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Messages - Covarr

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"Into" in this case is slang, and means "attracted to". One word is correct.

I have a question: is it possible to get this retranslation to work on the PlayStation 4 version of the game? I think I already know the answer, but I figured I'd ask anyway. Thanks!
I've got bad news and good news. The bad news is it would require a hacked PS4. I don't know the current state of PS4 hacking and modding, but I suspect there's no way to get a PS4 to actually launch a modded game like that.

The good news? The PS4 version of FF7 is basically the Steam version in a wrapper, much like the Android and iOS versions are. Data formats are exactly the same. As mods go, injecting the retranslation should be relatively straightforward.

Someone more informed than me on the state of PS4 modding as a whole could probably give a more useful answer. But as of right now I'm pretty sure the answer is "not yet, but probably in the future".

Would it be feasible to apply this same technique to GBA games?
GBA is really, REALLY weird for audio. It's got six sound channels. Four are literally chiptune stuff such as square waves carried over from the GB, present for backwards-compatibility, but also used in several GBA games. The other two channels don't have any sequencing capability. Rather, they are fed an audio stream from the CPU, which handles all sequencing and sample-based mixing in software. This means a few things:

  • There is no guaranteed, defined format for music. A lot of games use the "Sappy" engine for mixing music, and it's well enough documented that it's not too hard to rip its samples and sequences, and then reassemble it in a modern DAW for higher quality. But a lot of games don't, and a lot of games' sound engines are not really understood or documented (or in many cases even begun to be researched, if it's a game nobody cares about). There is no consistent format like you'll see on other systems.
  • Games that use the holdover GB audio channels don't have samples to rip, making accurate reproduction of their particular square waves, noise waves, etc. more challenging. Not impossible, as emulators have done a generally good job, but it does create substantially more effort for someone trying to recreate songs than sample-based music would have.
  • Several games use GB audio and GBA sample audio in tandem, which means all of the challenges of each individual type of audio, plus the added challenge of mixing them together and getting volumes right. This can be easier or harder depending on the sound engine in use.

That said, for games that DO use the Sappy engine, GBAMusRiper will create MIDIs and rip the samples to .sf2 soundfonts, which can make for VERY easy ripping. Here are several GBA soundtracks done like this (as well as several dead links).

You've pasted your links wrong. All of them got truncated in the middle with rogue ellipses inserted in their stead. Did you copy this from a post on another forum? If so, it's better to copy the post's source than the final rendered post, because many boards have a tendency to shorten URLs for display.

Completely unrelated / Re: Don't be shy - Photos
« on: 2018-10-10 15:41:27 »

I'm the guy in the middle. IMO this is one of the best pictures of me that exists.

Kickass. I considered making something like this myself several years ago, but didn't make it far on account of intense laziness.

Troubleshooting / Re: Slowdown problem in FF8
« on: 2018-10-05 15:37:00 »
What are your computer's specs? Slowdown depends a lot of the machine running the game (not that a game this old should have any slowdown at all on any remotely modern machine, but from what I understand the rerelease has higher requirements).

7thHeaven / Re: HELP! Error Starting FF7 (CODE 5)
« on: 2018-10-04 22:26:06 »
Hmm... This smells like some sort of security feature Microsoft added to protect against injection attacks. Hopefully, this doesn't require too substantial a reworking of 7H's code in order to get it working again.

I think this issue may be related to Windows' DPI settings. Right click on the application and choose properties. In the compatibility tab, near the bottom, you'll be able to override system DPI settings, which should help.

Yeeeah, It's not a very legit copy. I thought about that. I guess I'll have to get it legal to work, do I?
You would know that if you read the rules before posting. Let me know when you've bought the game properly, provide some evidence (photo of your discs, link to Steam profile, etc), and I'll remove the Pirate group and avatar from your account.

Until then, everyone else please be reminded (because for some reason I need to remind people of this all the time) that it is also against our rules to help members known to be using pirated copies of games.

7thHeaven / Re: VINCENT's anatomy messed up
« on: 2018-09-14 00:20:51 »
Just Vincent. The wrong animation is applied to him, causing him to move all wonky. Someone uploaded a fix years ago, but the links have gone down.

Team Avalanche / Re: JuseteĀ“s field scenes
« on: 2018-09-12 23:11:00 »
ff7maniac, you misunderstood me. I'm saying it's good to make large originals, and then shrink them to distribute them. Ideally people could download the appropriate pack for how big their monitor is.

But it's still gonna be a long time before we have enough renders to be worth worrying about this.

Team Avalanche / Re: JuseteĀ“s field scenes
« on: 2018-09-12 22:07:56 »
I don't think it's necessarily unwise to render massive masters. They can always be downscaled for distribution, but that prevents the need to re-render if, in a few years, 8K monitors become the norm or something.

7thHeaven / Re: VINCENT's anatomy messed up
« on: 2018-09-11 22:40:38 »
This is not caused by any mods in 7thHeaven. This bug is in the game itself.

Audio Modding / Re: FFVII music file names
« on: 2018-09-06 21:35:23 »
Missing Song Titles:
  • Comical = (unused)
  • hiku = The Highwind Takes to the Skies
  • riku = The Destruction of Shinra (part 1)
  • si = The Destruction of Shinra (part 2)
  • tb = Main Theme of Final Fantasy VII (second half only)
  • cintro = Those Chosen by the Planet (intro only; this plays when Sephiroth burns Nibelheim)
  • nointro = Those Chosen by the Planet (without intro)

  • mogu = The Highwind Takes to the Skies (intro only)
  • cannon = Mako Cannon (without The Destruction of Shinra)
  • oa = Opening ~ Bombing Mission (even though ob is bombing mission alone, it's also included in full in oa)

If you wanna go the extra step to making this a perfect list, double check your grammar and punctuation:
  • There should not be a space between the last letter of a song title and an exclamation point (e.g. "Hurry !" is wrong, "Hurry!" is correct). You have made this mistake with every exclamation point in the whole album.
  • "Racing Chocobo's" should not have an apostrophe.
  • You have several titles improperly capitalized ("Those Who Fight Further", "On That Day, Five Years Ago", "It's Hard to Stand on Both Feet", "Those Chosen by the Planet", "The Nightmare Begins", "Words Drowned by Fireworks", "Listen to the Cries of the Planet", "Launching a Dream into Space", "Parade Fanfare").

Team Avalanche / Re: [HD Remake] jmp434 Junon remaster.
« on: 2018-09-06 16:20:01 »
Yeah, the newer, lighter tiles make a huge difference. This finished rendering looks absolutely gorgeous.

Team Avalanche / Re: [HD Remake] jmp434 Junon remaster.
« on: 2018-09-06 15:52:16 »
Yeah, it looks pretty as-is, but some of the objects and details in the scene are almost getting lost because they're barely visible against the darker tiles.

General discussion / Re:
« on: 2018-09-04 22:57:55 »
Ive used this before. The results are better than just waifu alone. But I can get pretty much identical results using waifu and making edits such as using the AA, sharpen, and other tools in GIMP. The pricing for it isnt worth the output if you know how to use an image manipulation program.
GIMP's sharpen tool (and Photoshop's, and basically any other sharpen tool) has a tendency to create haloing and ringing on edges. Nothing I've seen from this does any such thing. But, what's more, this seems like it might be far quicker and easier than manually tweaking each field in photo editing software after scaling.

If nothing else, it's better than a lot of the smudgy scales that are floating around.

General discussion / Re:
« on: 2018-09-04 21:20:37 »
This is really, truly impressive. I'm tempted to invest some money in one of their plans for further experimentation; I think this has the potential for better upscaled backgrounds than we've ever seen before. No substitute for the work being done on redoing backgrounds from the ground up with fresh scenes and renders, but I think this could definitely be the best stopgap until that is finished.

Edit: Their pricing is wonky, though. A monthly plan is such a ridiculously better price, I can't fathom why someone would pay their much higher per-image pricing unless they need very few images processed over an extended period of time.

Instead of calling me and pretty much everyone else here a lying flaker in the PM's.
This is not the first I've heard of him harassing people in PMs. I am issuing ONE warning for this. If I hear about it again, Incinerator, you're out of here. ~Covarr

FF7 Tools / Re: [PC] Trainer and Debug Tool - Ochu (3.4)
« on: 2018-08-15 20:48:01 »
Game trainers are notorious for false positives in antivirus software because they edit memory. Heck, even Cheat Engine sometimes gets flagged, and it's really well known software that should be getting a pass from AV manufacturers by now.

You'll notice it gets flagged with some sort of "GEN." or "Generic" name by AVG. This means it was caught by what is called "heuristic" detection. In other words, rather than recognizing a specific virus, trojan, or other malware, it sees that it behaves similarly to a virus, so it assumes it must be one. This is simply not the case, but in the modern antivirus world there's really no way to prevent these false positives.

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