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Messages - secondadvent

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smartbloom does do good things to the game, though i would be even happier if it didn't filter the 3d models as much, since it somewhat takes away from them (at least when looking at them from a distance, up close isn't too bad). overall though, i would have to say that it makes the backgrounds, and otherwise crappy 2d stuff (the unmodded 2d stuff, the modded stuff is very nice  :-D) look great, and makes a great substitute until the backgrounds and remaining 2d stuff becomes awesome without any filtering :-P.

i'd use your patcher, but i already have all of the stuff i want added for now, and it took me forever to get the game to work in the first place to try and add a from-a-fresh-install overhaul, though if i ever need to redo my computer (again) i know where to look  :wink:

FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-09-30 17:44:32 »
you'd have to manually change the (likely) .exe data to do this, and i wouldn't even know where to begin for that  :|. if anything, you can try to test some of the unknown/unused formulas by doubleclicking the name of the attack/item/weapon and manually changing the hex value. the locations for the value are located at:

item - 15th byte, or next to last byte on the top row
attack - same as item
weapon - third byte on the top row

if you can find out what they do, then that would mean more possibilities for attacks, but i am not sure how many are actually used.

FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-09-30 17:32:28 »
i think it only works if the damage formula used affects both, otherwise it is only one (elixir's formula does this, but it is based off of a %age of the HP/MP), though i may be wrong on this. and from a brief skimming of the formulas, it seems that elixir's formula is the only one that is known that can affect both  :|

FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-09-30 15:00:31 »
i thought the same exact thing, until seeing your PrC  :wink:.

well there was the face on the moon in ffiv, and the one underwater in ffv, so i guess it only took us a good bit longer to find ffvii's rock face  8-).

General Discussion / Re: vincent, vincent, vincent ...
« on: 2009-09-29 18:54:47 »
yeah, i just looked and it seems as if they stopped after they created the topic, so i don't think there will be a vincent mod anytime soon.

that last one makes cloud look like he is going to rip somebody a new one... those look great  :-).

General Discussion / Re: Bring it on?
« on: 2009-09-23 07:10:45 »
edit: reduced massive post  :lol:

here is my first reactor data, and should be pretty decent for now. going to work on more here soon.


edit2: fix'd mono drive mistake... they now use fire 1/3 of the time (as i intended), not 2/3 of the time, so a large group is less evil then they were.

edit3: added the new WM patch that includes the text changes... not sure if i will keep all of the current renames (mainly for me :-P), but for now they shall stay.

*is in the process of finding all of the gba version of FFVI's data... currently found the enemy names/data, and many other textual stuff*

well in vista i have had all .exe files randomly set themselves to open up in notepad by default (no internet at the time, so it wasn't a virus), and that was fun trying to fix  :x. i wouldn't be surprised if evan17lee has vista  :-(.

i still do not have all of my icons back on my .exe files... some returned and the rest will not take icons for some reason  :|.

General Discussion / Re: Bring it on?
« on: 2009-09-22 07:12:54 »
no items reactor one in my mod is impossible  :oops:.

you are kept alive by items, especially since you start out at level 1, and you only have the MP to cast thunder/blizzard thrice (cure is 8 mp, and would only be able to be used twice), and GS alone takes a few ethers, or a ton of grenades/shrapnel to kill. potions heal 200 HP in battle, which is needed especially since his laser can do that much to both of you :P.

wow... GS can easily be killed by a level 25 cloud with thundara, and the best equipment by the gold saucer, so it may be an arena fight at some point... same with many of the other bosses (possibly coupled with some other enemies as well), so my arena should end up being a place to see a lot of the bosses again, sans the jenova fights (just wouldn't feel right :-P). most of the early enemies will be strong when you fight them, and give you trouble if you overlevel at that point in the game, but once you obtain better equipment, they will seem much easier. but the northern crater enemies will be suited to ward off even a level 99 party with the best equips, so the final stretch of the game will be fairly difficult :wink:. i think i will also go as far as to make all of the NC battles unable to be fled from, just to make things that much harder on your party... a real test of your endurance, as a final dungeon should be  :evil:

not that i am going to get there any time soon, it is just a thought... i am putting a lot of time into the start, when it will be the least visited area of the game, and should not be extremely tough anyway because of the limited amount of resources.

General Discussion / Re: Bring it on?
« on: 2009-09-22 06:06:12 »
because you are special :-P. nah, you just know more about it than we do... and it could be a bug with checking against an unmodded kernel, rather than the previously loaded kernel (which i was able to create a successful patch from, and got the error you had gotten, though it patched fine by the looks of it). probably should have gone in WM's thread, but i am here, so meh >_>.

i think i will re-re-re-redo my reactor, since being able to just go through with little hassle is just too simple (level 4 at GS, 5 by the time i reached the train), even though i had gotten a free ether on my way down (so a total of three since i doubled the ethers you start with, since they heal 40 now). GS definitely needs higher attack, which i could get by skimping on it's mdef some (i set a limit to the modifiers and base stats, so they cannot get too strong for the area, but sweeper and GS get a higher amount because they are special), because it isn't like it really needs a whole lot of defense at the start, though lightning still hurts a good bit.

grunts and mono drives are probably the strongest normal enemies (sweeper is not a normal one :-P), and the double grunt, triple mono drive battle (mono drives having a 1/3 chance of using fire, which will do 60-100+ damage, depending on it's level, and they love to target barret... the only way for them NOT to target barret is if cloud, or both are in the back row, the second case would make it a 50/50 spread), which can quickly kill you if you do not get rid of the mono drives, or outlast their MP (can use fire 1-3 times if you are between level 2 and 5, over 5 makes the MP much higher), and the grunts will be doing plenty of damage as well, doing between 34-48 base with beam gun, and 46-64 with hand claw, and the fact that you will probably not level up past 6 means that they will be doing plenty of damage to you, fairly quickly to boot.

i think i need to talk less about what they can do now, and get to making them better :D.

FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-09-21 17:24:47 »
to an unmodded one... and i think imma get some sleep... i have been up all night  :-(


Well, the only thing I can think of is that it isn't comparing the kernel2.bin data correctly if you manually compare to an unmodded kernel. I was able to patch text fine when using changes based off of the previously loaded kernel, so maybe manually comparing just isn't loading the kernel2.bin's data to be compared, and it just compares the text changes to the previously loaded kernel instead, and if you are making a patch from a freshly loaded kernel, it will not have any differences to be found.

Not sure if you get what I am saying, but that is the only thing i can think of that would cause it to work for the automatic and not the manual compare.

FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-09-21 16:34:47 »
yes i am clicking yes :P. and the file you sent does indeed work to change the text, but when i create mine, it just doesn't seem to include the changes either way. i will send you the file in a sec.

edit: sent. i also attempted to refresh the current kernel before making the patch (to see if it just wasn't seeing the text changes... dunno how you are making the patches to know what to look for :P), so it just seems that it does not like me for whatever reason  :oops:

FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-09-21 15:14:49 »
i get no text changes whatsoever, it seems that i am the oddball yet again :-P. maybe it isn't loading the kernel2.bin correctly for the pc version? i could try out a simple psx version of it to see if it successfully works there, if you want me to. i also receive no error, it just patches with no text change.

nope, psx has the same issue, it just isn't applying the changes to text for me.

FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-09-21 15:13:22 »
well, if you change a move listed on one enemy, right click it after finishing with the changes, and click "sync with other attacks of same ID" or whatever it says, it will automatically do that, so you do only have to change it once (though you still have to make the enemy allowed to use it, assigning the attack to an animation, and making it's AI capable of calling the attack :P), and with the search feature, you essentially have all you need to change any attack fairly easily, and have it done for every enemy by a simple right click selection.

also, the scene.bin changes are now applying correctly, even with some of my completely cleaned out scene files included (all FF), so it looks as if it is all good now :D.

FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-09-21 15:05:20 »
it still seems as if it is not including the text changes... it does patch the other data correctly, but it does not save the text changes to the kernel2.bin. i checked both the kernel itself (in case it was only saving as a psx game, even though it was from a pc version), and the kernel2, neither had the updated names, though the non-text data was all carried over successfully as far as i saw.

FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-09-21 14:55:00 »
sounds good, i will have to test it out here shortly (currently doing a side project for another game, which involves killing 2000 enemies finding drop percentages :P), it seems like this version has about everything we could ask for (sans the hojo stuff, which is what hojo is for after all  :-P), and then some  :-).

and since you gave the ability to synch the attacks of the same ID, it was kinda pointless to have the names be listed separately anyway, though it could be good if you forgot to synch an attack, but it would still be kinda unimportant. i am also glad that the enemies searched for are now listed by name and scenes, rather than just a big list of scenes  :wink:.

seems that i can start back up on my project now... i sort of took a break while waiting for the release, but i needed one anyway  :roll:. and i personally have never had to move at all (lived in this house my whole life), but i will have to face that eventually...

FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-09-21 05:31:52 »
so... this ten hours til next release is taking a few days  :roll:.

did something unexpected come up? i noticed you on a few times, but you didn't seem to post anything PrC/WM/challenge-wise, so i am guessing things took an unexpected turn  :|.

in essence, purple is black (look at a black chocobo... it is pretty purple to me :D), so i would agree with going for black. he is supposed to be (impersonating) a first class SOLDIER anyway, and firsts wear black suits >:D

General Discussion / Re: Bring it on?
« on: 2009-09-19 04:14:51 »
yeah, it was going a good bit off topic (me as usual  :roll:). anyway, can we discuss some ideas for enemies (like ask you what you think would be good to add, and post some of our progress), or is it strictly for upping the files and seeing what you thought of them?

I do not have anything specifically planned for air buster yet, but he will be much harder than GS was, mainly due to the fact that there are three party members, and that there were shops available, so all three can have materia, on top of limitless potions and ethers (mono drive ftw :lol:). he will not be insanely hard (saving that for my "harder" version in the future  :roll:), but he will be a very difficult battle. GS is actually a pushover, even with the new stats... he just takes a little bit of time. i beat GS at around level 4, but i got lucky on ether drops in the few battles i fought on the way (just ran to the save point, and then fought GS, no extra battles involved), so i had plenty of MP for thunder. i still think the first area is too weak for most of the enemies, so i could skimp more on their defenses (they have decent hp, and def doesn't matter as much for them since the overall damage is low anyway), and raise their attacks, but mono drive does a good bit of magic damage, and sweeper is pretty strong as it is (though it could use more HP to balance the thunder weakness).

try it out when you have time (probably not right now  :wink:), and lemme know what you think... it only took me about half an hour to do everything in the reactor and get to the train (skipped the MP battles with solo cloud, because i had no items, little HP, and no MP  :oops:), so i do not know how the ambush battle would be, it could be fairly deadly  :wink:. so, when you do get time to test it, even doing the entire reactor will not take as long as a very difficult battle could, very difficult as in one of my late game enemies, once i get that far  :-).

General Discussion / Re: Bring it on?
« on: 2009-09-18 22:36:28 »
that is so much better  :lol:. now we'll be able to finally see where i need to go to change a specific enemy.

edit and off topic:
ugh... i'd much rather go through eligor's AI code and do a complete rewrite five times, each being done differently, than have to read and give a review of my team's rough drafts in my english class -_-. i thought the first i had to do was bad, and the second looks like a little kid wrote it, due to the fact that it was in one massive paragraph rather than several, and there was no proofreading of any kind (the person used Word to write it, and at the end of every line, instead of just continuing to write, they pressed enter, which causes the first letter of the line to be auto capitalized). i am actually afraid to continue reading it, because i cannot follow it at all >_<.

i just read the entire essay and i think... i think my eyes are bleeding X_x. seriously, i think that the person never had any english classes of any kind, just by how horrible the writing was... i may not capitalize or write well here, but this is a board, and i STILL end up writing 100 times better than that person did  :|.

General Discussion / Re: Bring it on?
« on: 2009-09-18 01:16:33 »
well, since you are on the search functions, there is a little issue with the searching of attacks by index; it does bring up the scenes and name of the attack, but if there is more than one result found (ex. 110h for the MP's machine gun), it will repeatedly display the name of the attack like so:

Machine GunMachine Gun

and yeah, having the search results for the enemy acting the same as the attack search would be wonderful (searching for MP or grunt for example brings up enemies like jumping and mighty grunt). it was going to be one of the things i suggested, but you decided to do it before i got a chance  :wink:.

General Discussion / Re: Bring it on?
« on: 2009-09-17 15:41:13 »
well, i doubt that four bytes would be for statuses alone, because of the fact that only the fury, sadness and death statuses can be active in the menu, so only one byte "should" be needed, and would be similar to the initial status section of the initial data, it only has 8 flags (assuming you didn't take out the other three bytes for statuses for being unable to be activated anyway), so the item/magic data could only use the first byte.

the damage calculation could be different as well, since only three are used for items, and the added cure formula, so a total of at least four calculations, though it would have been easier to keep the same format, so it could still be the same there. the rest would likely be the same as well, so if all of the stuff is there, and nothing was combined (like drop/steal rates in the scene.bin), then the minimum could be six bytes for everything.

actually, it seems that most of the items at least would have an easier time being coded in the field data, since stuff like tent and the save crystal would need to know when it could be used, and the source/limit stuff would at least have to have some checking for other things, because they are not handled like normal items.

i am not exactly sure where it would be, though i will have to check out the field data at some point (need to for some stuff anyway, though i am not sure if i will find anything useful for items), it could be integrated into the main game data and be extremely hard to find just looking for the normal data. i think i found the sort list for items though (not sure how it works, it is just pointers, all out of 320, so it includes all menu items, sans key items, at least so far), and i used the empty items as a sort of reference... the empty/dummy items are all set to be sorted to the end, because they have the highest values, so if you had them as items, they would end up at the bottom of the list  :wink:. not that important of data, but at least i found something that "could" be useful to some :lol:

course it may not be sort data, but it is pointing to something :-P

General Discussion / Re: Bring it on?
« on: 2009-09-17 05:58:33 »
from my count, it shows six hits, i can recheck if you'd like.

yep, it is six, but the sound quits while the damage is still happening for the last two comets, but that is likely an animation thing... the attacks all hit and show up perfectly fine. IIRC only highwind and comet2 can have their hits affected, the rest seem to not work correctly or freeze the game, and highwind can get up to 64 hits if i am remembering right, but that seems a little overkill to me :|

the animation data themselves is what holds the data for when the damage done will display, so you'd have to know what to edit in there, but i am not sure if anybody knows what to edit there  :oops:

General Discussion / Re: Bring it on?
« on: 2009-09-17 05:52:30 »
yeah, but 6 makes it have more room for power, and you could even keep the same total damage as the original by lowering the damage, and raising the hits, it would just make it so more enemies could be hit if targeting a group... that is if you set the power to 20 with six hits, because it does the same as four at a power of 30  :wink:. if you are going more towards a harder/more balanced original feel to the game, which i assume you are, then keeping the power the same could work, even with more attacks, though the overall power for most magics and such is usually overpowered or underpowered anyway  :roll:.

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