Author Topic: Corrected damage numbers with 60fps Battles (R06)  (Read 2228 times)

PeanutReaper486

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Hello all,

So I wanted to start up a relatively pure run of FF7, collect all the achievements on steam and do all the fun stuff before FF7R comes out (25 days left, hype train.) Using Reunion with just the 60fps battles option ticked, for smooth menuing. However, there's a really weird anomaly that I've failed to resolve by myself:

Damage numbers are drawing too fast, they just look weird. It's such a minor thing, but I've spent too long on it just googling around and trying to figure this out. It used to be a setting back in R04, the checkbox was removed in R05, in favour of it just being added. Using hextedit to remove the segment that I thought was causing the numbers to be too fast, instead breaks them. It will make them go even faster, or draw twice, or draw twice in some WACKY spots, and wiggle up and down all over the screen.

R04 has perfect damage numbers when the faster numbers tweak is disabled, but character dashes and monster zooms are pure 60fps, clashing with everything else at 15fps.
R05 has swift damage numbers, perfect character dashes and zooming.

Now I'm not sure if one can't live without the other, but I really just want to see if this can be fixed. Here's what I've found in my googling:

This value, 005BB464, was noted by obesebear in 2014, as it affects damage number displays. Upon editing it, he was met with the same issues that I had. HFITC1 later fixed it with this excerpt:
Code: [Select]
0x5BB464 (0x1BA864) 0B -> 2C"
In R05, their code still exists;

Code: [Select]
#fix numbers array by NFITC1
5BB464 =  2C
5BB5E8 = 0F Bf 52 0C C1 EA 02

#faster numbers
5BB464 =  16
-401600
8FE1E8 =  00 02 02 04 04 02 02 00
-400C00

Humbly inquiring on some insight of what I could be missing here. R06 also has damage number shenanigans, but if there's a fix available there, please let me know!


------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


SOLUTION:
Quote
What you need is to create a plain text file and place it in The_Reunion\global\hext folder

Then in the text file:

5BB464 = 2C
8FE1E8 = 00 02 04 06 07 08 08 07 06 04 02 00

This should fix to make it slower when using 60fps mod with Reunion R06.

Many thanks to DLPB!
« Last Edit: 2020-03-28 20:31:07 by PeanutReaper486 »

PeanutReaper486

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Re: Corrected damage numbers with 60fps Battles (R05)
« Reply #1 on: 2020-03-22 02:37:35 »
Adding to this. The newest 7th heaven mod manager has an animations mod authored by...apparently the entire qhimm modding community. But it includes a 60fps battles module with perfect damage numbers. Trying to re-use this code for R04, R05, or R06 ends in failure, the addresses probably do not line up with the newer ff7_en.exe, resulting in it crashing before it can ever get started.

The 7th heaven module actually covers up a lot of the code that Reunion relies on:
Code: [Select]
#fix numbers array by NFITC1
5BB464 = 2C
5BB5E8 = 0F Bf 52 0C C1 EA 02

#faster numbers
{5BB464 = 16
#-401600
{8FE1E8 = 00 02 04 04 02 00
#-400C00

So the 7th heaven module gets perfect 60fps menus, with vanilla damage numbers, but I can't understand why it works for 7th heaven, but not for any of the reunion builds.

DLPB

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Re: Corrected damage numbers with 60fps Battles (R05)
« Reply #2 on: 2020-03-22 21:25:51 »
If you supply some videos of what you're seeing v what you want to see i may be able to help

PeanutReaper486

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Re: Corrected damage numbers with 60fps Battles (R05)
« Reply #3 on: 2020-03-22 23:15:13 »
Here are two gfys of both R06c and 7th heaven's Animation 60fps modules:

r06c: https://gfycat.com/amazingmixedhake

7th: https://gfycat.com/firmpoliticalguernseycow

Please click the gear icon for HD mode. The focus here is the damage numbers. 7th heaven's are basically vanilla, but R06c's seem sped up.

obesebear

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Re: Corrected damage numbers with 60fps Battles (R05)
« Reply #4 on: 2020-03-23 01:43:26 »
I would agree that it's faster, but so are the characters dashing across the screen.  It's likely the same problem

DLPB

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Re: Corrected damage numbers with 60fps Battles (R05)
« Reply #5 on: 2020-03-23 01:47:33 »
The issue here is that I deliberately left it this way.  It actually works better when it's faster.  Can anyone verify the speed on PSX version?    I assume it's the slow version.  I may get around to helping with this but it will be a long time off as atm there are a lot of bugs to fix.  This isn't a bug - it's a deliberate action.

obesebear

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Re: Corrected damage numbers with 60fps Battles (R05)
« Reply #6 on: 2020-03-23 01:58:50 »
I assume if they're fixed it would slow down everything

PeanutReaper486

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Re: Corrected damage numbers with 60fps Battles (R05)
« Reply #7 on: 2020-03-23 02:43:33 »
As for the original PSX damage indicators, I don't have a PSX just laying around, so I'll refer to this longplay on YT. https://www.youtube.com/watch?v=BOUMiEbkZUM&t=3h40m32s

They're certainly 1:1 with my 7H gfy.

DLPB

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Re: Corrected damage numbers with 60fps Battles (R05)
« Reply #8 on: 2020-03-23 03:22:27 »
Lucky for you in my quest to sort a bug I came across this code.  So I should have something for you shortly.

DLPB

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Re: Corrected damage numbers with 60fps Battles (R05)
« Reply #9 on: 2020-03-23 21:30:52 »
What you need is to create a plain text file and place it in The_Reunion\global\hext folder

Then in the text file:

5BB464 = 2C
8FE1E8 = 00 02 04 06 07 08 08 07 06 04 02 00

This should fix to make it slower when using 60fps mod with Reunion R06.

PeanutReaper486

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Re: Corrected damage numbers with 60fps Battles (R05)
« Reply #10 on: 2020-03-24 01:18:09 »
Omgggggg it worked. Numbers are perfect now. I've been messing with the wrong value this whole time.

Is 8FE1E8 literally the damage indicators frame locations?


DLPB

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Re: Corrected damage numbers with 60fps Battles (R05)
« Reply #11 on: 2020-03-24 01:21:37 »
Well... an approximation of their placement

PeanutReaper486

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Re: Corrected damage numbers with 60fps Battles (R05)
« Reply #12 on: 2020-03-24 01:37:59 »
Lol I've been at this for days, ffs.

The only other thing I'd considering tinkering with is character dashing. They look like they're interpolated, despite 60fps being set to 1.