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 - sithlord48

Pages: [1] 2 3 ... 61
1
FF7 Tools / Re: Final Fantasy VII Black Chocobo Editor
« on: Yesterday at 12:30:11 »
Game progress is not fully known. The Little be we know is in the "Game Progress" Tab.

2
7thHeaven / Re: Steam Achievements
« on: 2019-07-14 12:57:28 »
Then you get not achievements after you convert the game since it will no longer support them. If you want the Achievements then play the steam version and then mod it.

3
7thHeaven / Re: Getting Controller DPad to work
« on: 2019-07-14 12:55:47 »
FF7 is old and only can read so many inputs, it will always use AXIS 0 and AXIS 1 for x/y. That doesn't matter as you should be able to use the buttons if you use something like joy2key. Check the controller is working correctly.

4
7thHeaven / Re: Steam Achievements
« on: 2019-07-11 16:38:25 »
if you want steam achievements just open the Achievements.dat file in the steam save folder with black chocobo. edit it then save,  open steam it should check your local copy of the file. Do this before you convert the game the 97 style for modding.

5
7thHeaven / Re: Data is Corrupt. Help
« on: 2019-07-07 13:50:00 »
Sounds like an issue with that save file. You can try to fix the save with Black Chocobo , Just open the save in the application and save it should fix the checksum in the save (the reason for the error).

6
Unfortunately the progress stuff is the last remaining mystery in the save format. Some of it is known but the values for alot of specific events are not known. Currently in the progression tab there are a few options to select but not very many and when you using the "replay event" selection the game may not be completely playable after the selected event finishes.

In other news. Some changes to Black Chocobo since the last post include
 - Dynamic Language changing
 - Location Changes only write the game regions strings to the save
 - World map jumps have been added to the location viewer.
 - Other general improvements.
Download the continuous release if you would like to try the new features.

If anyone would like to help update translations please let me know.

7
General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-25 16:24:20 »
Idk that is completely fair to blame only him for crystal skull, he only co-wrote it. He wrote and directed ep 1-3 of star wars.

8
General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-25 16:21:21 »
Hey say what you want about Lucas but, his movies are holding up alot better then what disney has done since they got a hold of it and its only been a few years...

9
General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-24 18:28:32 »
Quote

Did you miss the shitstorm that went down with the latest season of Game of Thrones?
I've never seen a single episode of Game of Thrones

10
General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-23 16:17:50 »
It's not a poor argument.  And I'm not talking about realism - I'm talking about believability in the world presented - Storytelling.  They're completely different things.  Unless you think anything should happen for any reason - which is bad story telling. Again, read what I wrote. If you have seamless battles with cutscenes showing your characters shot and stabbed - and then you see Aerith killed by a single stab, how do you reconcile those?  In the original game, you separated battle from story and suspended disbelief.  You can't do that with the remake.

Your argument is a poor argument because this is a literally a trope in the medium. So let me ask you Does this mean chrono trigger or any game where you can see the mobs on screen is strawberries from a realism perspective?


11
General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-23 13:30:25 »
FF7Remake is unrealistic are you kidding? There are very very few parts of Pick any FF game that are realistic. That is just a poor argument.

Im going to guess you never played FF15 because if you had you would be able to tell how different the combat is. The combat does look like kinda like 15 but it doesn't function like 15. in 15 you got a few moves when your filled a bunch of attack bars In FF7R its ATB, where the bar fills over time and also with attacks (yeah i hope they drop the with attacks parts). I would have really like pure menu based ATB combat but thats unrealistic so you would hate it. I started looking into the battle system more reading and watching what those played the demo at e3 said (im sure you will just say they are paid to make it sound good).  You can do a block or standard strawberries attacks like a normal attack until your time bar fills up and you get a menu where you can use items etc.. I really hope there is an auto pause mode option for this as i think most of us would want to play that way and you don't have to hold a button like in FF15. Yeah you can map shortcuts for those who don't want to dig thru the menu to find an attack and or spam the same attack alot. Kinda like memory option that many menu based systems have so you can quickly get to the command you want. So i can't really hate on that feature at all as its literally a more modernized method of the memory option.

Do I think that FF7R is doing everything perfectly? NO there is a lot I have concerns about. How are saves gonna work for other parts? Will they just become DLC for this game, sadly maybe the best way to do the episodes to keep a consistent experience thought all parts. ?  Game 1 ends when you leave midgar and is two full blurays ? That alone has me worried Are all the textures 4k or 8k to future proof for ps5? is the game 100% voice acted? is it tons of cutscenes? What is all this data?  what did they add to the midgar section to make it longer? why is sephiroth showing up in midgar in what look to be around bombing mission? More i can't even think of right now. Its looking like this could be done as well as the RE2 Remake so yes I'm excited to see how it turns out.

12
Well one problem i see with that is you can't write and they do not have a timeline for adding write support using the schemes http://doc.kaitai.io/faq.html#writing
No need to add some random dependency, just use something like xml or json since it can be easily parsed and has very wide support

13
I've fixed my demo so ff7tk's LGP extraction is working correctly.

14
I had found this link (Luksy's ulgp): http://forums.qhimm.com/index.php?topic=12831.0

From there, I tried all 3 versions (1.2, 1.2.1, and 1.3). None of the three worked properly on my magic.lgp (should have 5265 files total, but theirs extracted like 2200 or something)

And thank you for the warm welcome :-) This is an awesome community, so I'm excited to be involved with it all! Also loved the game, so I want to do what I can to help give back!

IIRC there are some lgp tools have problems with lgps that store things in subfolders. only one is magic.lgp. (Including the ff7tk one) aali's lgp tool works great for this btw. should be code for it around here somewhere. (http://forums.qhimm.com/index.php?topic=8641.0)

Edit:: The issue with lgp in ff7tk is in how I've written the demo. I guess I should fix my demo.

15
in your ff7 install path you should see ff7_opengl.cfg file
look for the options below just swap the resolution you want in to the windows x and y sizes

window_size_x = 3840
window_size_y = 2160
preserve_aspect = yes
fullscreen = yes

16
https://github.com/myst6re/makoureactor/tree/master/core/field should have all your answers but is in C++ with Qt. Since What your doing overlaps with what I am doing perhaps we can save some work duplication and join forces. I have not started on field yet. It was planned to move makoureactor's game related objects to ff7tk (some already are in ff7tk like lgp support). After enough parts were moved makoureactor could build using the ff7tk. Providing us with one place to work on all our game touching parts. Then we could keep our end applications smaller and lower the barrier of entry for people wanting to make ff7 tools since the back end stuff is really where the difficulty is. I also planned to start making Kernel related objects and release an application based on those to allow for kernel edits, then continue until ff7tk had full coverage for the game. When that happened we could even remake ff7 engine using mostly ff7tk parts.The team was mostly me I did have some other help like from Myst6re,Vegetta and Elsava but we just never got that far. We instead mostly worked on QGears and that got us mostly no where due to several things.. anyway,  I would also like to work on getting bindings for ff7tk to python maybe you can help with this. You can find ff7tk here https://github.com/sithlord48/ff7tk its written in C++ with Qt . Qt has python binding for all its internal stuff so getting ff7tk to python should be pretty straight forward. LMK via PM.

17
Quote
I wanted to use my DS4 to play it, and I thought the easiest method would be to add the 7th Heaven launcher as a Non-Steam Shortcut, that way I can map the keys on my controller. Currently only a few commands work, like movement and selecting, but things like cancel (and thus run) or opening the menu don't work even though I should have the right keys mapped (V for menu, B for cancel/run, etc)

FF7 is limited to by its input driver, that is based on Direct Input from DirectX5 1997. While this version did see improved support for controllers it does not support enough buttons or axis to read all the ones on a more modern controller like a ps3 or ps4 controller (iirc you can do this w/ ps2 only because you can toggle the axis mapping w/ the analog button).  The ps4 controller has 13 axis  d-pad x/y, L-Stick x/y R-Stick X/y trackpad X/Y L2,R2 and physical X/Y/Z and 14 buttons. When you computer uses them it will map them to various axis and button numbers for applications to use . FF7 can still only access, axis 0/1 and buttons 0-9. To Fix this I use an application like joy2key and just map keyboard inputs to the controller buttons externally of FF7, still not perfect but its much easier to map so i can switch between dpad and analog stick like i used to with a ps2 or ps1 dual shock but now over bluetooth.

3. See the ini config file for aali's driver in your install path.

4. Wanna skip the logos remove the movie files the game will fail to load them and move on

18
This is why I started the ff7tk so we can have one code base that works everywhere granted yes it needs some more parts but alot is there.
There is documentation for all the current parts here http://sithlord48.github.io/ff7tk/
And ff7tk has full translations for the 5 released languages as well as the retranslation.

19
Its a shame in a language as common as English there is no commonly used maniancal laugh  i think something like  mwhaha  would work to get the point across and its two characters shorter then ha ha ha.

20
Charlie Beer has watched them all and is flagging up things from there also that need to change.  The laugh isn't something that I feel can work well when changed to English, which is prob why Charlie hasn't raised it either.  Still, I've forwarded this to him.
The main take away about the laugh for me is not that it should be "ha ha ha " or "heh heh heh" but that Sephiroth, Clould and Hojo share the same Maniacal laugh that is different from the the laugh other characters use as they do in the Japanese. Perhaps this will help you  https://www.youtube.com/watch?v=WaIJKM0sjdo its a bunch of Maniacal laughs from movies.

21
https://youtu.be/d5f4-m77O90?t=1859
this is a laugh only sephiroth and cloud share its kinda a hint that the two have somethings in common..

also if you have not you may want to watch these.

22
If you do manage to discover where the WM formation data is stored in the PSX file, then try also to find the Yuffie Encounters. They've always alluded me, and I've had to resort to TFerguson's FAQS for that info.

Anyway, field map IDs 1 ~ 64 are all shortcut-jumps to various places on the World Map. Using a placeholder ID for the World Maps as a Field Map means that the devs could easily assign a Field Map ID as the jump, without having to input the x,y,&z coordinates for the WM each time.

01 - WM0 - Midgar Southern Entrance
02 - WM1 - Kalm Entrance
03 - WM2 - Chocobo Ranch Entrance
04 - WM3 - Mythril Mine Entrance Swamp Side
05 - WM4 - Mythril Mine Entrance Junon Side
06 - WM5 - Fort Condor Entrance
07 - WM6 - Junon Entrance
08 - WM7 - Temple of The Ancients Entrance
09 - WM8 - Sleeping Man's Cave Entrance
10 - WM9 - Blacksmith's House Entrance
11 - WM10 - Mideel Entrance
12 - WM11 - Mideel Materia Cave Entrance
13 - WM12 - Costa Del Sol Entrance
14 - WM13 - Mt. Corel Entrance
15 - WM14 - North Corel Entrance
16 - WM15 - Corel Prison Entrance
17 - WM16 - Gongaga Entrance
18 - WM17 - Cosmo Canyon Entrance
19 - WM18 - Nibelheim Southern Entrance
20 - WM19 - Rocket Town Entrance
21 - WM20 - Lucrecia's Waterfall Entrance
22 - WM21 - North Corel Materia Cave Entrance
23 - WM22 - Wutai Entrance
24 - WM23 - Wutai Materia Cave Entrance
25 - WM24 - Bone Village Entrance
26 - WM25 - Corral Valley Entrance Snow Side
27 - WM26 - Icicle Inn Entrance Southern Side
28 - WM27 - Chocobo Sage's House Entrance
29 - WM28 - Round Island Materia Cave Entrance
30 - WM29 - Underwater (Last Coordinates)
31 - WM30 - Underwater Gelnika Entrance
32 - WM31 - Last World Map Coordinates
33 - WM32 - Last World Map Coordinates
34 - WM33 - Last World Map Coordinates
35 - WM34 - Last World Map Coordinates
36 - WM35 - Junon Ship Leaving Junon (Main Event)
37 - WM36 - Junon Ship Arriving at Costa Del Sol
38 - WM37 - Junon Ship Leaving Junon
39 - WM38 - Junon Ship Leaving Costa Del Sol
40 - WM39 - Wutai Shores
41 - WM40 - Highwind Outside Junon (After Escape)
42 - WM41 - Underwater By Junon's Reactor (After Mission)
43 - WM42 - Nibelheim Northern Entrance
44 - WM43 - Mt. Nibel Entrance Nibelheim Side
45 - WM44 - Last World Map Coordinates
46 - WM45 - Mt. Nibel Entrance Rocket Town Side
47 - WM46 - Icicle Inn Entrance Northern Side
48 - WM47 - Great Glacier Entrance
49 - WM48 - Rocket Town North of Entrance
50 - WM49 - Last World Map Coordinates
51 - WM50 - Diamond Weapon Surfaces (Event)
52 - WM51 - Last World Map Coordinates
53 - WM52 - Last World Map Coordinates
54 - WM53 - Highwind Outside Junon
55 - WM54 - Ancient Forest Entrance
56 - WM55 - Underwater (Last Coordinates)
57 - WM56 - Corral Valley Entrance Ravine Side
58 - WM57 - Forgotten Capitol Entrance
59 - WM58 - Highwind Over North Crater
60 - WM59 - Icicle Area Snowstorm Northern Entrance
61 - WM60 - Icicle Area Snowstorm Eastern Entrance
62 - WM61 - Icicle Area Snowstorm Southern Entrance
63 - WM62 - Icicle Area Snowstorm Western Entrance
64 - WM63 - Icicle Area Snowstorm Cavern Entrance

Awesome. This will be added to the location data in ff7tk.

23
Well good news everyone I've fixed the continuous build for windows so now  windows users can try the latest BC Pre release builds! 
https://github.com/sithlord48/blackchocobo/releases/tag/continuous

This is staging for the next ff7tk that is slowly being updated to C++17 along with the usual bug fixes and feature improvements

24
Make sure you have the newest version of black Chocobo v1.9.91 version from https://github.com/sithlord48/blackchocobo/releases

Its odd you should get that error at all if your using a build i did since I use mingw to build for windows and not msvc.

25
Do you know where I can find a mod like this for 7th heaven?
I do not know if there is a modpack made for 7th heaven or not. i only remember seeing a mod for that around here somewhere.

Pages: [1] 2 3 ... 61