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Messages - Darkslayerpowerfull

Pages: [1] 2
1
FF7 Tools / Re: [PS/PC] FF7 Steam Translation to FF7 PS1
« on: 2020-09-09 13:17:12 »
Hey, maybe that really helps. However, what is the certainty that mods like this one to expand files and Bosola's will not make the iso stop working at random? I prefer not to take any chances until I have proof and a ps1 at home haha. But thanks for the link I will use even when I think I am safe with my modifications.

2
You have some info if this patch have bugs in the real console?If not i will patch my iso with this and end my mod, almost finished

3
FF7 Tools / Re: [PS/PC] FF7 Steam Translation to FF7 PS1
« on: 2020-09-04 19:22:44 »
Taking advantage of your post, I come to instruct you things I discovered:

MassIsoUpdate: I don't know if using this program to import files larger than the original in an iso would cause bugs when playing on the real console.
Makou Reactor: When using the program to use in relation to the PSX / PS1, be careful when doing a lot of editing and saving the iso. Never do that. Always export the Field.dat file and test if it is bigger than the original, then yes, you use the MassIsoUpdate program at your own risk of causing a bug in the iso playing on the real console.

If you have any success playing the iso, having used MassIsoUpdate to import Fields.dat files larger than the original and not causing any bugs, none at all, let me know in the comments or via PM, why it helps me and helps several people.

I'm asking this, because at the moment I don't have a PS1 at home to test my iso with files larger than the original.

4
SegaCheif... i don't know if you will see this...But when modding a iso with materia keeper and searching for erros using eccregen 1.4 has a error inside...

Sorry for send this reply maybe you will not see this or update this program

5
Oh shit, the previous post has a question of a guy about PS1/PSX...I editing the PS1 version a lot and one of my fields file became longer. Which i don't see that is - the program salving the iso with the file increasing the field and when i export the same field file and delete for example some dialogues of him became smaller...

I putting back some unuseds scenes, watching some sites - same scenes is impossible because the file became longer and i want the iso reading in the real console.
New scenes based in the beta and some modifications too.

I want to ask if someone here which has modding the PS1 version and use the MassIsoUpdate program has problems with the iso reading in the real console? Much unused content i want to put is impossible, like the bridge of corel scene and other...


6
Support / FF7 PSX/PS1 New Status AI/Limit Space
« on: 2020-08-28 02:04:11 »
Hello everybody,good?

It's me again to hurt everyone with bad ideas...
I want to create a STATUS using the useless and unused IMPRISIONED STATUS(reno and other monster use) to make a like virus STATUS?

When the status(imprisioned) is used, the player cannot use restorative spells and your max hp will be current hp for the end of the battle. I want this can used in both player and monster and can cure with a Antidote(?). Yeah, the HP had to come back to original max HP of the begin battle

Here the code:

Code:
Code: [Select]
12  2060
10  42A9
80
02  2060
00  4003
80
90
02  2060
00  4003
80
70 001C
12 2060
13 4180
80
02 2060
03 4160
80
90
73

This really do something to game?

Both codes come from BOSOLA(MAYBE?)

Another code:
which (maybe) do what i want...
Code:
Code: [Select]
12   0000
02   20E0
90
12   0020
61   0001
90
12   0040
02   0000
02   0020
35
90
02   0040
70   002E
12   0040
10   42A9
80
02   0040
00   4003
80
90
02   0020
61   8000
45
70   0045
12   0020
02   0020
60   02
32
90
72   000E
73
Can I use this combined with above code and all characters use this AI?

Anyone have solutions of the limit space used for Kernel/Scene.bin?The patch from bosola HAS bugs in the real console?I have not a real ps1 to test all the game in all cds.
And the MassIsoUpdate program? In the real console(ps1)the iso will break somewere?

Sorry for my Asks...

7
Support / FF7 PSX/PS1 HELP IDEAS
« on: 2020-08-28 00:07:12 »
Hello everybody,good?

It's me again to hurt everyone with bad ideas...
I want to create a STATUS using the useless and unused IMPRISIONED STATUS(reno and other monster use) to make a like virus STATUS?

When the status(imprisioned) is used, the player cannot use restorative spells and your max hp will be current hp for the end of the battle. I want this can used in both player and monster and can cure with a Antidote(?). Yeah, the HP had to come back to original max HP of the begin battle

Here the code:

Code: [Select]
12  2060
10  42A9
80
02  2060
00  4003
80
90
02  2060
00  4003
80
70 001C
12 2060
13 4180
80
02 2060
03 4160
80
90
73

This really do something to game?

Both codes come from BOSOLA(MAYBE?)

Code: [Select]
Another code: which (maybe) do what i want...
Code: [Select]
12   0000
02   20E0
90
12   0020
61   0001
90
12   0040
02   0000
02   0020
35
90
02   0040
70   002E
12   0040
10   42A9
80
02   0040
00   4003
80
90
02   0020
61   8000
45
70   0045
12   0020
02   0020
60   02
32
90
72   000E
73
Can I use this combined with above code and all characters use this AI?

Anyone have solutions of the limit space used for Kernel/Scene.bin?
And the MassIsoUpdate programa? In the real software(ps1) read the iso?

Sorry for my Asks...

8
with mako reactor , in variable manager you can see the var used in the game, except vars used in world map
You know about places which have ''hidden objects'' like the redman in the cell of desert or the bookshelf?I will put some objects in that places or hints about the mod haha
Of course some places i cannot do, because of the space, like the field mrkt1 and mrkt2 which have some box and garbages which is dropped from the sector 7.

9
Hello, It's me again.
I'm need some variables in my mod to make some objects, like the bookshelf of the kalm tower, drop some hints plus item.
I have a list of some objects i can use for this purpose and some regions the player can analyze if can drop itens, such garbage in the sewers.

It's this variables used in the game?
1/253
1/254
1/48
15/196
1/196
1/248
1/232
1/233

I need more variables and places like in the sewers or the bookshelf of the kalm to make the game more active

10
ff7 doesnt use a pallet swap for the models. instead every version of a model are poly painted and that information is stored in the p files. So there is no way to have AI change an enemies color. You would need extract the battle.lgp and use kimera to edit the color of the files. but i do not know if thats possible on the psx version.
I'm asking this because i viewed some videos in youtube of Funny Enemy builded by Gameshark(2009).
This videos and the post of that year i get the AI for making them Biggers.
I using the Psx version, and in the moment is possible to change the color by Hex Edition(Varyneruel did in youtube), but i not have some time to do.

11
I have the AI to making the enemys begin Biggers but i need(if exist) a AI to color them. The color i don't care, is to create a different monster or boss.

12
Only the initial stats/equipment are hard-coded for Vincent/Cait. Their growth curves and limit data are pulled from the KERNEL because Sephy and little Cloud don’t have limits.
Ok, thanks. I removed the exp sephirot have(He not grow up to next level in the flashback) and i gained some space to re-put the initial materias of the game and some based in the remake.
I'm creating some bosses and thinking about the Ozma,using normall spells for testing and basic AI, using a ID of a unused enemy (12F) to him and putting the AI for making him bigger in the Main AI. The enemy will freeze the game for haven't has animations attacks?
About my question above(wolfmeister and iron giant) maybe is not possible...One day I tried putting Guard Scorpion + Heligunner putting in the same scene + formation and freezed the emulator... It's sad the PSX/Ps1 cannot handling them. I will try using the Grand Horn and Red Grand Horn to do the work of the similar two bosses.
Sorry for double-posting. I'm blind sometimes haha.
Thanks anyway for answering.

13
If you used USA version , you can use patch extension from Bosola. This patch extend the kernel and scene size.
To create these boss, iron man and wolfmeister are located in the same scene, then create a formation with his id correctly.
AI is a complicated structure, only one number isn´t correct, the code is bad, you must take a lot of attetion in every opcode and jumps
1 - I don't use Bosola's mod, because, I don't know if the console will give problems and I want my iso to work on both console and emulator.
2 - iron man and wolfmeister are located in the same scene and the same formation, so what is the problem?The formation is in pincer attack, I don’t remember testing side by side. The ID's correct.
3 - Yeah, i using a AI from enemies which call attacks and has less space to call spells.

14
You can change Sephirot´s data and this not affect Vincent like young Cloud doesn´t affect Caith Sith
I doing this to remove some space to my kernel, so, i will do 1 kernel and 1 scene to all CDs.
Hey man, i'm trying to do a boss fight, which is iron man + wolfmeister in the same formation and naming them Vajradhara Tai and Vajradhara Wu. The problem is: When the battle begin, the formation begin all scratch and bugged, the emulator crash after this.
I tried using other AI in them, the Iron Man begin with the plate body flying and the other parts invisible.
You know if the PSX cannot handling them?
I'm making bosses to my boss rush or boss battle to gain some rewards:

[Jabberwock = King Behemoth                                                                                               ]
[Wrath Hound = Red dog Bigger I did but need some repairs                                                    ]
[Belzecue = Guard dog Bigger I did but need some repairs                                                       ]       Bosses of Crisis Core and Remake
[Vajradhara Tai e Vajradhara Wu = Iron Giant and Wolfmeister or Grand Horn and Cmd Grand.H  ]
[Cerberus= Dark Nation Bigger I did but need some repairs                                                      ]
[Combisms Bigger(I nice boss i did using a random AI)                                                             ]
[Hell House Bigger (Maybe?)                                                                                                  ]
[Brain Pod Bigger                                                                                                                  ]
[Eligor Bigger (Maybe?)                                                                                                         ]
[----------------------------------------------------------------------------------------------------------]

You have a suggestion of Boss to me? Haha, sorry my request, we aren't friends but i'm thinking you are a nice guy, because, you helped me much in the forum answering some of posts haha

15
Hello everyone, i'm thinking off about the curret exp and exp to next level of sephirot, and my question is:
Putting ZERO in both options, does vincent change? Because they occupy the same slot, the same doubt goes to the cloud / zack in relation to cait sith.
Other thing is about the past post, which dark nation cannot call the spell and crash. Anyone has a solution?

Does anyone here on the forum like the PSX version of the game? I've done so many posts about the game, I've changed a lot and nobody answers any of them except Mr. Vayneruel and possibly Sega Chief who helped me a lot in my mod.
I would like to know about some rebalances that the people would want in a possible mod, suggestions of materials and such.

16
Normally when the emulator crashes it´s a formation or animation problem.
Do you correct kernel, right?
Yeah the kernel is right and I tried putting back the attacks and the darkstar do ''Osmose'' in Rufus, draining the MP of him.
When i change the IDs, and the dog will do the attack the emulator freeze/stop but the music is running or the emulator crash appearing a error message

17
I see two mistakes, you don´t change the id of barrier and Mbarrier when his check his owm mp
02   2060
02   4140
80
60   0F                check if his mp is higher than barrier cost
86
42
70   0031
12   2070
02   0000
90
60   20
61   0102
92
I think this isn´t the problem , do you assigment the new attack in animations/formations?
About the assigment, yeah the attack is ok in the animations/formations but i never know i had to change the ID when check if his mp is higher than barrier cost. I will change and test.

Edit 1#I edited the id of check the mp and the game freeze. Man it's suck, i don't know what is the problem,i edited the id of Valron in the world map and is nothing wrong appear, so what is the problem with this boss?

18
Can you send image of darkstar ai?

Darkstar's AI is the same of the original Dark Nation, the difference is a copy of the attack tentacle similar to guard hound and the altered attack Barrier and MBarrier. I don't know what is the problem.
Hey man, can you send me your Discord ID, so we can talk more about this

Edit 1#
In this AI the 200 and 201 is 102 and 104.

02   0000
00   4000
80
52
02   0000
00   4010
80
52
50
70   0042
02   2060
02   4140
80
60   0F
86
42
70   0031
12   2070
02   0000
90
60   20
61   0102
92
72   003F
12   2070
02   20A0
82
90
60   20
61   0112
92
72   01CF
02   2060
00   4010
80
52
70   00CB
81
60   04
34
60   00
71   0080
12   2070
02   20A0
82
90
02   2060
02   4140
80
60   21
86
42
70   0074
60   20
60   21
92
72   007A
60   20
61   0113
92
72   00C7
72   0085
60   01
71   0099
12   2070
02   20A0
82
90
60   20
61   0112
92
72   00C7
72   0099
02   2060
02   4140
80
60   0F
86
42
70   00B6
12   2070
02   2060
90
60   20
61   0102
92
72   00C4
12   2070
02   20A0
82
90
60   20
61   0113
92
72   00C7
91
72   01CF
02   2060
00   4011
80
52
70   0154
81
60   04
34
60   00
71   0109
12   2070
02   20A0
82
90
02   2060
02   4140
80
60   21
86
42
70   00FD
60   20
60   21
92
72   0103
60   20
61   0112
92
72   0150
72   010E
60   01
71   0122
12   2070
02   20A0
82
90
60   20
61   0112
92
72   0150
72   0122
02   2060
02   4140
80
60   10
86
42
70   013F
12   2070
02   2060
90
60   20
61   0104
92
72   014D
12   2070
02   20A0
82
90
60   20
61   0113
92
72   0150
91
72   01CF
81
60   04
34
60   00
71   0187
12   2070
02   20A0
82
90
02   2060
02   4140
80
60   21
86
42
70   017B
60   20
60   21
92
72   0181
60   20
61   0112
92
72   01CE
72   018C
60   01
71   01A0
12   2070
02   20A0
82
90
60   20
61   0113
92
72   01CE
72   01A0
02   2060
02   4140
80
60   21
86
42
70   01BD
12   2070
02   20A0
90
60   20
60   21
92
72   01CB
12   2070
02   20A0
82
90
60   20
61   0112
92
72   01CE
91

19
Hello everyone, it's me again.
In my mod, some boss has new attacks and in the battle of rufus and darkstar(dark nation) the dog has the same attack of original,barrier and mbarrier, but in my mod the two attacks i removed from the player to put new attacks. To fix the maybe attack(barrier and mbarrier) affect rufus, i edited the attack id of the two attacks to 0200 and 0201, copied the MAIN of the darkstar to a note and edited the attacks to 0200 and 0201 fixing the problem.
But when the battle has to appear the emulator crash...Anyone help me with this...

I'm putting a boss rush moment in my mod, of the original bosses + news i putted in the history + extra bosses(box and others which not appear in other place).
Anyone has a suggestion to up the boss rush?

20
is this one? http://forums.qhimm.com/index.php?topic=11405.0 .. i don't know if somebody has the file, good luck for the search
or this one? http://forums.qhimm.com/index.php?topic=10958.150 the download still working
is the first one...
I want to try the mod, the author have in the old laptop but maybe him not will re-upload

21
Hello everyone, I realized that it is possible to reuse the Dual + Dual Drain Status to inflict on characters and monsters but when it is inflicted it does not appear on the Status bar like POISON, HASTE and others.
I saw that in the VGR mod, FF7 PSX Av the status appears when it is inflicted ...
Could someone explain to me how to appear?

edit: I fumbled after that ... I tested again and the status appeared ...

I would like to know if I am under the effect of something like Haste or Poison, Dual + Dual Drain does not appear?

22
Hello good morning / good afternoon / night to all.
I wanted to ask here in this post if anyone has the download of the Lost Wing's FF7 Revisited mod?

23
So using Mass Iso, will I be able to burn the iso to a DVD / CD to play the game on Ps1? Or just by emulator?
If I can burn the iso normally and there is no bug in the game, I will be adding unused scenes, new sidequests, etc.

24
But how is this possible, is the additional space moved to some other ISO folder?
Is it like the case of the BOSOLA mod that increases the size of SCENE.BIN and KERNEL.BIN?
I'm asking this question because I want to insert the famous unused cloud scene coming out of 7TH Heaven and talking to Tifa

25
Releases / [FF7 PSX/PS1] MassIso Software/Mod Suggestion
« on: 2020-03-30 22:25:41 »
Hello guys a question
I am currently editing the FF7 in the PS1 / PSX version and added a lot, like some unused texts, optional bosses / game progress, texts based on the FF7 Remake Beta making the game more fun and "new" in addition to new items and Subjects
1 * I was wondering if anyone has the download of the mod to remove the w-item bug. I want this mod but when i try to patch, says i cannot do...
2 * With Lasyan3's Mass Iso program, is it possible to edit Fields that end up getting larger than the original and insert them back into the game?
I ask this because normally when doing this the message "Truncated" occurs and I did not want to make an ISO that cannot be played in the portable game.
3* If anyone know about the unused scenes, send me a menssage, i wanted to do the unused ''7Th Heaven" script of tifa and cloud speaking about the promise in the psx version

If you want to give me a suggestion for something I can implement, tell me I'm going to take a look.

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