snigsclan.com/dragon/tite/Final_Fantasy_VII_Remix_v2-5-1_Installer.exe)). I actually tried to torrent it, but there are no seeders, unfortunately. Has it been removed, as you stated above?

Thanks man.

Btw.. Thanks for your quick responses Pit and Lionsmane.



I went here http://forums.qhimm.com/index.php?topic=8915.0 and downloaded parts 1-4 from the first post. You just have to unrar them into your mod folder. :]
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: finalfan7001 on 2011-12-15 02:37:48
I tried the new version of Bootloader and it's still not able to run a Normal version of FF7.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-12-15 16:41:46
What operating system are you using?
Bootloader won't work unless Bootleg installs completely and 'Run FFVII-Bootleg.bat' is located in the FF7 folder.
Also, Bootloader has to run with administrator privilege.
I'll try to recreate this issue if you give me a few details about your FF7 installation.

I will continue to improve Bootloader for the 0037 release.
Thank you for your feedback.
It helps me identify where to focus my attention.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: finalfan7001 on 2011-12-15 17:39:09
I'm using Windows 7 64 bit. I did a fresh maximum install of FF7 and bootleg.

I thought it was the administrator thing at first but it still won't run a Normal version of FF7.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2011-12-16 00:12:04
Hey, quick question (dont worry about it if theres not a quick answer.)

Im running the game right now with FinalFanTims music, and I was wondering if its possible to switch to another type of music (want to try the overclocked remix or a remix that is highly suggested.)

Like is it as easy as switching the music patch path in bootloader?

Sry, Im new to this and afraid to touch anything on my own 'cause I dont want to screw it up lmao.


thanks in advance guys.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-12-16 01:36:59
It's very simple to switch the soundtrack.
Browse to the FF7 install folder.
Go into the FF7Music folder.
Run FF7Music.exe as administrator.
Click CONFIGURE.
Select the FILES tab.
Under PROFILE, pull down the list and select your desired soundtrack.
Click SAVE AND EXIT.
Now you can run the game as usual and enjoy a new soundtrack.

I suggest the BOOTLEG or CUSTOM soundtracks.
CUSTOM includes a select few of the OCRemix tracks.
BOOTLEG is a modified version of the CUSTOM sountrack.  It adds 4 brand new tracks from Nethead and Symphonic.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2011-12-16 02:40:04
Wow I feel stupid for not even looking through the ff7music.exe

Alright Ill check them out! Thanks a lot. I really just like the feel of the darker themes that I heard in a few youtube vids (not sure of the song titles)

but thanks again
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: blueknavish on 2011-12-18 03:54:54
I can't figure out how to use any version of high quality movies to work with bootleg + remix. When I start a new game the screen remains black; no movie starts and I hear the train stopping, then a box pops up saying, "Follow me newcomer!". I have to press + to load the menu then backup and the game begins. No sound plays with HQ music pack. Any ideas?

All i want is:

1) HQ movies
2) HQ Sound
3) Remix

Nothing special.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-12-18 04:41:51
Don't install Bootleg over The Remix.
Bootleg installs The Remix automatically.
Run Bootleg on a fresh vanilla maximum install of a legitimate English US 3 disc version of FF7.

If the issue persists, provide more details about your system.
What version of Windows are you running?
Are you using the English US version of FF7?
Did the vanilla FMV's play before you applied any mods?
Have you configured the game to run in compatibility mode?

FF7 Compatibility Settings:
Right click on ff7.exe in the game folder.
Select Properties.
Go to the Compatibility tab.
Tick 'Run this program in compatibility mode for.'
Set the drop down list to 'Windows 98/Windows Me.'
Tick all the boxes under Settings:
Run in 256 colors
Run in 640x480 screen resolution
Disable visual themes
Disable desktop composition
Disable display scaling on high DPI settings
Tick 'Run this program as an administrator.'
Now open FF7_OpenGL.cfg in notepad (or use the configure option in BootLoader).
Set the game resolution to 1280x960:
window_size_x = 1280
window_size_y = 960
Turn off fullscreen:
fullscreen = no
Disable shaders:
use_shaders = no
Disable transparence:
fancy_transparency = off
transparent_dialogs = off
Disable compression:
compre ss_textures = no
Disable PBO:
use_pbo = no

FF7 is a finicky game and it just doesn't like some systems.
There's a new OpenGL driver on the verge of release that might enable the game to run on more systems.

As a last ditch effort, you might also try closing the explorer.exe process before executing the game.
You'll need to do this via a batch file.

Batch to Close Explorer and Run FF7
Code: [Select]
@echo off
:open
taskkill /f /im explorer.exe
start /d Run FFVII-Bootleg.bat
echo Press any key to bring back your desktop.
pause
start explorer.exe
echo Run color fix again?
set /p colorfix=(Y/N)
if "%colorfix%"=="y" (
taskkill /f /im explorer.exe
goto open
)

If you still have no luck, try using the plugins from an older version of the OpenGL driver.
I still haven't identified one fix that works for everyone, so I suggest using the spaghetti approach.
Throw every conceivable fix at it and see what sticks.
Hopefully one of the masters replies with the simple solution.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: blueknavish on 2011-12-19 04:41:00
Has anyone successfully installed any high quality movies with Bootleg or through normal installation? I've been trying for days and it either doesn't work at all or it's a black screen. I'm going crazy!!



- Windows Ultimate SP1 64 bit
- FF VII English version
- Vanilla and Remix FMV's play perfectly fine but look bad
- Game is configured to run in compatibility mode

Also, if I run FMVres on a fresh install it still does the black screen.

* was messing around with movie files; pretty much if i replace any movie file with another one even if it is same file name and extension it will black screen. why is this?

* having all kinds of issues... Bootleg says it cannot find M004d.exe even though it's in the correct folder...

* i clicked on the M004d.exe and manually installed it, but my interface is jacked and has a huge thick black bar where the old menu was instead of showing more of the battle area.

IM ALL MESSED UP!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Mod Edit: This is the second time you've double posted when an edit would've served just as well. Please read the rules (http://forums.qhimm.com/index.php?topic=11440.0). ~Covarr
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-19 11:05:08
Please provide a screenshot of your FF7 folder and your registery.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2011-12-19 11:56:25
* having all kinds of issues... Bootleg says it cannot find M004d.exe even though it's in the correct folder...

* i clicked on the M004d.exe and manually installed it, but my interface is jacked and has a huge thick black bar where the old menu was instead of showing more of the battle area.

IM ALL MESSED UP!!!!!!!!!!!!!!!!!!!!!!!!!!!!

The M004d file needs to be compressed in its .rar format i believe. The bootlegger program unrars and decompresses everything for you and it wont recognize the files in your mod folder unless their names are the exact same as the ones on the big mod list.

good luck dude!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: blueknavish on 2011-12-20 06:33:31
http://imageshack.us/photo/my-images/412/2install.jpg/
http://imageshack.us/photo/my-images/828/1config.jpg/
http://imageshack.us/photo/my-images/526/3ff7dir.jpg/

imageshacks interface/design is atrocious!! oh well, it's still better than photobucket...

even if i use m004d.exe, it still won't find the file

- which part of the registry do you need a screenshot of?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Covarr on 2011-12-20 07:21:20
Board attachments are disabled. If you want to post images I recommend ImageShack (http://imageshack.us/) or imgur (http://imgur.com/).
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-20 12:02:28
Odd... This shouldn't be happening like that...

You don't have to RAR M004d. Leave it as is.

I can't see what's going on. Post your APP.LOG here, please.

Forget about the registry. It won't be necessary. I will look this up with PitBrat.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: blueknavish on 2011-12-20 16:33:34
http://imageshack.us/photo/my-images/707/4rartoexe.jpg/ - changed m004d from .rar to .exe

INFO: Bootleg Version 2011.11.13 Version .0036
INFO: Tue 12/20/2011  9:27:31.89
INFO: Bootleg Options: /C0 /S1 /P1 /R0 /O1 /N1 /A1 /V1 /H1 /L5 /M0 /K0 /E5 /T1 /Z1 /B0 /J0 /U1 /W0 /Y0 /Q2
INFO: Brat Code: /@010100010000000000
INFO: Destination Location: "C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\"
INFO: Mod Path: "D:\STRONGBOX\games\ff7\remix\other\staging area\;C:\Users\Player\Downloads\;D:\STRONGBOX\games\ff7\remix\other\staging area\"
INFO: Temporary Files: "C:\Users\Player\AppData\Local\Temp\Bootleg_Setup\"
----------------------------
Backing up Vanilla Data
Backup completed.
Preparing Sprinkles . . .
Sprinkles are ready.
Applying the official Final Fantasy VII 1.02 Patch . . .
Final Fantasy VII 1.02 patch installation completed.
Searching for "Final_Fantasy_VII_Remix_v2-5-1_Installer.exe" in "D:\STRONGBOX\games\ff7\remix\other\staging area\"
Installing The Remix . . .
Final Fantasy VII Remix installation completed.
Searching for "ff7_opengl-0.7.11b.zip" in ""
ff7_opengl-0.7.11b.zip is missing!
Installing Bootleg System Files . . .
Bootleg System completed.
Locating Data Drive . . .
Using Data Drive E:\
Building system files . . .
Updating Registry . . .
Registry completed.
Updating shortcuts . . .
Shortcuts completed.
Searching for "Avalanche High Res.exe" in ""
Avalanche High Res.exe is missing!
Searching for "Avalanche GUI v2.0.8.exe" in ""
Avalanche GUI v2.0.8.exe is missing!
Generating Bootleg Mods Folder . . .
Generating Bootleg Mods Folder completed.
Patching Kernel . . .
Kernel Patches Installed - Bootleg Spell Names
Scene Installed - Normal
Patching completed.
Searching for "M004d.exe" in "D:\STRONGBOX\games\ff7\remix\other\staging area\"
M004d.exe missing!

Searching for "ff7music_install_15112.exe" in ""
Searching for "ff7music_install_15111.exe" in ""
Searching for "ff7music_install_15110.exe" in ""
Searching for "ff7music_install_1519.exe" in ""
ff7music_install_1519.exe missing!
Installing Rumbah's FMVs with the Smooth Filter and 1280 Resolution . . .
Searching for "1280smooth.part1.rar" in "D:\STRONGBOX\games\ff7\remix\other\staging area\"
1280smooth.part1.rar is missing!

Copying LGP Files . . .
Extracting LGP Files . . .
Extracting Vanilla archive - World_US.lgp
Extracting archive - Battle.lgp
Extracting archive - Magic.lgp
Extracting archive - Char.lgp
Extracting archive - High-US.lgp
Extracting archive - World_US.lgp
Extraction completed.
Updating Remix Files and Adding Texture Slots . . .
Repairing Damaged Battle Models . . .
Remix files updated and texture slots added.
Installing Phoenix Rejuvenation Project models . . .
Phoenix Rejuvenation Project completed.
Updating Sephiroth model . . .
Sephiroth completed.
Installing Field Art as PNG to Mods Folder . . .
Searching for "FacePalmer.zip" in ""
Searching for "FacePalmer.part01.rar" in ""
Missing Part.  Skipping FacePalmer.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-12-20 16:37:44
have you downloaded every file and pup all of them in the same folder as bootleg without extracting/renaming them? also if you installed remix then ran bootleg you can get this error its happened to me a few times but i did a few random tweaks i dont really remember and it worked just fine
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: blueknavish on 2011-12-20 17:12:33
everything is in the same folder with bootleg. i only downloaded the files that i needed.

i uninstall ff7 everytime and only install remix with bootleg.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-20 19:36:56
You will need to download some more files, as I think this could be an issue.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Tapatos on 2011-12-21 00:35:40
just try downloading all of them i kno its a pain in the ass but if you have them all it wont ask for them
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2011-12-21 09:46:51
Is there a way to switch things like clouds field appearance without having to re-run the bfe? Also, I was wanting to play with the re-translation settings I chose. I've snooped around some folders but im nervous to play around with anything too much. I just wanted to see what the omni cloud model looked like.

thanks in advance guys!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-21 12:20:09
It could technically be possible, but would take major rewriting of Bootleg. I don't say it's impossible though. But it's not at the moment. Bootleg 0036 has some flaws, I will talk with PitBrat about rewrite the whole thing for 0037, soon. The Bootloader is broken too. I can't promise anything, but we will see what we can do :)
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2011-12-21 14:39:17
It could technically be possible, but would take major rewriting of Bootleg. I don't say it's impossible though. But it's not at the moment. Bootleg 0036 has some flaws, I will talk with PitBrat about rewrite the whole thing for 0037, soon. The Bootloader is broken too. I can't promise anything, but we will see what we can do :)


Sounds awesome! I appreciate the consideration guys :] Just seems practical for model changes to be able to be made mid-game I guess because you dont really know how well you'll like them during game play till you see. If that makes sense.


But thanks again!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-12-21 17:02:21
My main concern with installing individual models and mods is due to the number of possible configurations.
I would have to completely change the interface and rely on the log file to determine what models were already installed.
If a user makes any changes outside of Bootleg, the whole thing will fail miserably.
And so far one of the biggest mistakes Bootleg users are making is installing on top of an already modified game.
Also, if that particular mod file is missing, there is an epic fail.
Considering that there is a greater chance of singular mod installation failing rather than working smoothly, I've not focused much effort on adding that feature.  I'm most focused on making the existing configurator work on the most systems.

Even just installing models will still most likely take 10 minutes or more.
The time consuming part it extracting and compiling the LGP files.
I'm attempting to add NO CHANGE options for almost all settings.
It's a sloppy fix to accomplish the same thing as installing just 1 mod, but it still does the job even if files are missing.

I'm in the process of moving most of the models into the Bootleg archive. 
This will make it easier to control individual mod installation.
Now I can be sure that the files are available.
This also reduces the total required disc space.

Real time mod installation has been on my TO DO list since the beginning.
Don't count the feature out completely!
I envision something like a combination of BFE and Bootloader so that you can select any options directly before launching the game.
The trick is keeping track of all the currently installed mods so that it doesn't take 26 minutes to launch the game every time.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2011-12-22 05:45:43
Thanks for the clarification!

If I were to save my current save file and do a fresh run of bfe (after re-installing the game and everything) That save file would work wouldnt it?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-22 09:50:06
Yes, it would.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: blueknavish on 2011-12-22 15:52:44
I think there is a pretty good chance that by downloading all the files the problem would be fixed,  but I don't think that solves the problem that bootleg could be possibly having.

How bout this: All i want is FF7 1.02 patch, which I can install by myself and a HQ movie pack. That's it... Play the game the way it was intended? That would make me happy. If I could get a response by Brat that would be helpful. Especially wondering why when I swap a movie file with the same name and extension it will black screen.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-12-22 16:41:17
If you are receiving a black screen with certain movie files, then there is an underlying problem with the driver on your system.
My understanding is that the codec is self contained in Aali's driver.
You might try using an older version of Aali's OpenGL driver.
In the HD movie thread, there are other people with the same issue.
I've not seen a reliable solution to the video problem.
Are you running FF7 with the compatibility settings mentioned earlier in this thread?

Bootloader allows you to easily configure the OpenGL driver for compatibility mode.
It also enables you to alter the location where FF7 searches for movie files.
You'll need to manually configure the windows compatibility settings for the ff7.exe.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: blueknavish on 2011-12-23 02:29:10
I have ff7.exe running in compatibility mode and have tried various driver settings. I'll keep trying and report back.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: zxRise Againzt on 2011-12-24 14:40:39
Hello. I'm new to all this, so I would like some reassurance before I proceed.

I have a clean copy of the game, the retail patch, openGL and a folder with all specified mods. So all I have to do is a maximum installation, patch the game, install openGL and run the Bootleg Configurator and I'm good to go? Is there anything that I am missing, would have to be manually done, or, you recommend doing?

Just want to make sure in advance so I don't screw up and complicate things. (:

Thanks!!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-12-24 14:47:22
You don't need to patch the game or install the OpenGL driver.
Bootleg patches the game and installs the OpenGL driver.

Start with a clean maximum install of the official 3 disc US English version of FF7.
Download all the required mods.
Run the Bootleg Configurator by starting BFE.exe.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: zxRise Againzt on 2011-12-24 17:02:49
You don't need to patch the game or install the OpenGL driver.
Bootleg patches the game and installs the OpenGL driver.

Start with a clean maximum install of the official 3 disc US English version of FF7.
Download all the required mods.
Run the Bootleg Configurator by starting BFE.exe.


Ah, ok. I'll give it a go later and let you know how I get on.

Many thanks, this will make the process so much easier!!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: flash0429 on 2011-12-25 04:43:22
@PitBrat i tried to msg you but it said that i was not able to send pms but i am interested in helping out with what you need you can contact me via email at [email protected]
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-25 06:07:46
You can contact us by selecting Brat Chat under Help, in BFE. This will lead you to the official IRC channel. Also, you can change your nick if you like, before you join.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: zxRise Againzt on 2011-12-25 14:33:06
You don't need to patch the game or install the OpenGL driver.
Bootleg patches the game and installs the OpenGL driver.

Start with a clean maximum install of the official 3 disc US English version of FF7.
Download all the required mods.
Run the Bootleg Configurator by starting BFE.exe.

Ah, ok. I'll give it a go later and let you know how I get on.

Many thanks, this will make the process so much easier!!

Update: Did what you said, FFVII ran and everything semed ok until the end of the Eidos logo. Then it started going really slow. After I got to the Main Menu and selected New Game, the intro started playing and then froze with a pop-up saying 'oops, something has gone wrong.'

What have I done!!? D: Haha. Don't think I can upload attachments, so here's the app log. (:

Thanks!!

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel 965/963 Graphics Media Accelerator 2.0.0 - Build 8.14.10.1930
INFO: OpenGL 2.0 support detected
INFO: PBO not supported
INFO: Found swap_control extension
INFO: Max texture size: 2048x2048
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1440x1080, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 41, vert uniform 512, frag uniform 1024
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: main program link log:
No errors.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library FF7anyCD.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: could not open file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\ff7input.cfg
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: yuv program link log:
No errors.
INFO: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\movies\sqlogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 14.605000, frames: 219
set music volume: 127
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
INFO: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\movies\opening.avi; h264/aac 1280x896, 15.000000 FPS, duration: 127.570000, frames: 1914
ERROR: unhandled exception
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-12-26 00:19:35
zxRise Againzt,
INFO: Intel Intel 965/963 Graphics Media Accelerator 2.0.0 - Build 8.14.10.1930

Unfortunately the game does not play well on some Intel graphics cards.
Try running the game in compatibility mode (http://forums.qhimm.com/index.php?topic=12008.msg174710#msg174710) as described elsewhere in this thread.

Please share your results so that other Intel GPU users can also enjoy a Bootleg FF7.

Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: blueknavish on 2011-12-26 08:13:18
Still no progress on HQ movies; they simply won't play and black screen (as if they are not being read, shortly after cuts to gameplay). I've tried many things and nothing works. What's next?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: C-Sharp on 2011-12-26 20:44:42
hi all,
i just downloaded this bootleg config and all the mods for the full presets and everything works perfectly. However, I just want to know how would you let says change the save point from final fantasy x to crisis core and the prelude credits picture? Do I have to run bootleg again with a new setting? thanks
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-26 23:10:36
Yes you do. You also have to uninstall first.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: zxRise Againzt on 2011-12-27 02:44:41
zxRise Againzt,
INFO: Intel Intel 965/963 Graphics Media Accelerator 2.0.0 - Build 8.14.10.1930

Unfortunately the game does not play well on some Intel graphics cards.
Try running the game in compatibility mode (http://forums.qhimm.com/index.php?topic=12008.msg174710#msg174710) as described elsewhere in this thread.

Please share your results so that other Intel GPU users can also enjoy a Bootleg FF7.



Changed compatibility mode and changed OpenGL configuration, but the game won't even load up now? :s
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-12-27 14:10:36
You may need to update your video card drivers.
This video card may not support all the features offered by Aali's current OpenGL driver.

zxRise Againzt,
INFO: Intel Intel 965/963 Graphics Media Accelerator 2.0.0 - Build 8.14.10.1930
I still believe it is an issue with your video card and driver.
This is from the Intel web site:
The integrated graphics controller of the Intel® G965 Express Chipset and Mobile Intel® GM965 Express Chipset supports hardware acceleration of OpenGL* applications in 16-bit and 32-bit color depths. OpenGL 1.5 is the latest version currently supported by the Intel® Graphics Media Accelerator Drivers on this chipset. Drivers that come with Windows* or that are downloaded from Windows* Update typically do not support OpenGL. For optimal performance of OpenGL applications, install the latest graphics drivers from Intel. Also, exit any running background applications or programs that run in the Windows task bar.

    Download the latest graphics drivers for the Intel G965 Express Chipset (http://www.intel.com/support/graphics/detect.htm)
    Download the latest graphics drivers for the Mobile Intel GM965 Express Chipset (Mobile Intel® 965 Express Chipset Family) (http://www.intel.com/support/graphics/detect.htm)

If that is not your exact card, check out this Intel video card driver download page (http://www.intel.com/support/graphics/sb/cs-010479.htm).
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: zxRise Againzt on 2011-12-27 19:42:43
Thank you!!

Downloaded the latest driver and FFVII still didn't run.. So I unchecked all options in the compatibility tab except run as admin and changed it to run in WinXP instead and it loaded perfectly!!

Although, I don't know if the battle screen is meant to look like this (which I doubt) or if I have done something wrong?

(http://i40.tinypic.com/jpkk6e.png)

Thanks for your patience and support!!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-27 21:03:26
This is related to Menu Overhaul. Please refrain there to see. Also look at the first post of that thread.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: blueknavish on 2011-12-27 23:58:38
For the love of Baby Jesus, can no one help me?

I've downloaded every file and I still can't get the HQ movies to work (any of them) even though they install w/ Bootleg. They fail to load and skip to gameplay! I've pretty much exhausted all possibilties over here...

If someone could help me out with this: All i want is HQ movies, with or without Bootleg.

Can someone write out a step by step process?? Otherwise, I don't want to play this game at all without HQ movies...
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2011-12-29 01:21:00
Blueknavish,
This problem is mentioned in the HD Movies Thread (http://forums.qhimm.com/index.php?topic=10980.0).
There is no standard solution to make the FMV's work on every system.
This issue is most likely an incompatibility between your system and the OpenGL driver.
Try using an older version of the mpeg driver such as the one included in the 0.7.8 OpenGL archive.
Update your codecs with a comprehensive pack like the K-Lite Codec pack.  The decoder is already included in Aali's driver so this should have no effect.
Make sure your monitor's refresh rate is set to the correct value, usually 60Hz or 120Hz.  Sometimes Windows forces 59Hz and this causes problems.
Update your video card drivers to the latest version.
Run Windows Update and install all of the current updates.

This issue is most likely driver related.  Focus on updating all of your hardware drivers to the most current.  Stop all unnecessary programs from running.  Disable multiple displays.  Close Explorer.exe via a batch file before running FF7.  I'm throwing every trick at this now.  It will eventually work if you can just find the conflict. 

Hopefully this issue will disappear with the forthcoming OpenGL driver.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Template on 2011-12-29 14:28:53
never used it before til I am having to do a complete reinstall but i really like this bootleg.
Just curious, is there a lot to be gained from using the remix with it? seems like most things remix has, the bootleg installs seperately, no ?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: sen on 2011-12-29 16:34:33
The main reason to install the remix is because it has Apz Cloud included with it, you can still find that model seperately if you know how to use google  8)
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-29 17:02:51
Indeed, but Bootleg won't run without the Remix.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: sen on 2011-12-29 17:09:26
True, just wondering are you guys gonna make a version that doesn't require Remix? its a massive file full of outdated junk
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: C-Sharp on 2011-12-29 17:33:18
would it be possible to make the bootleg configurator a little bit more flexible? what i mean is that let say you want to change certain mods you can just go back to the configurator and switch it instead of having to uninstall everything?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-29 17:35:30
The answer to both questions is yes. However, that is not for now, as there are still a lot to do before.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Kranmer on 2011-12-29 22:14:17
1 small idea on the thought of uninstalling and reinstalling, why not make bootleg not modify any of the games original files, i know this sounds stupid but think about it, the person installs the original game, then instead of overwriting those original files they keep them, and instead what we do is make a copy of the original files and rename them from flevel to xlevel (this is just a example) and then we make a copy of FF7.exe and hex edit the copy to for example look for xlevel instead of flevel, then everytime someone wants to play the modded game they just click on the modded EXE (or a loader or menu of some kind to make mod switching even easier) and they can keep their original game intact, and if they ever want to install other mods their original game files are still there and can be copied for a new mod easily. (the only big problem i can see with this idea is that it may take up more space but it does allow users to have more then 1 mod installed)
anyway this may be a stupid idea, i am really tired right now but it sounded good in my head, and if you don't like the idea feel free to ignore it.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-29 23:56:38
No need to read all your post, only by the beginning I understand your whole point and I think it's an excellent idea!

This could be done without too much rewriting, by just not copying a file from the setup folder. The process could possibly be totally removed for that file, but it would mean A LOT of rewriting and a lot of more checks. The final Bootleg (wait, what am I saying? There will no final version, there will always be something new to add) would have all the possible choices for this.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: blueknavish on 2011-12-30 01:59:05
not sure if anyone gives a rats ass but here is how i got the HQ movies to work w/ mods: (thanks to Brat)

1. Install ff7102zx
2. Install ff7_opengl-0.7.8b and adjust .cfg file (older driver?)
3. Install FMVRes (w/ all .bin files)
4. Download all 1280smooth .rar files
5. Extract all files to a random folder
6. Copy and paste (overwrite) those files into C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movies
7. Run ff7moviedirr2
8. Install M004d
9. Install ff7music_install_15112
10. Run FF7Music and click run FF7.exe
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Template on 2011-12-31 01:05:17
wow bootleg really rocks. so much easier to get everything installed now and really nice to actually be able to use the remix fixes. This was done a while ago but i didnt see it in action til now and i just wanna say kudos PB and vgr and whoever else worked on it, kranmer probably.

Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2011-12-31 15:20:14
No kranmer did not directly work on it, but he helped us through some prog parts.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: GutiarFreak14 on 2011-12-31 19:01:39
Made an account specifically to say thank you! This is great:)



I do have one problem... Ive looked around and i can't find anyone who has this problem. All the videos have this...bad quality to them. Flickering, stuff like that. Even when i play the high quality movies stright from the FF7 folder they turn out bad. Im not sure what to try. I have an i7 2600k with an ati radeon 6970. Any help would be greatly appreciated.

Mod edit: Double posting is not generally allowed. Please take the time to familiarize yourself with the rules (http://forums.qhimm.com/index.php?topic=11440.0). ~Covarr
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Silent Warrior on 2012-01-01 18:06:49
I'm trying to troubleshoot this (made a separate topic in Troubleshooting, if you feel this is a classic hi-jacking - it'll be recent, but a search on my alias should also work)... Does anyone have any ideas? It seems there is a problem with the sound, or whatever comes next. I get a crash, plain and simple - no warning in APP.log, no prompt, just the Windows native Close the program/Search for solutions online...
The troubles I had before (Remix) had something to do with the FMVs. I wasn't able to troubleshoot it further than getting a hint that something wasn't right with the h264/AAC-combo - which I'm pretty sure is not system-wide - but at least I got in-game.

I don't know how much information you need for this, but here goes:
Win7 64
4 Gb RAM
ASUS Xonar D2/PM (no DSP-mode active)
Powercolor HD 6850 1 Gb
Install dir: C:\Final Fantasy VII
Compatibility: WinXP SP3 (seems to happen as well in XP SP2 and no compatibility - Win98 won't even reach the crash with the more recent compatibility modes)

Nnnnnever mind me, the problem went away - some more cutscene packs apparently did the trick.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Roamin on 2012-01-02 16:02:46
First of all, many many thanks to PB and everyone else involved in this. I stumbled upon the bootleg just a few days ago, and i am LOVING it. 

I just wanted to report a few bugs, first with the configurator:

Simple details,  In the mod list, the Any CD Loader isn'T listed  (is it included in the configurator by itself? Possibly, i still downloaded the zip and added it to the folder.)
Second, using version 0036, Modlist is looking for ff7music_install_15112 , but the provided link is for ver 15111, so i tracked that down as well.

Next are some simple game bugs, might be easy to fix, running on normal mode:

In aeris' home, one of the 2 door in the bedroom doesnt switch graphics when opening , so we see both the door open and closed at the same time (In cloud's room).
When Barret gets angry after sector 7 has collapsed, he goes to what used to be the door, and hits on it, but we hear tifa's sound effects , making Barret sound like a girl.
Inside Don Corneo bedroom, the textures seem to overlap or something.  It might be effects of the spotlights, but it doesnt look right. Here is a screenshot of the room:
(http://img14.imageshack.us/img14/6254/donbug.jpg)
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-02 19:32:39
1. Yes, the AnyCD is included.
2. This issue has been mentionned before, and will be taken care of.
3. Issue has also been mentionned before, and is not related to Bootleg, though we will try to fix that.
4. Known issue, already fixed for next release.
5. Refer to number 3.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Roamin on 2012-01-02 23:28:13
All right!

I have been compiling other minor graphical bugs here and there , is there an official thread for bugs?  Or must i read all 24 pages to see which bugs have been mentionned.

For now i will post them here, please just ignore if bugs are already known.  I will check back here and post next time in the appropriate thread.


When cloud has flashbacks about nibelheim, the wrong avatar is displayed. I am playing with "Full Portrait" avatars, but during that entire scene, cloud has the original avatar, while sephiroth uses the full avatar one.  This returns to normal when the flashback ends, and you continue in Kalm.

There are some minor graphical bugs in the fires of some houses when nibelheim is destroyed.  While half the fires burn with a smooth animation, others have square blocks on them.  I have screenshot of this if needed.

I'm under the impression that the hand cursor that determines your position on screen used to scale along with the model? Or is my memory playing tricks.  Maybe its just that the hand cursor is too big? Sometimes, when cloud's model is very small on screen , the hand cursor completely covers him.  ( Just a detail )

I'm wondering if the "Mansion Basement" , The library where Sephiroth walks around and reads books to learns the truth about himself, if the textures haven't been "upscaled" ? While so far every background looked smooth, this one seemed like it might have been forgotten. It was a big contrast to other sreens, hence why i'm wondering.  I also have a screenshot if needed.

For the record, im playing on win7 64-bit, with ATI 5670, on normal mode with a FULL preset install.

I also posted almost every mod in a single torrent (FULL preset + a few others) on a private gaming tracker i use, and so far 158 people are downloading it, in about 45 minutes i will have finished seeding and pretty much everyone of them will complete the download at the same time.  I did point that all credit and source was this thread / forum and that i just wanted to spread the news (and facilitate the download even more than the great GUI does).  So fingers crossed a whole bunch more of people that like me, were unaware of this project until last week, will be flooding this thread with thanks and input.

Keep up the great work!






Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-03 02:27:26
Thanks for the bugs/glitches reporting.

Also, concerning the torrent, I am highly uncomfortable. The authors did not give all their acknowledgement for this, and we were already planning to do so. Also, Bootleg is outdated because mods keep popping out.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Roamin on 2012-01-03 14:32:37
Ok, the torrent has been taken down.  But the word has spread out. :D
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-03 14:40:46
We will torrent the whole thing once we get enough approbation we will torrent the whole thing. This also requires APZ to release his new Cloud.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Roamin on 2012-01-03 14:54:40
No problem.

Since you are online right now, can you tell me where i should post all the bugs / glitches i stumble upon ?  I have a bunch more graphical glitches to point out.  I thought i read in a thread that Squallff8 had completely rebuild all in game models http://forums.qhimm.com/index.php?topic=7422.msg174621#msg174621 (http://forums.qhimm.com/index.php?topic=7422.msg174621#msg174621)  but i have found a few models that still show the blocky original models.   I will post in both the facepalmer thread and the Final Fantasy VII Phoenix Rejuvenation Project thread since they are more related there.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2012-01-04 00:42:39
Most of the issues mentioned are already fixed for the next release of Bootleg.
Many of the anomalies with the field graphics are due to FacePalmer.
Use the 'Removed Glitched' option to revert these glitched field textures to the originals.
Though low res, they still look better than the glitched textures.
The Remix is the only source for the APZ Cloud model.
It also contains the OCRemix tracks and the fixed PRP models, but these will eventually make their way into the Bootleg archive.

Squallff8's models are already included in the upcoming Bootleg release.
There are nearly 50 new field models when using the Bootlegged field models option.
There's also an option to use all of Squallff8's nearly 100 field models instead of the PRP models.
There is still a minimal number of original blocky models left in the game, but they are few.

I just recovered enough from the holiday to start unpacking.
I'll consult with my team about releasing a new Bootleg sometime this week.
I've neglected my projects for nearly a month now.  I have much relearning to do!
I was waiting for an updated OpenGL driver and Menu Overhaul, but there are already enough updates to make a new Bootleg worthwhile.

Thank you all for your continued interest in this project!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: stormstrife on 2012-01-04 15:12:37
Thank you guys so much, FVII has been my favorite game for a long time. I used the remix patch last year to play through the game again and not seeing a blockhand Clould alone made me want to hump titeguys leg. You guys have stepped it up to the next level with this compilation of everyones mods and models.

Im having a problem though When im installing, in the cmd prompt window after updating the sephiroth model, while installing the feild art as png i get a "Windows cannot find "FORFILES" error. Ive tried once to just skip it but when it gets to deglitching it just sits there. I was thinking I might have a corrupt file but Im not sure which mod this file is from. Ive tried to look through the mod list and google it but no luck.

          |
EDIT: V  That worked to finish the install, thanks. I do still get that error though, but so far so good.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-04 15:14:16
Untick Remove Glitched from BFE and wait for the next release.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Sid on 2012-01-05 04:37:55
This looks amazing!!  I love ff7 but I am not the best at using a computer, so I only use a few mods.  This look like it can help me a ton!!

one question though:

If I have a few other mods already installed (ailis custom driver,  Gjoerulvs hc mod,  ff7 music installer, and the official patch)  will this work or do I have to start from scratch?

Im going to give it a go for now anyways!

PS:  Thanks to everyone who ever contributed to keeping this game alive! it holds a big space in my heart and Im absolutely blown away at the talent and work you guys put into it!!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-05 18:12:36
You have to start from a FRESH install.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: DarkCloud13 on 2012-01-06 21:22:45
what about patch 1.02? Also, could someone tell me which character mod makes cloud look better?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2012-01-06 21:39:11
what about patch 1.02? Also, could someone tell me which character mod makes cloud look like the one in advent children?

the patch is included in bootleg. And the advent children models aren't supplied around here because of copyright issues.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: DarkCloud13 on 2012-01-06 21:40:52
/
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2012-01-06 23:46:44
Ahh well I wouldn't refer to it as the av cloud then.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: DarkCloud13 on 2012-01-07 15:58:03
Ok, then are there any mods on the Big List of Mods that make the characters look better?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2012-01-07 16:19:31
Yeah, but I can't remember which ones. I downloaded it all and had a few options for characters
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: DarkCloud13 on 2012-01-08 02:07:21
If u download a mod that is in compressed folder, then do you need to put it into rar?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-08 16:22:56
When you download something, you don't need to alter anything.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: DarkCloud13 on 2012-01-08 20:44:01
Which hd scene/movie remake looks the best?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-08 20:44:59
It all depends on your choices and taste. The best way to know is to try them.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: DarkCloud13 on 2012-01-09 00:36:20
/
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-09 00:53:31
This might be hard to diagnoze from just what you posted. Post your Bootleg.log and APP.log here between code tags. You can also join the IRC (Help > Brat Chat in BFE).
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: kypdjk on 2012-01-09 01:46:06
This might just be my computer but I can't seem to get bootleg to work. I did everything mentioned in the forum. When i start the game, the eidos logo doesn't run, and there is no background and i can't start a new game or the game crashes. when i load one of my old saves final ac barret has no torso or head. Its not a mod issue bcz i downloaded every single mod on the list. plz help.

I just got the bootleg working the other day after a few days of trying different things. I apologize if you've already tried this but did you look at the mod list in BFE? I downloaded everything and couldn't get it to work but when i checked there I saw the remix in red. I didn't realize that it had to be extracted at first (which also causes ff7music to not install properly as well). Hope this helps.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2012-01-09 01:58:57
yeah guys, this helped me out a lot : http://forums.qhimm.com/index.php?topic=12636.0    props to Daniish.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-09 02:08:00
The Remix does not have to be extracted first... But the Bootleg 0036 has a lot of flaws, get ready for the upcoming 0037 release!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: DarkCloud13 on 2012-01-09 02:09:25
disregard this comment
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-09 02:11:35
What?? No!

I mean the Bootleg.log files that gets created in the folder.

Edit : Also, installing in the Program Files can result in something like that.

After, I don't understand how you were able to copy the code of the Bootleg, since the command line does not allow for copy/pasting (or is it just me?)
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: DarkCloud13 on 2012-01-09 02:14:02
The ffvii folder? How do i put that in a code tab?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-09 02:14:56
The single "Bootleg.log" file that is created in the FFVII folder, not the folder itself.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: DarkCloud13 on 2012-01-09 02:18:06
/
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-09 02:20:19
Thanks. I'll check it out sometime this week (gotta go sleep now, tomorrow I'm busy and tuesday the school gets back), unles PitBrat does so before me.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: DarkCloud13 on 2012-01-09 02:21:20
/
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2012-01-09 12:08:41
I see a couple big errors already in that log.
First, you are missing the Avalanche GUI overhaul install file.
The next big thing is that it's searching in the wrong spot for Aali's OpenGL driver.
You've cut out the search paths string, so I'm not sure if you made a type in BFE or if Bootleg somehow added another '\' to the path:
    Searching for "ff7_opengl-0.7.11b.zip" in "C:\Users\\Downloads\FFVII Bootleg\"
A missing OpenGL driver will definitely cause the game to NOT run.
When you entered the search path in BFE, did you happen to add an extra '\' to the path?
Check the line in your bootleg.log file that starts with 'INFO: Mod Path:' and see if that extra '\' is there too.
I'll put a check in to remove the double slashes for the next version.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: kypdjk on 2012-01-09 16:36:59
To either VGR or PitBrat: What difference does it make whether you run BFE normally or as an administrator?

Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-09 17:33:14
When ran as administrator, it allows lots of files to be copied, such files that could not be copied without doing so.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: DarkCloud13 on 2012-01-09 21:06:09
/
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2012-01-10 12:56:23
There is a issue on some systems-- Vista especially-- that prevents Bootleg from running with Administrator access.
Please install FF7 to a non system folder such as 'C:\Games\FF7'
DO NOT install the game to 'Program Files' or  'Documents' or 'Downloads' or any other system folder because some of the mods will fail to install.

Once you've installed FF7 to a non system folder, run BFE and it will detect the correct installation destination.
This will allow Bootleg to install all of the mods correctly.

Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: kypdjk on 2012-01-10 14:26:05
For either VGR or PitBrat: Sorry for not asking this in the last post,but does a new version of BFE mean that i should just wait and start a new game (since i'm not that far in) or will it simply update the existing version of FFVII with BFE 0036? Also, (assuming i can find them) could I just move my saves before a fresh install of vanilla and the release of 0037 and then use them with the update?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2012-01-10 17:03:39
As long as you play in the same mode, you can transfer saves.  As a matter of fact, Bootleg automatically preserves your save games.
Don't try to use a save game from Hardcore or Lost Wing modes in other modes.  This will cause the game to explode.

I'm still holding out on releasing Bootleg 0037 in hopes of new mods.
I've fixed quite a few of the errors already listed.
The biggest problem that still exists is occasionally issues when installing the game to the default location in 'Program Files'.
I recommend installing FF7 to a non system folder like 'C:\Games\FF7'

Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: kypdjk on 2012-01-10 18:41:42
Oh that's cool. I know the "missing cloud head" from the regular cloud model is fixed for the release of 0037 so for the meantime i'm using the advanced model. When 0037 is released and i switch to the regular cloud model, it won't glitch up my saves with the advanced model will it?

edit: Also if bootleg preserves my save games, this means i can just run a new version over the pre-existing version right? I just don't understand the exact mechanics of that...thanks for your patience! Also are there missing sound files that are fixed in 0037? For example, when the airbuster moves back and forth there is dead silence but i know there's normally a sound there.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-11 01:19:11
Saves can never glitch because of models. As a matter of fact, all of the modders use saves to test their models.

You should NOT install Bootleg over anything other than a fresh install of FFVII.

The exact mechanics is, to sum up, the fact that some files are copied, some are not, some behind-the-scene stuff happens and it could totally screw up your game if the install is not only fresh.

Support for other languages, also, is on our to-do list since a very long time, but is not ready yet.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: DarkCloud13 on 2012-01-11 03:21:44
I installed FF7 on a non-system folder and it finally worked!! After 14 failed attempts. Thanks so much guys.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: jdove on 2012-01-11 06:38:54
Phoenix Rejuvenation Project Field models (+flickering materia fix +transparent faces fix) is there a working download link for this i cant seem to find it anywhere? i mainly need the materia fix and the face thing

P.S. TY to everyone who made this game even more awesome
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-11 12:04:50
Everything is included either in the Remix or the Bootleg archive for what you named. You don't need to download that.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: kypdjk on 2012-01-11 15:16:50
So i had to reformat my computer and i reinstalled ffvii and ran BFE as an administrator. I looked in other threads and saw no clear answer, but for some reason I get no music at all (using FF7music, bootleg mix). I can hear other normal sounds in the game, just not the music. Has anyone else had this issue?

Edit: Whoops, saw a troubleshooting thread for this topic...feel free to ignore.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: jdove on 2012-01-12 00:50:32
Is there a working link to download the bootleg installer or download the remix everyone I've tried doesn't wanna work for me?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: jdove on 2012-01-12 12:40:42
never mind i thought the google page was a dead link i made a google account and it let me download it sorry to bother you guys with that
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: DarkCloud13 on 2012-01-12 21:10:47
Is there any way to reduce lag on this game? I heard that if you install lower quality cutscenes and field textures, it will run faster. How can you increase the game to a decent speed but keep cutscenes hq?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-12 21:19:49
Yes, but since the game was not meant to handle all this. There is also a FAQ section in the readme.
Title: Bootleg Errors
Post by: Ghostt on 2012-01-13 00:51:49
Hi i've been adding mods to FF7 for a few days now and i found the Bootleg Installer, So i deleted and re-installed my FF7 and Downloaded all the Mods in the RED that i needed for the program and then Ran Bootlegger. When that finished I ran FF7 and It gave me "Failed to load shaders, check APP.LOG for more information" Then it continued to the start up logos and then it gave me "Oops! Something very bad happened" and here is the APP.LOG File
Sorry if i did something obviously wrong haha

INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon X300/X550/X1050 Series 2.1.8545 Release
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 2048x2048
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 44, vert uniform 512, frag uniform 512
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.
INFO: main program link log:
Fragment shader(s) failed to link,  vertex shader(s) failed to link.
Vertex Shader not supported by HW
ERROR: failed to load shaders, reverting to fixed function
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: could not open file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\ff7input.cfg
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\movies\eidoslogo.avi; indeo5/pcm_s16le 640x480, 30.000000 FPS, duration: 12.933333, frames: 388
INFO: slow output format from video codec indeo5; 6
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: unhandled exception
Title: Re: Bootleg Errors
Post by: Vgr on 2012-01-13 00:53:05
Post the first few lines of Bootleg.log
Title: Re: Bootleg Errors
Post by: Ghostt on 2012-01-13 01:23:04
INFO: Bootleg Version 2011.11.13 Version .0036
INFO: 12/01/2012 17:00:38.00
INFO: Bootleg Options: /C0 /S2 /P1 /R1 /O1 /N1 /A1 /V1 /H1 /L7 /M10 /K0 /E2 /T1 /Z5 /B0 /J0 /U0 /W0 /Y0 /Q1
INFO: Brat Code: /@111100010111000011
INFO: Destination Location: "C:\Program Files\Square Soft, Inc.\Final Fantasy VII\"
INFO: Mod Path: "C:\Documents and Settings\Joohn\Desktop\Bootleg\;C:\Documents and Settings\Joohn\Downloads\;C:\Documents and Settings\Joohn\Desktop\Bootleg\"
INFO: Temporary Files: "C:\DOCUME~1\Joohn\LOCALS~1\Temp\Bootleg_Setup\"

This? None of my files have LOG after them But the APP file was easy to find

Title: Re: Bootleg Errors
Post by: PitBrat on 2012-01-13 01:25:54
Your video card doesn't support the shaders.
Disable shaders in the ff7_opengl.cfg file located in the game folder.
Open ff7_opengl.cfg in a text editor like Notepad.
Make this change:
    use_shaders = no


Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2012-01-13 01:29:39
DarkCloud13,
You can significantly increase performance by enabling PBO in the ff7_opengl.cfg file.

Use a text editor such as Notepad to open the file ff7_opengl.cfg located in the game folder.
Make this change:
    use_pbo = yes
Title: Re: Bootleg Errors
Post by: Ghostt on 2012-01-13 01:37:25
That fixed that problem But i still get the Oops Error, and then for like a minute the screens black and it says the Send or Dont send option and crashes
Title: Re: Bootleg Errors
Post by: PitBrat on 2012-01-13 01:44:45
Revert to an older version of Aali's mpeg driver by copying this file from out of the archive and replacing the file in the plugins folder in the game folder.
    plugins\ffmpeg_movies.fgp


ff7_opengl-0.7.8b.zip    Aali    OpenGL Driver    FILE (http://backup.ninjaloot.se/share/ff7_opengl-0.7.8b.zip)


See if running FF7 in compatibility mode helps.
Try running FF7 in compatibility mode. These are the most compatible setting.
Right click on ff7.exe in the game folder.
Select Properties.
Go to the Compatibility tab.
Tick 'Run this program in compatibility mode for.'
Set the drop down list to 'Windows 98/Windows Me.'
Tick all the boxes under Settings:
Run in 256 colors
Run in 640x480 screen resolution
Disable visual themes
Disable desktop composition
Disable display scaling on high DPI settings
Tick 'Run this program as an administrator.'

Now open FF7_OpenGL.cfg in notepad (or use the configure option in BootLoader).
Set the game resolution to 1280x960:
window_size_x = 1280
window_size_y = 960
Turn off fullscreen:
fullscreen = no
Disable shaders:
use_shaders = no
Disable transparence:
fancy_transparency = off
transparent_dialogs = off
Disable compression:
compre ss_textures = no
Disable PBO:
use_pbo = no

Install FF7 to a non system folder such as 'C:\Games' especially when using Vista or an old version of Windows 7.
Make sure that you install Bootleg on a fresh maximum installation of the official US 3 CD-Rom version of Final Fantasy VII.

Title: Re: Bootleg Errors
Post by: Ghostt on 2012-01-13 03:27:00
Thank you my game works perfect now! i figured it had to do with crappy computer haha ill have to get a new one and go all the way with the graphics on it.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: jdove on 2012-01-14 14:54:58
i dont know if anyone else has had this problem with 0036 but when i install all modes for difficulty mods it loads the wrong battles for bosses some times also has completely crashed on me in battle ex on the rufus fight it loaded a tank enemy instead of rufus and it loaded the rufus fight after the end of the motorcycle part
also loaded 2 funguar type mobs once at the 1st battle instead of the  2 guards once
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-14 14:58:51
Open the scene.bin with Proud Clod then hit File > Create SCENE.BIN and select yes twice. If it doesn't fix your issue (and if you can only hit Yes once) then post again here.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: DarkCloud13 on 2012-01-14 16:19:37
The first time the game worked perfectly. But the second time, it just freezes at the menu screen. I can't select continue or new game.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-14 16:20:10
What do you mean by first or second time?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2012-01-15 00:47:19
Jdove,
Install Final Fantasy VII to a non-system folder like 'D:\Games\FF7' to prevent privilege errors and missing mods and then run Bootleg.
If you install FF7 to 'Program Files' on some systems mods and files are lost in the virtual store.

Many of the problems with installing Bootleg are remedied simply by installing FF7 to a non-system folder.

Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: jdove on 2012-01-15 03:06:03
my install directory was F:\Square reinstalling w/o the hardcore mode fixed my problem thanks for the reply btw ur program rocks
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2012-01-15 12:03:09
JDove,
Can you please post these two lines from your Bootleg.log file.  They'll look a little different because they outline the options you selected when installing Bootleg.
    INFO: Bootleg Options: /C4 /S1 /P1 /R1 /O1 /N1 /A1 /V1 /H0 /L5 /M9 /K1 /E4 /T1 /Z4 /B0 /J0 /U1 /W4 /Y1 /Q3 /G1
    INFO: Brat Code: /@11110401010011100001

With that info, I'll recreate your installation and check for some install error that is mismatching the kernels.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: jdove on 2012-01-15 14:29:38
i already uninstalled and reinstalled it but when i get some time ill try to recreate the problem and send you the details
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: -tHeGaMe- on 2012-01-18 12:26:07
hey. I just downloaded all the necessary mods for bootloader. fired it up and everything sems to be working just fine :D one thing though, is bootlegger 0037 close to being released? what new mods does it work with and what bugs are fixed? Im asking coz i wanna know if I should put off my playthrough til its released and would it be worth it to do that
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-18 12:27:12
The saves are compatible between multiple versions of Bootleg, so no worries.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: anything5678 on 2012-01-19 04:19:55
I've been really itching to play this, but try as I might I cannot get the game to run after using bootleg. Whenever I launch the game, after the Eidos/Squaresoft screens, it comes up with an error message saying "oops something very bad happened". I've tried many things to fix it, but nothing has worked as of yet.

I am aware that the issue will likely be solved with 0037, but I'm sitting here bored and really want to play it ASAP, so I'm posting this hoping for a way to fix it.

Bootleg.log
Code: [Select]
INFO: Bootleg Version 2011.11.13 Version .0036
INFO: Wed 18/01/2012 16:50:31.24
INFO: Bootleg Options: /C1 /S1 /P1 /R0 /O1 /N0 /A1 /V1 /H1 /L7 /M6 /K1 /E4 /T3 /Z5 /B0 /J0 /U1 /W4 /Y1 /Q1
INFO: Brat Code: /@111100111100000000
INFO: Destination Location: "c:\games\Square Soft, Inc.\Final Fantasy VII\"
INFO: Mod Path: "C:\Users\Adro\Downloads\FF7 Mods\;C:\Users\Adro\Downloads\;C:\Users\Adro\Downloads\FF7 Mods\"
INFO: Temporary Files: "C:\Users\Adro\AppData\Local\Temp\Bootleg_Setup\"

App.log
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 9600M GT/PCI/SSE2 3.3.0
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1280x800, output resolution 1066x800, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
INFO: FF7Music helper plugin loaded
INFO: Loading external library FF7anyCD.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: c:\games\Square Soft, Inc.\Final Fantasy VII\movies\eidoslogo.avi; indeo5/pcm_s16le 640x480, 30.000000 FPS, duration: 12.933333, frames: 388
INFO: slow output format from video codec indeo5; 6
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: unhandled exception

Config
Code: [Select]
# ff7_opengl-0.7.10b config file

## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 800
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = bootleg

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = no

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = yes

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

# Disable Error Notifications
disable_popup = on

# Load from Any CD
load_library = FF7anyCD.dll
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2012-01-19 12:44:28
You may need to revert to an older version of Aali's MPEG plugin.
Refer to this post for instructions:
FF7 FMV Crash Fix (http://forums.qhimm.com/index.php?topic=12008.msg177027#msg177027)
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: anything5678 on 2012-01-19 13:03:18
Damn still didn't work, it displays the same error at the same time.

Also, that link comes up with 403 forbidden, I did find a working one though: http://sardemff7.free.fr/dl/ff7_opengl-0.7.8b.zip (http://sardemff7.free.fr/dl/ff7_opengl-0.7.8b.zip)
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2012-01-19 13:06:31
Did you try the rest of the suggestion from that post?
Run the game is compatibility mode.

Some systems have difficulty with the HD movies.
No single fix has yet been determines.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: anything5678 on 2012-01-19 13:11:52
Yeah I did run it in compatibility mode with all the settings ticked, doing this is as I said the same outcome, the only difference is in the APP.log:
ERROR: texture dimensions exceed max texture size, will not be able to load c:\games\Square Soft, Inc.\Final Fantasy VII\/mods/bootleg/menu/buster_00.png
ERROR: NPOT textures not suppported, will not be able to load c:\games\Square Soft, Inc.\Final Fantasy VII\/mods/bootleg/menu/buster_00.png
ERROR: unhandled exception

Thanks for trying to help though, I hope I don't sound ungrateful at all.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Antisanta on 2012-01-19 15:13:02
Hello everyone!  I'm new to these forums, as you might see.  This wonderful mod compilation is what compelled me to join and say hello.  So there you have it; hello!  :P

So far I have finished installation, and the game seems to be running alright.  One problem I've been experiencing so far is that some NPCs seem to be missing their hair or heads.  On top of that, it seems like all of the non-cutscene music has simply ceased to exist. 

When I was installing the required bootleg patches, I noticed that the Final_Fantasy_VII_2.5.1_Installer.exe and MOVIE.zip point to broken links.  As such, I never was able to download these two files.  Could my problems be a result of this?

Finally, I chose to completely forgo the installation of the new music mod, simply because I enjoy the original MIDI music files, and wanted to hear them instead of the new files.  This is most likely why I can't hear any of the music.  How do I fix that?  ><

Thanks for the great mods, and thanks in advance for the help!  :D
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2012-01-19 18:58:50
The broken models and music are do to the missing Remix installer:
    Final_Fantasy_VII_Remix_v2-5-1_Installer.exe

Here are alternate downloads.
If you download The Remix in parts, you'll need to extract the installer before Running Bootleg 0036.

Final_Fantasy_VII_Remix_v2-5-1_Installer.exe        Titeguy3        Compilation of enhancements             Qhimm (http://forums.qhimm.com/index.php?topic=8915.0) TORRENT (http://dl.btjunkie.org/torrent/Final-Fantasy-VII-Remix/4358295211b4bbcc9c45a92d92ec95c0340e06e5bbbd/download.torrent)

Final_Fantasy_VII_Remix_v2-5-1_Installer.part1.rar  Titeguy3        Alternate for Remix in 4 Parts          Qhimm (http://forums.qhimm.com/index.php?topic=8915.0) 1 (http://www.gamefront.com/files/17397388/Final_Fantasy_VII_Remix_v2-5-1_Installer.part1.rar) 2 (http://www.gamefront.com/files/17403490/Final_Fantasy_VII_Remix_v2-5-1_Installer.part2.rar) 3 (http://www.gamefront.com/files/17405303/Final_Fantasy_VII_Remix_v2-5-1_Installer.part3.rar) 4 (http://www.gamefront.com/files/17405661/Final_Fantasy_VII_Remix_v2-5-1_Installer.part4.rar)

Final_Fantasy_VII_Remix_v2-5-1_Installer.part01.rar Titeguy3        Alternate for Remix in 13 Parts         Qhimm (http://forums.qhimm.com/index.php?topic=8915.msg177038#msg177038) 01 (http://www.mediafire.com/?8oo6046cgmlawlb) 02 (http://www.mediafire.com/?cv49v7b85vtyax6) 03 (http://www.mediafire.com/?ncj1js72oycgx1q) 04 (http://www.mediafire.com/?1acpahcrrl64fqe) 05 (http://www.mediafire.com/?g84knku4karg7bg) 06 (http://www.mediafire.com/?kduq5ku8cb52ljj) 07 (http://www.mediafire.com/?ogd4ppk8yzfu8so) 08 (http://www.mediafire.com/?rmeibzk88an9rdh) 09 (http://www.mediafire.com/?vmbzezzw2940ymc) 10 (http://www.mediafire.com/?su7dkjhn0hk0vej) 11 (http://www.mediafire.com/?2m1o31m8x5g1f1c) 12 (http://www.mediafire.com/?rs1j0wwixu8ndb1) 13 (http://www.mediafire.com/?2km3m97ha0kv6cm) FILES (http://www.mediafire.com/?l2ch6mri1n6ki)

MOVIE.zip                                           Rumbah          New Opening and Mkup Movies             Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg156206#msg156206) FILE (https://docs.google.com/open?id=0BwC7kjtdF7wpNDJhNDYzM2MtY2ExNC00ODFhLTgyY2YtZWRlNTRkYmYxMTlh)


FF7Music supports the original MIDI sountrack with the PSF option.  When running BFE, select the PSF MIDI option under Soundtrack.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Antisanta on 2012-01-20 03:41:31
Wonderful!  Thanks for the timely response.  I'll give those a try and let you know the outcome.   :D
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: anything5678 on 2012-01-20 05:54:38
Well I don't know why I didn't try it before, but I reinstalled it again, except this time I didn't select the Menu Overhaul option. This seemed to work, as I finally got the the new game screen, and began playing. However, after the very first battle, it went to a black screen and the game crashed again. I'll try some different things again to see if I can get past that point, but at least there's progress.

Ok so as soon as I finish the battle, with Cloud swinging his Buster Sword, the game goes to a black screen, with the music continuing to play. If I don't press anything then it stays like this, as soon as I press a key it stops and a messages comes up saying ff7.exe has stopped working.

Bootleg.log
Code: [Select]
INFO: Bootleg Version 2011.11.13 Version .0036
INFO: Fri 20/01/2012 13:25:11.37
INFO: Bootleg Options: /C1 /S1 /P1 /R0 /O0 /N0 /A1 /V1 /H1 /L5 /M6 /K1 /E4 /T3 /Z4 /B0 /J0 /U1 /W4 /Y1 /Q1
INFO: Brat Code: /@011100111100000000
INFO: Destination Location: "c:\games\Final Fantasy VII\"
INFO: Install Image: "C:\Users\Adro\Downloads\FF7 Mods\Final Fantasy VII.zip"
INFO: Mod Path: "C:\Users\Adro\Downloads\FF7 Mods\;C:\Users\Adro\Downloads\;C:\Users\Adro\Downloads\FF7 Mods\"
INFO: Temporary Files: "C:\Users\Adro\AppData\Local\Temp\Bootleg_Setup\"

App.log
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 9600M GT/PCI/SSE2 3.3.0
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
INFO: FF7Music helper plugin loaded
INFO: Loading external library FF7anyCD.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: c:\games\Final Fantasy VII\movies\eidoslogo.avi; indeo5/pcm_s16le 640x480, 30.000000 FPS, duration: 12.933333, frames: 388
INFO: slow output format from video codec indeo5; 6
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
INFO: c:\games\Final Fantasy VII\movies\opening.avi; h264/aac 1280x896, 15.000000 FPS, duration: 119.466667, frames: 1792
INFO: slow output format from video codec h264; 12
UNEXPECTED: zero count
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 300
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: unhandled exception

Config
Code: [Select]
# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 640
window_size_y = 480
preserve_aspect = yes
fullscreen = no

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = bootleg

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = no

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = off

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = yes

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

# Disable Error Notifications
disable_popup = on

# Load from Any CD
load_library = FF7anyCD.dll
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: masterwongfu on 2012-01-20 06:11:31
hey there guys i just followed all the instructions to get this to work but i am missing two files that are critical to the modding process,
ff7music_install_15112.exe and ff7_opengl-0.7.11b.zip.. is there a way to obtain these files other than the links provided because the dont work. lol ive been at this for a day or so now and i cant find those files anywhere else :(
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Covarr on 2012-01-20 06:27:32
ff7music_install_15112.exe went down along with all of Megaupload. I have reuploaded it to RapidShare, and it can be found here (https://rapidshare.com/files/3788309481/ff7music_install_15112.exe).
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: masterwongfu on 2012-01-20 06:44:06
sweet thank you , now all i need to get is ff7_opengl-0.7.11b.zip :lol: you wouldnt happen to know of where i can get that file?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: anything5678 on 2012-01-20 06:49:13
From here I believe: http://backup.ninjaloot.se/share/ff7_opengl-0.7.11b.zip
It works fine for me.

I don't know if this will work but try this: http://www.mediafire.com/?a584mxlxw71hpct
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: masterwongfu on 2012-01-20 06:50:37
ive probably clicked on that link a hundred times today and it has yet to work for me :(
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: masterwongfu on 2012-01-20 06:56:26
is there anyway anyone can just email that file to me , if so my email is [email protected]
i would very much appreciate it if someone could

edit:sorry for the double post and thank you for the file :)
edit edit: mkay so i got it running and everything but when i go into battles my bars are all messed up, is there a solution to this?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Antisanta on 2012-01-20 09:57:26
The broken models and music are do to the missing Remix installer:
    Final_Fantasy_VII_Remix_v2-5-1_Installer.exe

Here are alternate downloads.
If you download The Remix in parts, you'll need to extract the installer before Running Bootleg 0036.

Final_Fantasy_VII_Remix_v2-5-1_Installer.exe        Titeguy3        Compilation of enhancements             Qhimm (http://forums.qhimm.com/index.php?topic=8915.0) TORRENT (http://dl.btjunkie.org/torrent/Final-Fantasy-VII-Remix/4358295211b4bbcc9c45a92d92ec95c0340e06e5bbbd/download.torrent)

Final_Fantasy_VII_Remix_v2-5-1_Installer.part1.rar  Titeguy3        Alternate for Remix in 4 Parts          Qhimm (http://forums.qhimm.com/index.php?topic=8915.0) 1 (http://www.gamefront.com/files/17397388/Final_Fantasy_VII_Remix_v2-5-1_Installer.part1.rar) 2 (http://www.gamefront.com/files/17403490/Final_Fantasy_VII_Remix_v2-5-1_Installer.part2.rar) 3 (http://www.gamefront.com/files/17405303/Final_Fantasy_VII_Remix_v2-5-1_Installer.part3.rar) 4 (http://www.gamefront.com/files/17405661/Final_Fantasy_VII_Remix_v2-5-1_Installer.part4.rar)

Final_Fantasy_VII_Remix_v2-5-1_Installer.part01.rar Titeguy3        Alternate for Remix in 13 Parts         Qhimm (http://forums.qhimm.com/index.php?topic=8915.msg177038#msg177038) 01 (http://www.mediafire.com/?8oo6046cgmlawlb) 02 (http://www.mediafire.com/?cv49v7b85vtyax6) 03 (http://www.mediafire.com/?ncj1js72oycgx1q) 04 (http://www.mediafire.com/?1acpahcrrl64fqe) 05 (http://www.mediafire.com/?g84knku4karg7bg) 06 (http://www.mediafire.com/?kduq5ku8cb52ljj) 07 (http://www.mediafire.com/?ogd4ppk8yzfu8so) 08 (http://www.mediafire.com/?rmeibzk88an9rdh) 09 (http://www.mediafire.com/?vmbzezzw2940ymc) 10 (http://www.mediafire.com/?su7dkjhn0hk0vej) 11 (http://www.mediafire.com/?2m1o31m8x5g1f1c) 12 (http://www.mediafire.com/?rs1j0wwixu8ndb1) 13 (http://www.mediafire.com/?2km3m97ha0kv6cm) FILES (http://www.mediafire.com/?l2ch6mri1n6ki)

MOVIE.zip                                           Rumbah          New Opening and Mkup Movies             Qhimm (http://forums.qhimm.com/index.php?topic=11257.msg156206#msg156206) FILE (https://docs.google.com/open?id=0BwC7kjtdF7wpNDJhNDYzM2MtY2ExNC00ODFhLTgyY2YtZWRlNTRkYmYxMTlh)


FF7Music supports the original MIDI sountrack with the PSF option.  When running BFE, select the PSF MIDI option under Soundtrack.


So, the install seemed to run smoothly save for one small mishap: MOVIE.zip, despite being present in the folder along with the bootleg frontend, etc, was for some reason not found by the program.  Is this going to be problematic?  Is there a way to effectively install the files manually without conflicting with the other movie mods?  Thanks.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2012-01-20 15:47:06
Bootleg Configurator 0037 is Now Available!
DOWNLOAD BOOTLEG (http://forums.qhimm.com/index.php?topic=12008.msg168306#msg168306)


Download Mods Separately!
The Big List of Final Fantasy VII Mods (http://forums.qhimm.com/index.php?topic=12008.msg167686#msg167686) is updated due to the death of MegaUpload.
Read the Bootleg_Readme.txt (http://forums.qhimm.com/index.php?topic=12008.msg168273#msg168273)

New in Bootleg .0037
    Added Field Model Options: Squallff8's Redesigned PRP Field Models-- Bootleg and Full
    Added Vincent Model Option: New Boots
    Added Option to Switch Menu Overhaul Styles with Kranmer's Switcher
    Added Cloud Field Model Option: Rebuilded
    Added Potion Model Options: No Change, HD Bottles, AC Vials
    Added Kleyon's HQ Barret Arm Cannon to Compatible Barret Battle Models
    Added Option for Timu Sumisu's Battle Barret + Kleyon's HQ Barret Field Model
    Added Support of The Remix in 13 Parts Alternate
    Revised Option Descriptions
    Revised New SoundFX with louder Cursor and Cancel Sounds; Removed female voice from hit sounds shared by Tifa and Barret
    Revised Bootleg.log
    Revised Shaders with Aali's Everything is Made of Light Fix
    Revised FF7Music, Avalanche Hi Res, Avalanche GUI, Kranmer's FMV's and DLPB's FMV's to Install Silently
    Updated Support for Multiple DLL's with Kranmer's Multi Dll Loader
    +Fixed Beheaded Classic Cloud Battle Model
    +Fixed Broken Bootloader: Added More Variables, Added Safe Mode Preset, Write Now Works, Play Now Works without Mode Switching, Safe Mode Includes FMV Fix
    +Fixed Stall at Deglitching
    +Fixed Broken Shrug Animation on Model BMEE
    +Fixed Shera's Hair on Model BGDC
    +Fixed Old Farmer's Black Face on Model BOCC
    +Fixed Zack's Missing Buckle on Models IBAD and IBGD
    +Fixed Broken Tifa PRP World Model
    +Fixed Additional PRP Model Alphas
    Integrated Mods: Squallff8_Final_PRP_Models.rar, Vincent's Boots.rar, Models.7z, HQMBV2 - Classic Buster.rar, Classic Models.7z, Multi CTRL+F5-F8.zip, Multi DLL Loader (put DLLs in LOADR folder).zip, Kleyon's T&M HQ Barret AM Canon Battle.rar, Kleyon's T&M Barret Field.rar, New_Prelude.zip, potion slayers.zip

New in BFE 2012.01.21.0037
    Added Link to The Big List of Final Fantasy VII Mods Forum Thread at Qhimm
    Added Link to The Bootleg Forum Thread at Qhimm
    Added Preset - Default
    Added Preset Save and Load options
    Added .INI File to Store Paths and Mod Links
    Updated Mod Links: FF7Music 12, The Remix, The Remix in 13 Parts
    Updated with New Bootleg Configurator Options
    Updated Mod Requirements in Mod List to Accurately Determine Required Mods
    Updated ToolTips with Better Descriptions
    Updated Debug Mode
    Updated Mod Links
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2012-01-20 15:59:48
Freaking awesomeee. Any particular additions?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-20 16:00:41
Yes. A LOT! Check the readme for details (both of them).
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Antisanta on 2012-01-20 16:15:50
Wow... fail timing on my part.  I hope there aren't too many more files to download.  :( 

EDIT:  By the way, when I try to run the game, I am now getting a "please insert disk" message that was not previously there.  Bah.  The universe seems to be in a particularly apprehensive mood today.  x.x 
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2012-01-20 16:16:05
wow that is a lot!

By "fixed stall at deglitching" you guys mean it's no longer necessary to uncheck "remove glitched" in the BFE?
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Vgr on 2012-01-20 16:18:15
Yes, lion.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2012-01-20 16:23:45
Good stuff indeed. Big thanks to both of you guys for continuing
This awesome project.
Shoot, thanks to everybody who contributes these mods!
I'm enjoying ff7 like never before!
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Antisanta on 2012-01-20 17:47:16
Wish I could say the same... <.< 

Ah well, I am going to give a fresh installation a go and see how that turns out.  Thanks for the mods and the help guys! Once I get it working, I know it will be worth the effort.  :)

EDIT:  No such luck.  Still "Insert CD" error.  Sigh. 
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: masterwongfu on 2012-01-20 18:32:05
hey guys under the enhanced movies it is missing part 3 out of the 5 parts unless im reading something wrong

Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2012-01-20 20:04:30
Antisanta,
First, try to alter the CD-Rom drive using Bootloader-- start by double clicking the rainbow comet on the desktop.
Click CONFIGURE and then make sure the CD-Rom drive letter matches the drive that contains the game CD-Rom.
Click WRITE CFG.
Now try to start the game.

If you still get the CD-Rom error, try installing Any CD Loader.
When you run BFE, make sure 'Any CD Loader' is checked.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: crackinglazer on 2012-01-20 20:18:05
a simple enquiry, I realize the answers are somewhere in this thread, but to be fair it is close to 30 pages long, and I am one lazy bas***d so...
1. I've got to download all the mods that are coloured red from the list right?
2. I've got to put all those mods in the same folder (along with bootleg and BFE)
3. Install ff7 in maximum
4. run BFE and inturn bootleg
and thats it? the game should run fine then?

also should I leave the downloaded mods zipped up?

cheers
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: masterwongfu on 2012-01-20 20:45:44
ok ive got it working and everything but im not getting any battle music and my battle menu is messed up, is there any fix to this??

Edit: okay i got the menu fixed but i really dont know what to do about the music, its not playing at all??
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2012-01-20 21:09:57
hmmm, Im trying to use the menu switching hot keys, but no change. Its default on ffX, and on the world map and in battle i pressed ctrl+f5, no change.

Is this because I didnt check the keyboard setup in bfe? Im using a gamepad so I thought that might screw up my controls.

(ps I did check for the style switch in BFE)
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2012-01-20 21:13:11
a simple enquiry, I realize the answers are somewhere in this thread, but to be fair it is close to 30 pages long, and I am one lazy bas***d so...
1. I've got to download all the mods that are coloured red from the list right?
2. I've got to put all those mods in the same folder (along with bootleg and BFE)
3. Install ff7 in maximum
4. run BFE and inturn bootleg
and thats it? the game should run fine then?

also should I leave the downloaded mods zipped up?

cheers

youve pretty much got it right. check out the tutorial daniish made under faq
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: crackinglazer on 2012-01-20 21:51:22
cheers fo th reply
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2012-01-20 22:02:51
Don't install FF7 to a system folder like '\program files\' or some mods will not work.
Instead, install FF7 to a folder like 'D:\Games\' to insure all files are correctly copied.

The menu style switcher does NOT require the keyboard fix.
It DOES require that Menu Overhaul is installed.
Q:How do I change the Menu Overhaul menu style?
A:Install Kranmer's Menu Overhaul Menu Style Switcher.
  While FF7 is running, use these hot keys to switch styles:
  STYLE . . . . . . HOT KEY
  FFIX  . . . . . . CTRL+F5
  FFX   . . . . . . CTRL+F6
  FFIX w/9999 . . . CTRL+F7
  FFX w/9999  . . . CTRL+F8
  Do NOT switch to the 9999 menu unless you enabled this feature during the Menu Overhaul installation or in Aali's OpenGL driver.
  If the display becomes misaligned, simply switch modes again to correct the alignment.

--

You must download all the mods listed in red.
Make sure there are now red listed mods before clicking RUN BOOTLEG.
Do not extract the mods.

If the music is not playing, there was an issue installing and configuring FF7Music.
Make sure the FF7Music installer is present before running Bootleg.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Lionsmane on 2012-01-20 22:20:25
Hmm that's curious as I have the overhaul installed; my menu is ffx right now. I'll give it another whirl later and post results! Thanks for the quick response
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: Antisanta on 2012-01-20 23:34:53
Antisanta,
First, try to alter the CD-Rom drive using Bootloader-- start by double clicking the rainbow comet on the desktop.
Click CONFIGURE and then make sure the CD-Rom drive letter matches the drive that contains the game CD-Rom.
Click WRITE CFG.
Now try to start the game.

If you still get the CD-Rom error, try installing Any CD Loader.
When you run BFE, make sure 'Any CD Loader' is checked.

LOL.  I can't believe I didn't freakin' notice that!  :roll:  Thanks a million PitBrat.  It's working flawlessly now, but I'm not liking some of the choices I made in BFE.  Can I simply rerun BFE and make new selections, and install them right over the old ones?  Or will I have to use a fresh install?

Thanks again for all your help.  The game looks even more amazing than before! :D
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2012-01-20 23:52:03
I recommend doing a fresh install of FF7.
Reinstalling Bootleg on an already Bootlegged FF7 is untested.
You can also create an FF7 image by doing a fresh install and then zipping the contents of the game folder.
In BFE select that zip under FF7 Image.
The process is described in better detail in Bootleg_Readme.txt.
It speeds up the install process.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: anything5678 on 2012-01-21 06:10:16
Unfortunately 37 didn't fix my problems at all, it seems to be doing exactly the same: If menu overhaul is ticked, the game crashes when the new game screen should show up. If it is unticked, then the game crashes after winning the first battle, so I suppose something else also needs to be unticked.

As far as I can tell I have followed the instructions for installation exactly, and I have already tried changing the compatibility settings and config settings, so I just don't know what else to do.

Additionally, though it probably won't help, in the crash.dmp it does say "The thread tried to read from or write to a virtual address for which it does not have the appropriate access" for ff7.exe.
Title: Re: [Tutorial] Bootleg Configurator and FF7 Mod Installation
Post by: PitBrat on 2012-01-21 13:22:32
anything5678,
Install FF7 to a non system folder.
DO NOT INSTALL TO '\Program Files\'
Instead, install the game to a folder like 'D:\Games\'
Title: Re: [Tutorial] Bootleg Configura