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Topics - Tsunamix

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FF7 Gameplay Releases / [FF7 PC] Scavenger
« on: 2020-01-14 21:39:46 »
The Scavenger Mod

A challenge mod for Final Fantasy 7 created by Tsuna and death_unites_us.
It breaks the game up into sections, each time you complete a section you will lose EVERYTHING!
Weapons, Armour, Accessories, Materia and Gil, you'll be left with your basic setup every time.
Your challenge is to Kill, Steal, Morph and Scavenge for what you're gonna need to beat the next boss.

The only things you will keep through checkpoints are:
3 Sense Materias
3 Morph Materias
3 Steal Materias
3 Sneak Gloves

And as a gift you get to keep whatever the last boss dropped, but only through 1 checkpoint following it.

These items are all you will have to help you gain the setup for the next checkpoint.

As an extra challenge, try to beat this mod without doing any shopping!
Currently there is no reward for this but in future updates there will be.

You can download the mod for 7th Heaven here:

Good Luck!


Creating the mod

Creating the idea for the mod, Beta Testing

Tsunamods Phoenix Tail Avatars

Remake Avatar Renders + anything I could find that closely resembles the same quality.
Uses a transparent Background, I can add a background to these if requested enough.


Download: HERE

Install for 7th Heaven

1. Open 7th Heaven
2. Change to Library tab
3. Click "Import"
4. Click "From IRO Archive"
5. Select [Tsunamods] Phoenix Tail Avatars.Iro
6. Name the mod as you like
7. Activate mod from the bottom of the Library tab


Tsunamix, Villodres


The Tsunamods team will be running a charity event over the next few weeks in the hopes to bring the entire FF community together. Supporting a cause that the entire internet is currently fighting for. #TeamTrees

Did you hear of the recent fire in the Amazon Rainforest? Do you know how many trees died? They don't know either, but it's a LOT.
In case you didn't know, Trees make Oxygen, and everything above ground on this planet needs that stuff to breathe. So they're pretty important...

This movements goal is to plant 20 MILLION trees by 01/01/2020. This non-profit organization started on the 25/10/2019 and so far have raised over 5 MILLION already! $1 = 1 Tree, it's as simple as that.

What's the difference between this and any normal charity event? Well this one is a global effort! Everyone on the internet right now is helping this cause. Seriously, you search #TeamTrees on any of your social medias and just look at what you find. You'll find that many people on Social Media are doing something related to trees to try and support this project and spread awareness of the situation. So the Tsunamods team are going be starting a new mod Final FantaTree VII.

A mod where every 3D model in the game will be replaced with Trees! Not just static Trees with no animations, that would be boring. But fully animated, weapon holding, spiky yellow haired trees. This is all in good fun to do our best to support the cause, I will be livestreaming the creation of this mod every step of the way. If you are interested in supporting this cause please head to the Tsunamods Twitch channel at the link below and give your support:

I will be streaming at 8pm GMT (30 mins from now) and will continue to stream this project over the next few weeks.

If there are any modders here that have knowledge on model replacement for Final Fantasy VII and would like to help us with this please get in touch with me. The faster we can get this mod completed, the faster other Streamers and Youtubers can play it on their channels and help support the cause themselves.

Once there, you can ask for any information you may need about anything you have read here and just have fun while your there. If you do Visit be sure to type in either !TeamTrees or #TeamTrees in the chat to bring up the info and how you can help. I will be the person on stream and I would love to see everyone who is following this cause too. If you cannot make it to the streams, you can also support the cause by Retweeting or Sharing when we go live at these links:

Or if you'd even like to go further in helping, join our Discord channel here for this event specifically and find out how you can help without spending any money, or even time. There are various options you can do to assist us each catering to how much time you can offer:

Another way to help with this is you can donate as little as $1 to our community link and together as a community we can make a difference:
You can also find their official page here:

Thanks for your time everyone, hope to see you there.

Audio Modding / [FF7-PC] Looping field sound effects
« on: 2019-01-25 18:27:35 »
So i decided to try add in a few new sounds using the dummy sounds (731 - 734 is what i used).
They are in and working great, my only issue is i'm not sure how to loop them.
Right now when i have them play on a loop in game they just tick rapidly which i assume is just the first frame of the sound effect going over and over again.

Anyone know how this is done?

Anyone understand how:

1. The eyes work when doing this to keep the blinking.
2. Why all my faces blend together and smooth out?

It is essentially what i want this to be just without this smoothing.
I've tried everything i can think off.
As for they eyes, i do have 2 different objects separated out for them as exact duplicates of the actual head model as solid black but i get either solid black or nothing so i'm stumped on that too

Couldn't really find another place to put this thread. Figured this was the closest to being relevant.

So i took apart the magic IRO and learnt that anything magic wise goes into certain subfolders.
Where do limit break animations go?

I tried just making a magic.lgp folder and i when i used it i got the message
"Broken LGP (Magic) DO NOT use LGP tools"

And all magic then breaks because of this.
Anyone know the answer to this?

And my random question is:
Does anyone know what Var the game uses for specific character kills and character Limit Break uses?

Thanks all

Tsunamods Arranged Soundtrack

Download HERE

Donate HERE
(All donations are divided equally between myself and the composer)

To hear these tracks before downloading check the playlist here:

This is for use with the 7th Heaven Mod Manager which can be found HERE

To use this please follow the below steps:

1 - Extract the Zip file
2 - Place the IRO file inside FF7/Mods/7th Heaven
3 - Open 7th Heaven
4 - If auto import is on, it will now be in your Active Mods Tab
     If not, it will be in your Library Tab, click Activate
5 - Configure the mod in your Active Mods tab
6 - Play

All tracks have been made to be a faithful representation of all the original tracks whilst trying to bring up the quality.
The volume of the tracks are louder than usual so if this is an issue please:
Turn down the music in the in-game config menu.

If you find any issues please let me know so i can fix them ASAP.



  Looping OGG's, Editing

  Composing this new pack

Nobuo Uematsu
  Original Soundtrack and Composer

Special thanks to Yshtolah, NoiseyToy and Adventure_Noodle for Testing and Proof-Checking

UPDATES: 1st song updated to not have the movie sounds in
                Fixed looping issue with "Hen" (Song while Tifa's is in the gas chamber)

When i write a hex notepad for an IRO file. Sure i can just write xxxxxxxx = xxxxxxx and leave it.
BUT how do i tell it to change said address to be a call or an ecx or blah blah 

Or how do i go about saving my changes inside the actual exe so i can release it instead?

Troubleshooting / Editing the window.bin
« on: 2017-12-02 07:21:49 »
Basically as the title suggests. How do i get inside it, how does it work?

Scripting and Reverse Engineering / Hex Editing
« on: 2017-10-31 00:03:13 »
Is anyone available to help me find a single hex number in FF7 for 1 variable?
I literally need one thing and even though i know what im doing. I cant seem to do it...

Hey guys i need to know if i can disable the switch button whilst the menu is open so people cannot change from equip to materia screens

General discussion / How to open the Crash Dump file
« on: 2017-10-02 05:22:12 »
Title says it all. i need to be able to read this file.

I tried Windbg and it can't do it, neither can notepad++

I need to be able to find out the code for a specific variable when running 7H in variable dump mode

Troubleshooting / Makou Reactor text limit
« on: 2017-09-23 23:13:19 »
So using Makou Reactor i've come across the fact that 255 is the limit to the amount of texts that can be used in a single scene.

Can this be fixed? I REALLY REALLY need it for my project.
To a point where i would have to undo around 2 months worth of work to get around it...

Wish i had checked this sooner

Graphical Modding / Updated Character Models
« on: 2017-08-13 07:12:48 »
So about 75% of the time i do not make models myself. I have friends that do but the process of getting them into FF7 i can do.

Many like Chibi models, many like updated HD ones.
I figure heck i'll share what i can do. Plus opinions are always good.

I can't guarantee i'll be able to make a full pack, but i'll try anyway.

Tifa + AC

I'll update as much as i can, but work is slow

So i've been working on the characters death animations. So far all is good, i can get them to drop to the ground instead of teleportation. Great. But here lies the issue..

Is there a way to stop the death animation replaying when you escape from battle?
To just possibly remove a dead characters escape animation completely?
It really messes with it

Audio Modding / Looking for a specific sound
« on: 2017-08-01 05:45:46 »
Does anyone have the sound effects from ff8 with XAM0T robot thingy? The sound of it walking and crashing to the ground?

Or possibly the guard scorpion from cc

Okay so i believe i found a way to increase the quality of Field scenes dramatically.
I tested on a vanilla field and results were outstanding.

What i would like to do providing permission is given from the original authors.
IE. Satsuke, Yarlson

Is i wanna try use my improvements on an already upgraded version to see the difference.
Plus if im gonna do this i would like to give everyone the best possible anyway.

So essentially the mods in 7th heaven after being unpacked have the 3-5 layer files inside.
But they are aren't the normal layers Palmer can read.
It's the modpath layers, and i can't figure out how to assemble them back into a full PNG of the field itself.

That's what i need. Thanks in advance!

As well as that i guess, i need to know how i can get my own field after i have messed with back in.
Here's a rough example of the 1st go around of the 1st vanilla scene vs my updated one

All i have right now IS this picture so how do i make this into layers and such
The edges need smoothening and such but that's where i am hoping the existing modpacks will help me out

Scripting and Reverse Engineering / Flevel Stuff
« on: 2017-05-11 13:52:18 »
Okay so i've changed this thread to just home any questions i'll have with this stuff instead

Okay so, reasons + side options for this.

In wallmarket i am able to set initial equipment for each character right,
BUT i cannot allow this to happen more than 1 time.
I wan't this to happen more than once because i need a new armor you pick up or weapon to come with materia on it. Only way i can see this happening is if it is in the initial data. This sounds stupid i know but let me worry about why and i'll suprise you guys later on hopefully with something amazing.

Lamens terms:
Can i make a weapon/armor come with materia on it?
How can i simmiluate a new game so it restarts the chars initial equipment setup?

Is there a way that the battle and field scripts communicate?

I have found a way to make it rain on certain fields randomly.
What i'm gonna need is to be able to make random encounters have the rain effect if in the scene has the correct var=1

Or i guess if anyone happens to know about the attempts at random weather effects that have tried it before lemme know how because i wanna play with it

FF7Voice / Looking for Beta-Teaters for VA mod Echo-S
« on: 2017-03-31 18:12:05 »
Hey everyone. So funnily enough the one role I thought we'd never have too little of is lacking considerably.

So we are looking for as many Beta-Testers as we can.

If you wanna see our project check it out here:

Basically the title. Nothing else really.
Thanks in advance

How do i go about changing the starting buttons?
For example DLPB's Reunion has a switch O and X option.

I guess it's through hex editing anyway.
Does anyone have the codes for each of the buttons?

Along with this can I make it so a different colour other than the standard blue is the default menu colour?/

Then i guess while i'm on the topic, Is it possible to only have them switched on certain screens?
The Main menu screen being my main one..

Would also be nice to bring back the soft reset option. I think i could possibly achieve this by attaching the game over script to a combination. Unsure how to do that but any advice is also great.

Much appreciated

Other Modding / In-Game Tutorials
« on: 2017-03-03 21:35:15 »
So i'm trying to alter the Materia tutorial ever so slightly, just a word here and there. Only when i change them in makou reactor. I mean if i make a single change to it. The tutorial will not work. The menu will open and tutorial will flash but no text appears. This happens whether i edit in MR or id i export it and edit it outside before importing again. Both fail

Any ideas?

As you know the Buster.PNG or the New game menu has the options "New Game" and "Continue" on it where you press Up or Down to change that option.

Is there a way i can make it so i could use Left and Right instead?

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