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Messages - sithlord48

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General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: Yesterday at 18:28:32 »

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

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?

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.

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
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

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

I had found this link (Luksy's ulgp):

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. (

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

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

8 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 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.

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

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
And ff7tk has full translations for the 5 released languages as well as the retranslation.

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.

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 its a bunch of Maniacal laughs from movies.

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.

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.

Well good news everyone I've fixed the continuous build for windows so now  windows users can try the latest BC Pre release builds!

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

Make sure you have the newest version of black Chocobo v1.9.91 version from

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.

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.

When you say "the correct type for your game" what do you mean, and how do I do that? I tried simply setting the stats as I desired, then clicking save, but it simply takes me to a save window. Where do I save the new file, and what do I call it?
It Depends on the way your playing FF7. If your playing on pc you want to save as a pc save and then place this file into your Save folder. The file should be named ff7save##.ff7 (00-09) the number is the safe file it will show in game as. See where to find pc saves For Emulators you need to save as a VMC and import that to your emulator . For psx you need to save as rawPSX then get that on a memory card.

It sounds like you're looking for something that will start every new game with extra equipment and stats.  Black Chocobo can only modify existing save files to give you the extra stuff you need, which is the easiest approach, but will only affect THAT save file.

If you want it to happen EVERY new game, it's more complicated and you won't find any pre-built tool that does it, but you you'd have to use Makou Reactor and modify the md1stin map, add a new script group in that map, there are codes to increment specific items, materias, and gil.  But like I said, it's both complicated and you won't find anything that does this already, it'd be a completely custom hack.
IIRc you could use walmarket to set the initial data if you wish to have the game start with this data for every new game. i would think that would be faster then using makou reactor.

General discussion / Re: Final Fantasy 7 PC Mod pack
« on: 2019-02-05 01:15:49 »
Your question makes me think you didn't read the site rules, please take a few moments to read them.

For most mods you can use a combination of the "mod path" and "direct mode" options of Aali's driver. Mod path allow the driver to load better hi res pngs for any texture in the game so most things will work with this. And direct mode will let you create a folder 'direct/battle' for example and you can then put any files that should be put into battle.lgp here and they will be loaded in place of the archived version. With these two you can do almost all the visual mods with very little effort.

Hey guys,

I would like to play a new mod, the Superboss Rush Challenge with the 7th heaven modder, however I like to have Sephiroth in my party for a change. I try to replace Vincent with Sephiroth with the Black Chocobo app, but however Sephiroth is in my party, I can't control his actions. Does anyone know what I could do about this? Thanks in advance.
You can not control him that is normal. If you want to control him you need to look for a mod that does it. It is not possible to change this via the savegame.

I'm trying to use the save editor so that I can start the game from scratch (that is, press "New Game" on the title screen) and start with a set of equipment and altered stats that I've chosen.

Is there a way to do this? I've looked through the user guide, and haven't really been able to find anything that points me in the direction of how to do this - if it's at all possible.

When you open Black Chocobo It will start with a game just like you had pressed "New Game" make your changes then save it as the correct type for your game. Be careful with stats not everyone will keep them (Cait / Vincent and Yuffie have stats and levels generated when they join your party) For them you will need to edit the stats after they join. But the rest should be fine DO NOT PLAY WITH SEPHIROTH OR YOUNG CLOUDS AT ALL . Doing so will cause the game to freeze when you do the flashback. Also remember to edit the base HP / MP stat not the current or max HP/ MP those are calculated at run time and will not do what you want.

That is the main issue Its a niche format on the ps3 that is only used for one thing that has nothing todo with ps3 games. Most people working on the PS3 want to learn PS3 related things for making homebrew (the PSV format is of no use here). If you hack your ps3 you can then copy the internal memory card files (vm1s ) to a usb stick and edit and place them back into the memory card folder on the ps3. Psv is just a transport format for ps2 and ps1 virtual memory card to ensure no one messes with the data inside. Honestly be happy we can read the saves and they didn't so some massive crypto bullshit like they do with the ps4 copy.. Honestly we will mosty likey see ps4 save support before psv writing has the keys / seed discovered. Since they copy process takes at least 1 minute per attempt and there a lot of keys.

If I had to guess what keys i would think it would be one of the Ps2 Keys but then you just have to match them with all the seeds .. maybe the Ps2 emulation specific Since those are used to generate ps2 cards this could be wrong since ps2 cards use magic gate and that uses encryption methods and needs seeds and keys to work . So that could just be specific to generating internal ps2 memory card files. Now the next set of seeds are the Syscon ones and it could be one of those too.. Honestly if you are really really into this you could try the ps2 keys with all the seeds. it shouldn't take to long. If you do any section and try all the seeds Let me know we will track it somewhere.

@Trix I The format of your post makes it hard to read.
Hey Sithlord, I've read your previous posts about what's needed to get a .psv back into the ps3 and I get that you can't simply tell us what the key/seed combo is (even if you knew it you'd probably get in trouble for sharing it, so I understand)

If I knew them I wouldn't be asking users to enter them in the application. You have maybe missed the many times I've said here If you discover a working pair let me know so i can embed them.
Known Ps3 Keys:
Known Ps3 Seeds:
Psv files need to be named correctly its <gamename><hex for description> (i know the ps3 wiki says its a time code but that is not correct).
Scrambled keys are keys that are encrypted and need to be decrypted before they can be used.

FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-01-17 15:08:12 »
Try using the alternative windows build that seams to work.

FF9 Tools / Re: [PC] Save editor - Memoria (
« on: 2019-01-15 17:47:44 »
Hello! Does this editor work with PS4 save files?
Its highly unlikely this works with PS4 Saves.

Other Modding / Re: Aeris Revival Mod
« on: 2018-12-28 17:05:27 »
Yes those scenes. Its not all of them but some will cause the game to crash.

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