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Messages - Aali

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51
Every time someone asks that it is delayed by two months.

52
Most, if not all of the code that converted PSX data to PC format is still in there.

53
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-09-07 16:45:54 »
I recall there being a DEP issue with the menu overhaul that wasn't fixed (as far as I know) in any of the new releases. I would not jump to the conclusion that its a pirated copy because of a DEP crash, plenty of other things could cause that.

54
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-09-07 15:41:37 »
You got a broken mod installed which is triggering DEP. Don't know which .exe mods you got installed but my guess would be DLPB's menu overhaul so try uninstalling that.

55
I'm going to guess that WM1 was probably a copy of the post comet overworld map before they realized they could just swap out cells at particular plot points.

Makes sense, doubly so considering that this "feature" is only used post-comet; that could very well be explained by the fact that that code just didn't exist while they were working on disc1.

All speculation of course, and in the end, it doesn't really matter :)

56
In the PC version WM0, WM2 and WM3 are indeed overworld, underwater and snowfield respectively while WM1 simply does not exist. Would be very strange if they changed it from the PSX version.

57
Whats so odd about storing the time in milliseconds?

58
Server will be down for a couple of days due to a hardware failure, have patience. In the meantime I'm sure someone can send you the file (without mirroring it publicly, please).

59
This is actually a bug/misfeature in my driver. Use any of the above workarounds for now.

60
Some guy is livestreaming it on twitch right now, go check it out! http://www.twitch.tv/darkthrone

61
Kind-of makes sense, nice of them to remove the most useless materia first. The alternative would be potentially losing your newborn ultima and being stuck with just the mastered copy, unable to breed more of them. Too bad underwater is one of a kind and something you really don't want to lose.

62
Haven't seen it in action but I have heard about that bug before, anyone care to try it out?

63
Unfortunately, no, it won't help, the movie player for FF8 is very basic.

You could try looking for a driver update, don't know if you'll have any luck though. Just to bring this into perspective, even the Windows XP OpenGL software renderer supports 1024x1024 textures..

64
Maximum texture size: 512x512

High-res movies are 640x480.

Where on earth did you find a graphics card that doesn't support 1024x1024 textures?

65
A quick search for 0x321B6F83, 0x321B6F87, 0x321B6FF3, 0x325B7FF7 or 0x375B7FFF should be able to answer that question (default values for chocobos).

66
This information is hardcoded in ff7.exe but it is quite easy to edit. For chocobos, the information is stored at 0x969A40, one 32-bit mask for each chocobo type starting with yellow.

The bits in those masks represent the following walkmap types:
Code: [Select]
WM_GRASS  = 1
WM_FOREST  = 2
WM_MOUNTAIN  = 4
WM_SEA  = 8
WM_RIVERCROSS  = 10h
WM_RIVER  = 20h
WM_WATER  = 40h
WM_SWAMP  = 80h
WM_DESERT  = 100h
WM_WASTELAND  = 200h
WM_SNOW  = 400h
WM_RIVERSIDE  = 800h
WM_CLIFF  = 1000h
WM_CORELBRIDGE  = 2000h
WM_WUTAIBRIDGE  = 4000h
WM_UNUSED1  = 8000h
WM_HILLSIDE  = 10000h
WM_BEACH  = 20000h
WM_SUBPEN  = 40000h
WM_CANYON  = 80000h
WM_MNTPASS  = 100000h
WM_UNKNOWN1  = 200000h
WM_WATERFALL  = 400000h
WM_UNUSED2  = 800000h
WM_GLDDESERT  = 1000000h
WM_JUNGLE  = 2000000h
WM_SEA2  = 4000000h
WM_NCAVE  = 8000000h
WM_GLDDESERTBORDER  = 10000000h
WM_BRIDGEHEAD  = 20000000h
WM_BACKENTRANCE  = 40000000h
WM_UNUSED3  = 80000000h

The mask for the highwind is at 0x74D05F, the bronco at 0x74D0CC and then again at 0x74D0F3 for whatever reason.

Good luck

67
Tools / Re: Palmer - Field background editor
« on: 2012-07-18 13:37:37 »
Managed to squash a few more minor issues thanks to Omzy's keen eye for Palmer bugs.

http://backup.ninjaloot.se/share/palmer-0.7b.zip

Some non-paletted layers were acting up in 0.6b, they're all good now.

68
I am not working for Square Enix and I really don't need that rumor going around.

69
Run FF7Config and re-set your sound options.

70
Graphical Mods / Re: Understanding model files
« on: 2012-06-01 09:29:21 »
Those texture coordinates wouldn't give you any trouble if you were familiar with how 3d rendering works on.. pretty much anything since the 1990s. Curious since you claim to be creating a game (presumably) using 3d models.

Anyway, you can safely assume that all textures in FF7 repeat infinitely, a texture coordinate of 1.5 is equivalent to 0.5 and so is 2.5 and 3.5 etc. It's technically possible to turn this off in the "hundreds" structure (thats a terrible name for it but it has stuck, even my code refers to it as such) but FF7 doesn't use this feature and my driver does not support it. (If you were to turn it off the texture coordinates would be clamped to 0.0-1.0 and the very edge of the texture would be repeated instead)

71
Gameplay Mods / Re: Battles playing at 60fps
« on: 2012-05-16 15:30:01 »
I would guess (and I could be wrong on this) that even though he added more frames, there might still be a framecount inside the animation that just cuts it off prematurely. If that's the case then exe modding might not be enough. I'll still look into it.

Because it's not self-documented.

Code: [Select]
   short field_8;
   short field_A;
   short field_E;
   unsigned char w1;
   unsigned char w2;
   unsigned char h1;
   unsigned char h2;

What is any of that?! The variable names can be 256 characters long for a reason and this ain't it. >:(

No offense, Aali. You're obviously a good enough programmer to create a graphics driver (more than I can do), but your code's nomenclature doesn't lend itself to third-party ease-of-use.

Haha, saw this very entertaining post just now.

1. It's not documented because I don't know what it means. If I had more descriptive names I would have used them but I don't.
2. The programs don't really need to be modified, short of a complete rewrite into a proper tool. (The functionality is all there to allow you to atleast run some tests and come to the same conclusion I did, modifying .s files is not very useful on its own)
3. If you don't want to use it, fine, you don't have to be a d*ck about it.

72
Interesting, although it seems harmless that certainly should not be happening. Let me look into it.

73
Tools / Re: [0.6b] Deling - a FF8 field editor
« on: 2012-04-27 22:38:58 »
C'est génial!

If you need some info on FF8 script or backgrounds just hit me up on the IRC.

74
Just as a heads up, the official download link is up again, hopefully this time it will stay up.

75
Step 1: remove all the lighting stuff (I don't know why you based it on the lighting shaders in the first place), this will save atleast 20 slots
Step 2: pack all varying variables into vec4 types. each varying will use up 4 slots regardless of its type, that is, 4 * vec3 will use up 16 slots but 3 * vec4 will only use up 12 slots for the same total number of components (12).

Et voila, now you should be well under 64 slots and it should work on most cards.

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