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Topics - Tsunamix

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General discussion / FF7 Tutorials
« on: 2017-01-02 23:24:56 »
Anyone know if the in game tutorials text windows are called at all or is it a seperate thing completely? How can i edit them and see?

So for anyone in need of a database of all P files inside char, battle and magic here's a great way to do it.

Please move this to the correct location, it started as a question and is now an answer lol

Audio Modding / Adding extra sound effects into FF7
« on: 2016-12-10 23:29:29 »
So basically i need to figure out a sound effect that either does nothing or at least have pretty much no impact on the game.

Or find a way to add a new one. Anyone got any ideas?

I tried making Barrets attack sound effect to use 00 and it worked fine because i THOUGHT it was unused. Turns out it plays after every battle it is just silent....Strange?

Then know the hex for that sound to make wallmarket use it

I'm looking to change Barrets basic attack sound effect. From what i gathered in Proud Clod enemies that use the same attack use sound ID 000F and because this ID is used by more than just Barret i cannot change the sound effect effectively.

Is there a way i can change the sound ID he uses

Audio Modding / Sound effects with Ultrasound
« on: 2016-12-08 08:05:23 »
I'm attempting to use Ultrasound to replace sound effects such as battle attacks so i can voice them.

I have this working with multiple options being chosen at random to give the game a little more variety, the only issue i have is thatthe very 1st time the sound is called it is silent.

If i have 5 different sounds to be chosen it will play them all individually except after the last one is played it goes back to silent. It goes like this.

2nd - Play SFX 1
3rd - Play SFX 2
4th - Play SFX 3
5th - Play SFX 4
6th - Play SFX 5
7th - Silent

It's always 1 behind like it can't see the very 1st issue of that sound
//Repeats order

I'll add the script i use too just incase

<?xml version="1.0"?>
<Ultrasound xmlns:xsi="" xmlns:xsd="">

  <Replacement ID="018" Kind="Sequential">
    <Sound>Audio\ultrasound\Cloud Attack.wav</Sound>
    <Sound>Audio\ultrasound\Cloud Attack 1.wav</Sound>
    <Sound>Audio\ultrasound\Cloud Attack 2.wav</Sound>
    <Sound>Audio\ultrasound\Cloud Attack 3.wav</Sound>
    <Sound>Audio\ultrasound\Cloud Attack 4.wav</Sound>


Graphical Modding / Buster.png
« on: 2016-12-05 21:48:00 »
Okay so i know all about hex editing and stuff now.
What i'm doing right now is designing a few different main menus.

What i am wondering is there and way i can replace the need to only use "UP" and "DOWN" to change from New game to Continue to be able to use "LEFT" and "RIGHT" instead?

If you can does anyone happen to know the Opcodes

Gameplay Modding / Flevel help
« on: 2016-12-03 21:12:07 »
This more of a request than it would be a question.

Can anyone here help me a ton by altering a single flevel for me?
I attempted this myself and got close but no cigar.

The map md1stin (The very 1st map) can anyone make this so that the game starts from where Barret speaks to Cloud?

Meaning the guards are already down. Biggs/Wedge and Jessie have already left or leaving and Barret and Cloud are already on the ground about to chat.

Much appreciated if anyone can

Graphical Modding / Making custom videos
« on: 2016-12-03 16:14:59 »
What resolution do i need videos to be?
I tried running the original ones in VLC and copying the codec info but they are still small...

If the videos contain things from other sources, ie the new trailer or tech demo are they aloud on here?

Audio Modding / Changing the volume of the alarm
« on: 2016-12-03 10:29:12 »
How can i change the volume of the alarm that sounds when you plant the bomb during the bombing mission? I wanna lower it by about %50

7thHeaven / 7H Movies / Voice attacks
« on: 2016-10-25 21:13:04 »
How can i get movies to work with an IRO?
I tried copying the one we have but that one doesn't work for me either.
I added the movies folder into the settings and the registry has found the folder and does play movies if they are in there but 7H can't seem to replace them

General discussion / How does the Prelude work?
« on: 2016-10-25 20:22:38 »
Where is it coded and how can i see it?
Please don't say Hex ...

Even so could i replicate the code to the likes of the game over screen or the buster.png?

Is it possible for me to add extra sound FX into the game and code a way that it randomly chooses from multiple options?

Like i would like to have the voice attacks in here but maybe have lots of them so the game can choose and not be so repetitive.

The in battle text like "Barret attack while it's tails up ..."
Would it be possible to call this somehow?
Can i find it's ID and make something happen?

Basically the same as the 1st .. I'll add voices to the fanfare multiple times like FF10. Would be cool if i can choose for specific areas of the game to say different things too.

All these will be optional also for those who think this may be a bad idea

I know Cosmo can edit them but can i add more and randomly choose them?

General discussion / The voice in clouds head ....
« on: 2016-09-27 23:47:26 »
Who is this voice?
I'm pretty sure it's Zack but i'm unsure

Troubleshooting / Windows 10 update broke FF7
« on: 2016-09-27 20:27:01 »
The game was working yesterday. PC left to do updates overnight and now it's not running.

Nothing in the app log, 7H gives no error.
It just goes black, does that beep thingy and closes again.
No matter what i do, run with or without mods.
Any of the exe's.

Even if i remove the fake ISO it doesn't complain about it, doesn't even get that far..

Troubleshooting / Help with XML code
« on: 2016-09-20 23:10:51 »
I dunno what im doing wrong but i know im close, i want specific folders to be on if certain options are selected. Heres what i have:

Code: [Select]
<ModFolder Folder="Voices + Subtitles + Auto" >
<Option>Voices = 1</Option>
<Option>Subtitles = 1</Option>
<Option>Auto Text = 1</Option>

<ModFolder Folder="Voices + Subtitles" >
<Option>Voices = 1</Option>
<Option>Subtitles = 1</Option>
<Option>Auto Text = 0</Option>

<ModFolder Folder="Voices + Auto" >
<Option>Voices = 1</Option>
<Option>Subtitles = 0</Option>
<Option>Auto Text = 1</Option>

<ModFolder Folder="Voices" >
<Option>Voices = 1</Option>
<Option>Subtitles = 0</Option>
<Option>Auto Text = 0</Option>

In Makou Reactor:
The command to get the PNG for the clock to appear in the corner of the screen.
Can i make a duplicate for this command but to load a PNG i have created named something else?
This way i can make an avatar at the beginning of the text along with a timer for how long the voice lasts.

Or even recreate the HUD from the submarine minigame on a field for x amount of time.
Or the the worldmap
Or the chocobo HUD.

There's gotta be a way

Gameplay Modding / [FF7] Move to next text after x seconds
« on: 2016-08-24 20:31:14 »
Being as i am adding voice and subtitles into the game..
Is there a way i can make the text change to the next text without the need of pressing Enter.
To time it to match the sounds that are being injected

Gameplay Modding / [FF7] Disable name change
« on: 2016-08-23 00:43:48 »
Is it possible to disable the ability to rename any characters?

Graphical Modding / Make text into subtitles
« on: 2016-08-22 18:23:22 »
Anyone know how i can achieve this? I would like it to be like FFX style

For FF7 lol, how did i forget this ...

FF7Voice / [FF7 PC] Project Echo-S [WIP]
« on: 2016-08-06 19:55:53 »

Welcome To Tsunamods Project Echo-S

Project Echo-S is a multi-functioning mod with many features.
All of which are completely optional, some of which can be turned off in game.

Here is a list of features this mod brings:
  • Voice Acting
  • Voiced Attacks / Limits
  • Subtitles
  • Automatic Text
  • Random Weather
  • Day / Night System
  • AI Enhanced Fields
  • Remade Battle Scenes (Avalanche Arisen)
  • Choice of Arranged Soundtrack or Metal Soundtrack
  • New Menu Icons / Bars
  • New Menu Font
  • New Character Avatars
  • Jessie Mod Included
  • Some Optional Custom Content
  • New Movies
  • New Magic Textures

This also includes DLPB's Re-Translation text too.

Character Demo's can be found here so you can hear some characters that wont be shown for a while

Join our Discord chat

7thHeaven / Eliza please read, it's not a complaint
« on: 2016-07-18 19:27:56 »
Hey i seen that all over the place every day people are having issues with it and must drive you crazy to the point where you've considered giving up. Helping people all day every day with basic things that are clearly stated in the written tutorial. I think just as a friendly opinion, feel free to ignore me here it's your thing. If you were to combine the Game converter with 7th Heaven and bring in an installer for it with an automatic system. If you had a command line somewhere in the program (Im no programmer so this probably is wrong but you should get the jist of it) If mod "Because is activated use ...exe and the equivalent for the others too" It could essentially replace the need for you to have to deal with all the questions. Maybe even add a tab at the top of the program Q&A. This isn't working because of this.

Sorry for imposing on your already perfect software, i know it must be a pain

7thHeaven / 7H Ultrasound Crash
« on: 2016-07-05 18:57:44 »
Im attempting to use the latest version of Ultrasound with 7H plugin support, im fairly sure i have everything coded properly and all audio files named and positioned correctly but im recieving an error even though the game still plays

The error is as follows

Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object.
   at System.Xml.XmlReader.CalcBufferSize(Stream input)
   at System.Xml.XmlTextReaderImpl.InitStreamInput(Uri baseUri, String baseUriStr, Stream stream, Byte[] bytes, Int32 byteCount, Encoding encoding)
   at System.Xml.XmlTextReaderImpl..ctor(String url, Stream input, XmlNameTable nt)
   at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream)
   at Voices.Util.Deserialise[T](Stream input)
   at Voices.fVoices.fVoices_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Graphical Modding / Timelapse videos and spritesheets
« on: 2016-05-18 21:29:03 »
My questions are, is it a timelapse that the likes of the prelude movie uses? If it is can i code my own into game elsewhere? and possibly how. And second regarding the spritesheet or tilemap dunno if there's a difference. How do i code my own one also to put into game, any help is much appreciated

Completely unrelated / Permission from program creators
« on: 2016-05-05 00:53:30 »
Hey guys I was thinking of doing a tutorial series on the whole process of getting a 3d model from the internet imto game using blender, kimera, textools and all the other things needed. I just wanted to ask permission to use these programs and link anyone who is interested to them. I'm also thinking of setting up a Facebook page linked to it where I'll be doing a polling system where people can vote for a model they like that they  have found and I'll create it and release it. For the small price of subscribing to the YouTube channel. Figured I could make it kinda fun and people can appreciate my own work too.

Graphical Modding / Tile mapping and switching
« on: 2016-03-22 04:28:24 »
Another quick question here. I see for example tifas limit reels or perhaps the intro credits are a png tilemap that the moves like a video. Or the likes of the atb gauge filling. How can I make these myself and programme them to switch in a way where it would react like a gif? With this idea I think I could achieve animated avatars or even battle backgrounds sky with clouds moving like ff8

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