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[DEMO/WIP/FF7] Final Fantasy VII: Revisited (PSX)

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xLostWingx:
Final Fantasy VII:  Revisited
Final Fantasy VII Revisited is a mod that alters many of the games areas.  These areas include:
-Attacks, Spells, and Summons.  Revisited has new attacks including Wind, Water, and Holy spells available to the player.
-It has all new menu/battle Items.  New items enable the player to cast new and powerful effects on their party and enemies.  Item effects have also been modified in an effort to rebalance the game.
-It has new Weapons and rebalanced versions of vanilla-weapons.  Many weapons have Elemental or Status affinities in addition to stat bonuses.
-It has new Armor and rebalanced versions of vanilla-armor.  Much of the armor has Elemental or Status affinities in addition to stat bonuses.
-It has new Accessories and rebalanced versions of vanilla-accessories.  Many accessories have Elemental or Status affinities in addition to stat bonuses.
-It has new Materia.  Not only brand new material for new spells, but new Independent, Support, Command, and Summon material.
-Other changes to the Kernel include:  Start the game at level 20 (as will your enemies) start the game with different materia and items, and other changes.

-Characters have unique and distinct Stat and HP/MP Growth.  In Vanilla VII you may not have been able to tell characters apart by looking at their stats alone.  In Revisited, each character has their own strengths and weaknesses.
-Some Limit Breaks have been modified subtly, while others have been radically altered.  Some Limit Breaks can be Reflected, some inflict statuses, and others inflict Elemental Damage.  Each Limit Level has its own strengths and weaknesses.

-The Scene.bin has been extensively reorganized.  Tired of the same old Guard Scorpion every New Game?  Try defeating the Guard Golem if you dare!  Want to catch a Chocobo?  You might run into one of various Optional-Bosses who may relinquish their untold treasures!  Be careful in certain areas, you WILL encounter powerful Dragons, SOLDIERs, Golems, and others you may not be prepared for.  Miss the enemies you’re used to encountering?  No problem, they’re all still there except for the weakest creatures you never enjoyed fighting anyway.  Beware, your old foes won’t be easily dispatched through brute force alone.

-As a consequence to all these changes, there will have to be many Shop Changes.  You won’t be able to buy Diamond Bangles a mere 10 minutes after obtaining your first Gold Armlet.  Some items/materia/equipment will make an appearance earlier or later in the game than they used to.  Occasionally you may find a hidden gem in some obscure shop you never bothered to visit; This secluded treasure won’t be cheap, so make sure your priorities are in order.

-There will be at least several, possibly many text changes.  Various NPCs will volunteer nuggets of information that may actually prove to be useful.  Ignore their warnings and you may wander into a situation you’re completely unprepared for.
-I may or may not be implementing some of my own sense of humor into the text.  This may scare off many potential players, but no vital information will be changed.  It is highly likely that many of you won’t laugh at all, so provide feedback as videos illustrating text changes and other modifications appear.

The overall goal of this project is to provide the player with a bold new feel to their FFVII experience.  Battles will be difficult, but none will be impossible.  Some may be winnable with a variety of characters or strategies, while others may prove to be near-impossible without the proper party, equipment, and battle strategy.  I will be posting videos as I make progress.  I’m not accepting broad, big ideas to incorporate into the game, but feedback on possible tweaks, bugs, and game-breakers are welcome.
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The demo includes:
*98% complete [KERNEL.bin patch]
*98% complete [SHOPMENU.mnu patch]
*90% complete [LIMTMENU.mnu patch]
*Scene changes up to the end of the second bombing mission [SCENE.bin patch]
*Text changes are not included

Final Fantasy VII:  Revisited Demo1 download
http://www.mediafire.com/?dlknk0ghdlgjktp

xLostWingx:
Please keep the substance-lacking posts to a minimum.  Vgr I appreciate the enthusiasm but I want to be able to use this to keep track of my ideas so when I do some work on the project it will be easier to remember what I meant/wanted.  No need to respond.
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I was wondering if I can delete whole scenes and use copies of other scenes.  For example, delete scene 101, 102, and 103 and use let's say scene 118 for all three.  I can't think of any reason why not, but I guess I will have to test it.  If I did this then I could delete entire enemies and increase the population of powerful-type enemies.  This would mean less or no Kalm Fangs, Muus and Levikrons and more or many more Red Dragons, Midgar Zolems, and Stilvas.  Of course this may not work, but I intend to find out.  I am hesitant to remove content from the game though - I like the game so much that the thought of removing something from it seems wrong.  But if this works I am almost certain this is what I will do.  It will fit nicely with starting the game with moderately powerful characters.  This will make the character differences more apparent and also increase the need to place the proper equipment on the characters.  Killing 4 birds with 1 stone  :-)
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I can delete scenes and replace them with already existing scenes.  Also it appears that I can replace any scene with any scene - the rules aren't what I thought they were.  This is good.  I actually recorded a test (very crappily, haven't made recording for months) showing Eagle Gun and Wolfmeister in Hojo's Lab and King Behemoth in the Elevator.  He killed me so I didn't get to see if an Allemange would float down for the 2nd stage of the battle.  Here it is  http://www.youtube.com/watch?v=pVrR_HpAvvg

xLostWingx:
**Scene0 in PrC is Scene1 when SceneReader unpacks them.  Scene = PrC x+1.  These are unpacked scene numbers not PrC numbers.  Remains to be seen what happens when replacing Chocobo as far as encounters go.  I won’t be replacing all of these, but this will be useful as my reference list.  It only totally removes like 4 or 5 enemies total and I don’t think any are important.  Near all of the scenes listed here contain enemies located in other scenes for that area so enemy skills should not be a problem.  If everything works the way I think it does, then the Chocobo Lure Materia will lure the enemies that I stick in the Chocobo’s place as well as the Chocobos from untouched scenes.  This will effectively make the Chocobo Lure a Optional-Boss Lure materia as well.



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Here are the changes.  Remember, if you are looking at them in Proud Clod, the numbers are 1 higher.

xLostWingx:
I got the character growth curves taken care of.  I will add information on the stat changes later on.  There is actually a lot to update everyone on, but I will do that tomorrow.  For now, I just wanted to add this video of a test.  Obviously the mod is nowhere close to being complete, and everything in this test video is no exception.  I just wanted to see how the text changes work (I don't intend to keep the changes I made, they were mostly for my own amusement).  I plan on working on the Limit Breaks next because they won't take long and its still new and exciting to work with Libre at this point in time.  This is subject to change, but I will probably work on the Accessories, then Armor, then Items, then Weapons, then Attacks, then Materia, and then the Scene.bin - basically from least to most tedious.  There are still many things to test  and research before I can move forward without risking bugs, but I've been learning a great deal over the past several days.  I read through Terrence Fergusson's Mechanics guides and have been testing the various capabilities of PrC.  Hopefully I will soon be able to move past the learning/testing phase and begin the modding and testing with confidence phase.  Anyway, here is the video.  Comment if you will, but like I said, the final version may not bear any resemblance to this test. 

http://www.youtube.com/watch?v=Y950SfbK0lc

xLostWingx:
Well I've been extremely busy with school for the past week, but I've sacrificed some sleep to continue making progress with the mod.  I have completed the Accessories, Armor, and Items as well as the Character Growth/Stat changes.

As far as accessories goes, there are three broad categories of accessories:
-Those that protect against status changes or automatically inflict supportive spells such as Haste, Wall, Berserk etc.
-Those that are elemental in nature - Fire Ring, Ice Ring, Tetra Elemental etc.
-And those that increase individual or multiple stats - Power Wrist, Earring etc.

I've paid special attention to each and every accessory so even though some old accessories make an appearance, their effects are not exactly what they used to be.


I've spent a good bit of time on the armor system in this mod.  There are Physical Character only armors (called Bangles or Guards), Magical character only armors (called Armlets, Bands, and Bracelets), and there are certain armors that can be equipped by either type of character (Bracers, and some unique armors).  Cloud, Barret, Tifa, and Cid can only equip Bangles, Guards, and Bracers.  Aeris, Red, and Vincent can only equip Armlets, Bands, and Bracelets.  Cait Sith (a defensive/supportive type character) can equip all types of armor with a few exceptions.  Yuffie is a unique case an I’ve allowed her to equip most Physical armors (except for the heaviest ones:  Steel, Gold, Adamant) and a few magical ones (except for the most magic-boosting ones).  Why?  She is the only character that lacks a clear inclination towards Strength or Magic because her stats revolve around Speed and Luck.  Cait Sith, being a defensive/supportive character, a doll/robot/RC moogle with unique Limits can equip most armor because I think it will encourage players to use him for his designated purpose. 

Items…what to say about items.  Well At first I was just going to quickly balance some attack items and add a new one here and there, but once I got to work on the items I quickly became enthralled with the possibilities.  Consequently, I have designed and added at least a dozen new and unique items.

Mega-Phoenix – Revives all dead allies
Mega-Potion – Restores HP to all allies
Shroud of Smoke – Steals gil from enemies (untested)
Gambler’s Greens – Available for purchase at Choco-Billy’s green shop.  Give me a better name if you got one, but these things (Rotten Gamblers Greens, Ripe Gamblers Greens, and Hydroponic Gamblers Greens) will deal a random amount of non-elemental damage to whatever enemy you choose to use them on.  More expensive, higher quality gamblers greens deal more damage and may deal harmful statuses.
Gigas Fruit – Transforms character into a Giant (like Cait Sith’s Limit, it absorbs the stats of other characters.  Does not always ‘Transform’ the user though).
Choco-Steroids – Billy’s got a bit of a blackmarket in my game.  These choco-steroids, when injected into a party members, will cause the party to receive their Limit Breaks (still experimenting with this to see if I can make it affect all party members.  Seems stupid if Cloud uses it, but Aeris and Tifa get their Limits and Cloud doesn’t).
Lucky ‘7’ Greens – The senile old Chocobo Sage has these.  They cause 1111 per materia equipped on the target.  Whats the point?  Well to see if you can give yourself Lucky 7s off course.
Heroes’ Sacrifice – This Item works like a Hero except it works on the whole party.  Only downside is that it will deal a sizeable amount of Holy Damage to your party, so be prepared.
Phoenix Pinion – This will cast a flame attack on the enemy while at the same time reviving party members and restores HP based on the damage dealt to enemy. This one is untested.
Stellar Curtain – This is just a Lunar Curtain and a Light Curtain rolled into one.
Second Chance – This item toggles the statuses Death Sentence and Deathforce.  If you have a Death Sentence, you can remove it.  If you don’t have the Deathforce effect on a party member, this will cast it on them.  Careful not to use it at the wrong time to give yourself a D. Sentence or remove Deathforce.
Berserker Blood – Drinking the blood of the Berserker will cast Haste, Wall, Berserk, and Lucky girl on the target.
Tissue – Yes the tissue…you can use this thing now.  What does it do?  Well its got about a 1/8 chance of causing Peerless, but it also has a 1/8 chance of causing Near-Death.  Use it and get Peerless, good job, use it and get Near-Death, that sucks.  Use it and get both, well it doesn’t matter that your HP is low because you’re invincible.  What are the suggestions for an appropriate % chance of these effects?  Its at 12.5% if I understand the Status Chance xx/63 correctly (Each incremental increase raises chance by 3.125% until 32 it is 100%).

So there it is.  I won’t go into detail on the armor and accessories, but I wanted to share these items and get some ideas.  I think they’re all pretty sweet, and they won’t be easy to obtain.

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