Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - vayneruel

Pages: [1] 2 3 ... 6
Troubleshooting / Re: FF7 PSX expand kernel.bin
« on: Today at 14:50:11 »
Yeah, this link work , thank you for your help

Troubleshooting / Re: FF7 PSX expand kernel.bin
« on: Yesterday at 16:44:12 »
Yes for extract i also use CDmage but i need create a new kernel file in the ISO, CDmage doesn´t have this function.
My antivirus blocked download link, it´s possible the file have a virus?
Thanks for your reply.

Troubleshooting / FF7 PSX expand kernel.bin
« on: 2020-04-06 17:49:53 »
Hi everyone, i´m triying to expand the size of kernel.bin like Bosola did, but this time is for the spanish version. I need CDprog to insert new files in a ISO image.
Anyone have this program and can share it with me? Or, you recommend other utility?

Only emulator, in my experience i cant run correctly the game in original PS1.

Because mass iso update the field.bin archive, thats contain all size and LBA of the fields.

i dont remember very well but i think yes, mass iso can update the field size

I´m using win 10 and have the same problem when i modify formation, i hope you can fix this NIFTC1, good luck

Gameplay Modding / Re: FF7 Psx Version Help
« on: 2020-01-08 16:48:13 »
you should check your scene.bin , its probably you changed world map encounters.
What program you use to replace the modified scene?

Try this:
60 20
61 0349

I have the same problem spy_dragon, i solved this when the battle ends jump to other map and then jump to the first map, the field models appears.

Do you think Sephiroth has cold?? :P great job dude

General discussion / Re: Kingdom Hearts 1 vs KH2
« on: 2014-12-11 22:43:28 »
For me, KH1 has a better history than KH2, but KH2 has a better battle system than KH1.

Wow amazing work and its is functionally at phisical PSX, great! Congrats Meesbaker

Yes the 8 and 16-bit its for field map, but you must pay attetion what you change to not create conflicts in code

one bytes and two bytes is 8 bytes and 16 bytes. This use for the size of the code, for example if you write If Var[3][133] bitON 6 (else go to label 1) in 8-bit
and you write a lot of code before the label, Makou says a error like this (Label 1 is unreacheable), if you change to 16-bit you can go to label 1.
If you want a free var to use, you can use 14-22, 14-23, 14-24, 14-25 with bit on to 8 ( bit on 0, bit on 1....)
I hope i´ve been hepful, sorry for my horrible english.

If you set to bit 4 In var 3- 189 and bit on 6 in var 3- 207 you close Yuffie side quest so Wutai works normally.
Bit on 16 in var 3- 189 close the tower event.

Snow don´t use the physical animation because all of her attacks are magic

The original Snow model had the physical attack animation or you modded her?

Wow, really amazing, congrats Jeet

Congrats Jeet ;)

I write a example but if you want, could you says what do you want to achieve?
LocalVar0060 (Active mask EnemyID=478)
LocalVar0080(Active mask EnemyID=480)
12 0060
02 2050
02 4120
60 01DE
12 0080
02 2050
02 4120
60 01E0

Yes, 307 and 308 are the id of hojo´s arms so you need the id of Death gigas an chaos, in SCENE they have these id (i think its the same for kernel)
Death Gigas= 01DE
Chaos= 01E0

For linked diferents enemies, the main part save the id of other parts in a variable, with this method is easy control the other parts. In case of Hellectic Hojo he only use the arms for change his stantard and damage animation because the body model contains all animations.
How hellectic link the arms?
In pre-battle:
0x01ELocalVar:0060 <-  (LocalVar:0040.EnemyID == 307)
0x02DLocalVar:0080 <-  (LocalVar:0040.EnemyID == 308)
12 0060
02 0040
02 4120 ----------------------- opcode for "EnemyID==" 
60 0133
12 0080
02 0040
02 4120
60 0134
You dont need save the enemy id in two variables, but he uses this form.

What you want modify, enemy or character AI?

They are link with the AI, a main part controls the other parts.

Pages: [1] 2 3 ... 6