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Messages - DLPB

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It is - but it's outdated and R06 has a ton of improvements. R07 will be the finalized translation.

Beacause actually uses Firaga etc - since not only is this "canon"  - it's also what the Japanese is. There's no option to change that.

Only a few things are changed using the canon option - those things that have always gone against the Japanese names but are still incorrect (like Phoenix Down).

The default without any options are on The Reunion Database.

In full the changes in realtime are:



oguri>oogle This changes Moguri to Moogle
High Potion>Hi-Potion
Last Elixir>Megalixir
Phoenix Tail>Phoenix Down


healthy moogle>healthy moogles
Male moogle>Male moogles




Grean>Choco Bill
Greene>Choco Billy

[9:10] (frcyo)
Choco Billy>Billy
Choco Bill>Bill

Choco Billy>Bill
Choco Bill>Billy




)junon( When map name is not junon

R07 will be full and completed
So not yet.

 8)  you're also welcome

If you install FRAPS or dxtory or something similar, it should report the FPS to you.  See if it's at 30 for field. This isn't a Reunion issue, though.

FF7 Tools / Re: [PC] Trainer and Debug Tool - Ochu (3.4)
« on: 2019-03-19 22:55:35 »
I had to change some assembly.

procedure TForm1.Enemy1xClick(Sender: TObject);

procedure TForm1.Enemy2xClick(Sender: TObject);

procedure TForm1.Enemy3xClick(Sender: TObject);

procedure TForm1.Enemy5xClick(Sender: TObject);

procedure TForm1.Enemy10xClick(Sender: TObject);

procedure TForm1.Gain1xClick(Sender: TObject);

procedure TForm1.Gain2xClick(Sender: TObject);

procedure TForm1.Gain3xClick(Sender: TObject);

Troubleshooting / Re: Center screen bug
« on: 2019-03-18 21:13:59 »
R06 doesn't need the exe - all text is external.  I've already tested that working.

Troubleshooting / Re: Center screen bug
« on: 2019-03-18 16:35:51 »
Of course.

Although I'm testing it myself with foreign files as we speak.

Troubleshooting / Re: Center screen bug
« on: 2019-03-17 22:01:06 »
The downside is certain parts need manually changing that way... like submarine text.  Not to mention certain texts won't fit.  Much better waiting for R06 so the full solution is there.

Troubleshooting / Re: Center screen bug
« on: 2019-03-17 19:04:32 »
Source - prob not. The tool will be part of Reunion.

Troubleshooting / Re: Center screen bug
« on: 2019-03-17 16:52:02 »
Select and Start for 5 seconds is hard reset OR Alt+F4 - leave game
Soft is same combo as psx

Troubleshooting / Re: Center screen bug
« on: 2019-03-17 13:10:32 »
fast hard reset,

<  R06 has a soft reset option like old psx game did. As well as fast hard.

Troubleshooting / Re: Center screen bug
« on: 2019-03-17 11:49:09 »
The good news is R06 allows for all languages to use English exe... ;)  So you can port your French language over.

Troubleshooting / Re: Center screen bug
« on: 2019-03-17 11:16:32 »
It's part of R06 by default (and made better), which you're probably best waiting for.  That code above will only work with English version and also requires edits to the dlls .p and .fgd - depending on Steam / 1998.

{correct x pos of dialogue boxes
630CC7 = E8 34 2E 2E 00 90 90

<  This is jumping (calling) to code I added to correct the text box.  Without R05 installed, it will jump to nothing.

haha not sure where I got mine from.  Yeah - that's the file!

If 1998 version, there's a config file in root.  Config.cfg I think.  Not sure if deleting it will help.

In Steam, controls are set through the launcher.

Those aren't the default values - simply my current settings for testing.  But as you say the difference is minimal.

I'll certainly try ;)

In the meantime, here's how the new ini currently looks


Disable_The_Reunion = n

full_screen = n
window_x = 0
window_y = 0
window_width = 1280
window_height = 960
preserve_aspect = y

enable_vsync = n
texture_cache_size = 1024
compress_textures = n
save_textures = n
use_pbo = n
use_mipmaps = n
fancy_transparency = y
post_file =
enable_postprocessing = y

# on-screen logging
show_fps = y
show_missing_textures = n
show_stats = n
error_popup = n
info_popup = y
ff7_popup = n
trace_reunion_direct = n
trace_direct = n
trace_files = n
trace_all = n
trace_loaders = n
more_ff7_debug = n
opengl_debug = n

Mod_ID = x12345

Music_Vol =89
SFX_Vol =62
Mono_Output = n
Centre_Battle_SFX = n
Field_SFX_In_Battle = y
Music_Balance_Functions = n
Load_SFX_To_Memory = y
Audio_Log_Level = 5

# Weapon mod: 0 = Off / 1 = Minigame updates / 2 = Further field updates / 3 = full mod
# 60fps Battles mod: 0 = Off / 1 = On (no interpolation) / 2 = On (interpolated model animations)
New_Translation =  y
Model_Overhaul = n
Soldier_Quest = n
Weapon = 0
_60fps_Battles = 0

Default_Run = n
New_Gauge_Colours = n
Closed_Mouth_Models = n
QPC = y
Game_Time_Is_Realtime = n
Transparent_Dialogue = y
Show_More_Status = 0

Disable_Internal_Fixes = n
Battle_Key_Press = y

#For those poor souls with epilepsy
Critical_Hit = n
Boss_Death = n
Summon = n
Transition_Effects = n
Disable_All = n

Practically all by myself.

The two exceptions are

1. Charlie Beer - who is proof checking the retranslation project.  He's now added as one of the three main credits due to the level of work he's put in
2. Maki - who is sorting aali's dll to work with VScode / GCC - so I can use it with my own dll and The Reunion.  There are some bugs caused by sloppy code which will only manifest themselves on certain compilers, like the one I'm using [btw my own normal programming environment - Delphi - does not allow this.  It's just not that stupid].

The downsides to my new mod manager are that each CUSTOM folder contains one active user mod (global is global of course)  - The ability to have more than one mod working per folder means manual work will need to be done where there are conflicts.  Unlike 7H - this is the job of modders to accomodate it - or the End User.  The manager itself is as easy as it gets to work with, though.

For example, The BASE folder is for translation specific stuff (at the moment, this is Beacause - but can be changed to each lang).

Next GLOBAL - for things that generally won't conflict - like music files.

The  CUSTOM - which will supersede global where a conflict occurs.  If you had the SAME menu file in base, global, and custom - and custom was enabled - you'd see Custom file loaded only.

The Priority order is CUSTOM > BASE > GLOBAL.

ROOT will only be used when none of the above are present. ROOT files are never edited or touched.

It's much easier to see this in practice than me explaining it.

Global volume controls for FMV are now implemented.  Mute has also been added.  So now FMV will obey game volume and my new mute command (added by me) - as well as being global sound without cutting out when window focus lost (fixed by Maki).

I've taken drastic measures and decided to donate to Maki to help finally sort Aali's dll - and he's doing a glorious job ;)  FFmpeg vrtually sorted - some other bugs being fixed.

And when that's done, I can release R06 after some final testing.

I have not forgotten your request, Codemann.  You are priority after The Reunion for me to create that field code video.  I'll have a go at making it tonight.

For some reason the loop is not working correctly at least not on all the files... I'm 99% sure my code is correct but on '512 The Loser.ogg' it's obvious that STARTLOOP is being ignored. So it is looping the whole sound effect. So I look forward to ffmpeg.


Are you sure?  LOOPSTART should be absent when you don't want a loop.  LOOPSTART=0 will loop from start.  If you're on about RaW that is.

You actually reinforce my problem with 7H in your own post - that the idea was for each user to manage their own mod.  They can't - because

a. The modding structure is too complicated (I personally had a lot of issues simply installing it).
b. People aren't maintaining their own mod (because the end user can't be expected to become a programmer - unless they are experienced modders)
c. Some people are just lazy

It's become instead a one size fits all mod manager - that one person has to continually update and fix the thousand variation problems that exist between mods. As you say, no-one should be expected to do that.

Quantumpencil's Sister Ray does not fix this.  Unfortunately, it simply adds to a problem we already have - extra complexity - yet another solution that the end user will find confusing - while taking over entire modules (which breaks Menu Overhaul for a start - I'd have to port all my changes - thousands of them). I'll reserve proper judgement for when I see it in action - but the bad news is - he's using Aali's dll also - so it's completely incompatible with The Reunion as it stands.

It will be up to the end user and modders to decide which solution they like best.  My solution:

- No compressed / uncompressed archives other than the ones the game originally came with
- No expert modding knowledge needed
- Allows all languages to use English exe
- Is designed so that each mod folder can have one variation in it.  It's designed for one mod - and changing mods simply means changing one line of ini - or using a drop down menu from a config exe.
- Does not break other mods - and mods are optional
- Replaces all audio functions with my own.
- Easily turned on and off globally
- Does not edit the base files at all

When I release R06, we'll see how it fares with modders and users.  7H will still work with it - though it's not intended to be used that way - it's a complete solution on its own. It's designed to be as easy as possible to mod the game.

It should be that The Reunion has to be downloaded separately (it will work on its own with and without 7H and can't be added to a catalogue file).  I do not want my mod simply shipping with 7H every time as I then have no control over my own mod.

I'm not talking about R05 (this installer) - I mean my next one, which is also a modding tool. 

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