Author Topic: The Reunion  (Read 130462 times)

JobeStroud

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Re: [REL] Menu Overhaul Project
« Reply #1350 on: 2012-07-24 20:54:08 »
Not blaming you man. Just me being dumb and not saving for so long.

DLPB

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Re: [REL] Menu Overhaul Project
« Reply #1351 on: 2012-07-24 21:06:23 »
It's cool :)  Just be prepared for a few more of these surprises....

JobeStroud

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Re: [REL] Menu Overhaul Project
« Reply #1352 on: 2012-07-24 21:41:13 »
Well it is my second time through it. Just doing hardcore mode now. Did the new game+ option in black_chocobo save editor so I chalked it up to that not resetting some flag somewhere.

Valamyr

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Re: [REL] Menu Overhaul Project
« Reply #1353 on: 2012-07-30 03:06:27 »
Similar to the Taxi Junon issue I reported above, I want to report a second similar issue: in the Gaia Cliffs area where you fight ice spikes and bats and get the option to jump down or keep going leftwards to reach a chest that contains a Megaelixir, the choice to jump down or not that you get is inverted.

Saying you dont want to jump makes you jump and vice versa. Thanks!

DLPB

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Re: [REL] Menu Overhaul Project
« Reply #1354 on: 2012-07-30 03:08:12 »
Similar to the Taxi Junon issue I reported above, I want to report a second similar issue: in the Gaia Cliffs area where you fight ice spikes and bats and get the option to jump down or keep going leftwards to reach a chest that contains a Megaelixir, the choice to jump down or not that you get is inverted.

Saying you dont want to jump makes you jump and vice versa. Thanks!

That has already been reported above.

Valamyr

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Re: [REL] Menu Overhaul Project
« Reply #1355 on: 2012-07-30 04:46:43 »
Oh, good then :)

Keep up the good work.

DLPB

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Re: [REL] Menu Overhaul Project
« Reply #1356 on: 2012-08-02 03:48:17 »
M06 will include the Submarine minigame reprogram and a few extra options including this:

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

Azminday

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Re: [REL] Menu Overhaul Project
« Reply #1357 on: 2012-08-04 23:48:05 »
Thanks so much for this, I like to keep the original game models and such but having such high quality menus is fantastic!  ;D

DLPB

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Re: [REL] Menu Overhaul Project
« Reply #1358 on: 2012-08-05 12:42:02 »
So what is new in M06 (should be released tomorrow... but I always say that and then fail).  All of these are options.

- Submarine minigame restored to international version
- Option to have new designed submarine games I have made includes new colours for bombs and so forth.
- Options for some other colours in game.

-Installer cleaned up a little.

- Autosize battle action (top of the screen box) added for those who want it with the original game.

- Faster character animation (speeds character animations up by 2x, this does not speed the battle up 2x, so other things like enemy attack times and so forth stay constant).

- faster enemy death.  Ever get sick of 4x cut taking years to complete?  The reason is it is waiting for the enemy death animation to complete.  I have sped up the enemy death by 3x.

- Less Character animation.  For nostalgia junkies or those who want a super fast battle when it comes to attacks.  I will be trying to bypass those long drawn out summon moves soon too and maybe other things.

- Faster onscreen numbers.  I have sped up the time the numbers stay on screen by around 2x. 

LeonhartGR

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Re: [REL] Menu Overhaul Project
« Reply #1359 on: 2012-08-05 13:26:02 »
One question... are there any changes in the mod folder because I usually back the one I have up and replace it after installing MO. For example the colors will be in the mod folder as pngs or changes are only in field.lgp?

DLPB

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Re: [REL] Menu Overhaul Project
« Reply #1360 on: 2012-08-05 13:30:27 »
All changes are to ff7.exe

sithlord48

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Re: [REL] Menu Overhaul Project
« Reply #1361 on: 2012-08-05 14:37:26 »
Well it is my second time through it. Just doing hardcore mode now. Did the new game+ option in black_chocobo save editor so I chalked it up to that not resetting some flag somewhere.

the only data from your save that is put in to the new save is char data, item data, materia data and your chocobos. other then that is a completely new save, so there are no flags that don't get reset.

JobeStroud

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Re: [REL] Menu Overhaul Project
« Reply #1362 on: 2012-08-10 01:47:55 »
Didnt know that at the time. Thanks for the info.

DLPB

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Re: [REL] Menu Overhaul Project
« Reply #1363 on: 2012-08-11 20:34:36 »
I have already prepared for the new FF7... the program will patch the new exe the same as the old.  Problem is I am expecting checksum protection on the new exe which would make it impossible without some form of hack to exe.  Doh.

Nesis

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Re: [REL] Menu Overhaul Project
« Reply #1364 on: 2012-08-12 10:35:04 »
Hey. :)
What's new about making this mod work on foreign versions ? :-D

DLPB

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Re: [REL] Menu Overhaul Project
« Reply #1365 on: 2012-08-12 13:36:39 »
Nothing yet, the problem is I do not have foreign game.   So when I try something, I will need people to test to see if what I have done works.

Also, looking back, the person before was right.  Cait's "no" is confusing when meaning not.  I have made it no'  which I suppose is more correct grammatically.
« Last Edit: 2012-08-12 13:40:54 by DLPB »

Nesis

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Re: [REL] Menu Overhaul Project
« Reply #1366 on: 2012-08-12 14:03:53 »
Well, I can help you to test, if you want.

DLPB

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Re: [REL] Menu Overhaul Project
« Reply #1367 on: 2012-08-12 14:06:19 »
Please send me the 1.02 french again.  I will be back here within 2 minutes to try something with you.

DLPB

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Re: [REL] Menu Overhaul Project
« Reply #1368 on: 2012-08-12 17:52:05 »
What I am thinking is just rename the files you have and then use 1.02 exe.  We can worry about the translation later.

So the files that need to be corrected are:


menu_us.lgp
snowboard-us.lgp
high-us.lgp
cr_us.lgp
disc_us.lgp

try changing to those and see if 1.02 loads.  I am not sure if that will work, if not I can just alter exe.  But this would be easier.

PitBrat

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Re: [REL] Menu Overhaul Project
« Reply #1369 on: 2012-08-12 18:32:44 »
Using a foreign version of FF7 with the English 1.02 .exe requires renaming the .lgp's and also renaming some textures within the .lgp's.

For the French version:
Code: [Select]
Rename the files to their English equivalents:
"data\cd\cr_fr.lgp" "cr_us.lgp"
"data\cd\disc_fr.lgp" "disc_us.lgp"
"data\menu\menu_fr.lgp" "menu_us.lgp"
"data\wm\world_fr.lgp" "world_us.lgp"
"data\field\fflevel.lgp" "flevel.lgp"
"data\minigame\fchocobo.lgp" "chocobo.lgp"
"data\minigame\fcondor.lgp" "condor.lgp"
"data\minigame\fsub.lgp" "sub.lgp"
"data\minigame\high-fr.lgp" "high-us.lgp"
"data\minigame\snowboard-fr.lgp" "snowboard-us.lgp"

FIX Condor.lgp
"fhelp.tim" "ehelp.tim"
"fhelp_1.tim" "ehelp1.tim"
"fmes00.tex" "emes00.tex"
"fmes00a.tex" "emes00a.tex"
"fmes00b.tex" "emes00b.tex"
"fmes00c.tex" "emes00c.tex"
"fmes00d.tex" "emes00d.tex"
"fmes01.tex" "emes01.tex"
"fmes01a.tex" "emes01a.tex"
"fmes01b.tex" "emes01b.tex"
"fmes08.tex" "emes08.tex"
"funit00.tex" "eunit00.tex"
"funit00a.tex" "eunit00a.tex"
"funit00b.tex" "eunit00b.tex"
"funit00c.tex" "eunit00c.tex"
"funit00d.tex" "eunit00d.tex"
"funit01.tex" "eunit01.tex"
"funit01a.tex" "eunit01a.tex"
"funit01b.tex" "eunit01b.tex"
"funit01c.tex" "eunit01c.tex"

These files are present in the English Condor.lgp but missing from other versions:
"ehelp_pal.tga"
"ehelp1_pal.tga"

FIX Snowboard-US.lgp
"fa.tex" "ea_k.tex"
"fb.tex" "eb_k.tex"
"fc.tex" "ec_k.tex"
"fg.tex" "eg_k.tex"
"fita_k.tex" "eita_k.tex"
"fstamp0.tex" "estamp0.tex"
"fstamp1.tex" "estamp1.tex"
"ftime1.tex" "time1.tex"
"ftime2.tex" "time2.tex"

FIX Sub.lgp
"fhud.tex" "hud.tex"
"fhuda.tex" "huda.tex"
"fhudb.tex" "hudb.tex"
"fhudc.tex" "hudc.tex"
"fhudd.tex" "hudd.tex"
 "ftext.tex" "text.tex"
"ftexta.tex" "texta.tex"
"ftextb.tex" "textb.tex"
"ftextc.tex" "textc.tex"
"ftextd.tex" "textd.tex"

FIX Disc_US.lgp
"fdisk1_a.tex" "disk1_a.tex"
"fdisk1_b.tex" "disk1_b.tex"
"fdisk1_x.tex" "disk1_x.tex"
"fdisk2_a.tex" "disk2_a.tex"
"fdisk2_b.tex" "disk2_b.tex"
"fdisk2_x.tex" "disk2_x.tex"
"fdisk3_a.tex" "disk3_a.tex"
"fdisk3_b.tex" "disk3_b.tex"
"fdisk3_x.tex" "disk3_x.tex"
"f_over_a.tex" "e_over_a.tex"
"f_over_b.tex" "e_over_b.tex"
"f_over_c.tex" "e_over_c.tex"
"f_over_d.tex" "e_over_d.tex"
"f_over_e.tex" "e_over_e.tex"
"f_over_f.tex" "e_over_f.tex"
"f_over_la.tex" "e_over_la.tex"
"f_over_lb.tex" "e_over_lb.tex"

Other languages are similar except for the beginning letter of the texture file name.
German = d
Spanish = s
French = f
Italian = i

DLPB

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Re: [REL] Menu Overhaul Project
« Reply #1370 on: 2012-08-12 20:47:11 »
In other words, it is best I just change the exe details themselves so it can work WITH the foreign files... rather than rename foreign files.

That is stupid what they have done.  Why on earth didnt they just keep the same names anyway!

I guess I could just make a new installer that converts. 

http://ffsf.aaron-kelley.net/patch.html

While we are at it, where is the Italian?

edit:  probably best changing files anyway, exe isnt as simple as I thought, data isnt exact area and I am guessing that be a problem.
« Last Edit: 2012-08-12 22:38:17 by DLPB »

DLPB

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Re: [REL] Menu Overhaul Project
« Reply #1371 on: 2012-08-13 04:16:27 »

BloodShot

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Re: [REL] Menu Overhaul Project
« Reply #1372 on: 2012-08-13 05:25:50 »
A friend asked me to help him set up the PC version of FF7 on his laptop, but he didn't want the hardcore mod so I installed the re-translation for him.

Got to Aeris/Aerith and saw Reno was named Leno, and I couldn't stop laughing, every time we saw Reno talk we thought of Jay Leno.

dziugo

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Re: [REL] Menu Overhaul Project
« Reply #1373 on: 2012-08-13 07:31:00 »
While we are at it, where is the Italian?
Italian translation is not the official one.

kranmer

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Re: [REL] Menu Overhaul Project
« Reply #1374 on: 2012-08-13 09:28:11 »
Italian translation is not the official one.
Yeah the Italian translation was a fan translation you can find info on it here
http://www.sadnescity.it/traduzioni/ff7/ff7.php
also indrema made a Italian reloaded version which may help with what filenames it uses
http://forums.qhimm.com/index.php?topic=10829.0
« Last Edit: 2012-08-13 11:03:32 by kranmer »