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Messages - sithlord48

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7th Heaven / Re: FFVII refuses to start up
« on: 2020-01-23 04:00:44 »
Inside you install folder should be an App.log, you might want to post its contents here no one can do anything more guess whats wrong without it.

BC Updates
PSV Signing and Exporting now works without the need for user supplied keysI didn't crack the format i was pointed to code that this and was able to use it to get it working in ff7tk. VMP maybe soon ;)

 The files names are really important when you export so be sure you are saving with Valid Region Info
  You can not export a psv currently with out having first opened a file region info is important with these as its inside the header. This has an easy fix at least.
 Please see this for correct names to use when saving PSV files

Where do i get it?
Use the continuous release.

7th Heaven / Re: Not recognizing KB or Controller
« on: 2020-01-18 12:49:02 »
by default the keys mapped to ff7 are on the number pad.  Be sure numlock is on and try those buttons. And controllers should work if you plug them in before you launch the game.

I think DLPB fixed the W-Item glitch for part of his project.

Im pretty sure you can do #3 and #5
#4 maybe possible
#1 I think may be hardest for you to do

Team Avalanche / Re: GUI 2.1.0
« on: 2019-12-11 22:52:17 »
So if your intent is to improve other languages what you want to do is find the original images and upscale and redo from there. i cannot remember the command offhand that will export the png files but that is what you want to do
You can do this with aali's driver.  Add the option
save_textures = on
to the config file and every texture it loads it will save to the mod_path.


I would like to request to add in the key items for fort Condor please on this editor

Oh good catch, Looks like i missed that one, Also missing the Underwater Huge Materia.
        - thanks

The Latest build has that fixed now.

Do the editor programs for FF7 use "Java"?
IDK that any use Java I know these are used: C , C++ , C# , VB.Net, Delphi , Python by various ff7 tools.

You can do this with Black Chocobo.

FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-09-07 12:45:17 »
any help regarding to remastered for ps4?
The short answer is No. The more technical answer is the saves for ps4 are wrapped in encryption and that needs to be removed before the saves can be edited. The ps4 copies are the same as the PC versions.
As for switch (at least for ff7) it was trivial to add support to Black Chocobo as its just a pc save w/ the name flipped around . I have not looked into ff8 but i would think its very similar. @Myst if you need any help there lmk

FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-09-03 19:46:40 »
The saves from Remastered FF8 and Steam original version are different files. I wonder if Hyne works on FF8 Remastered save files.

Don't know without a copy of a save,  if you have one post it maybe it works maybe it can be made to work who knows.

WHOA!! Vegeta

Black Chocobo levels your characters up or down based on how the game does, stat gain has some random to it. The game will try to conform the stats closer to each characters curve as they level. The total stat should be the same in BC as well as in game. I suppose you could try setting stats to a "Negative" you will need to use the hex editor or test tab to do so as the limits on the input will not allow you to go below zero.

Please check the Savemap to see where your characters data starts and the sources are within the Character Record. Remember the savemap does not account for any headers. You will want to view only the FF7 Slot data in the hex editor. (if you dont have a pc save)

FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-08-13 12:11:06 »
Not sure if the remaster will have different saves at all. Just gonna have to wait for its release to find out.

Yes it works for the steam version.

Your answer was quite easy to find, You should try asking your questions to the googlebox before you ask us.

Is this file the default save file for ff8 ? If so I could just add the option to open this file in Hyne.

Troubleshooting / Re: Black Chocobo Warp Location
« on: 2019-07-29 00:55:49 »
Be sure to check the "Save Location Changes" checkbox on the location Tab.

FF7 Tools / Re: Final Fantasy VII Black Chocobo Editor
« on: 2019-07-19 12:30:11 »
Game progress is not fully known. The Little bit we know is in the "Game Progress" Tab.

7th Heaven / Re: Steam Achievements
« on: 2019-07-14 12:57:28 »
Then you get not achievements after you convert the game since it will no longer support them. If you want the Achievements then play the steam version and then mod it.

7th Heaven / Re: Getting Controller DPad to work
« on: 2019-07-14 12:55:47 »
FF7 is old and only can read so many inputs, it will always use AXIS 0 and AXIS 1 for x/y. That doesn't matter as you should be able to use the buttons if you use something like joy2key. Check the controller is working correctly.

7th Heaven / Re: Steam Achievements
« on: 2019-07-11 16:38:25 »
if you want steam achievements just open the Achievements.dat file in the steam save folder with black chocobo. edit it then save,  open steam it should check your local copy of the file. Do this before you convert the game the 97 style for modding.

7th Heaven / Re: Data is Corrupt. Help
« on: 2019-07-07 13:50:00 »
Sounds like an issue with that save file. You can try to fix the save with Black Chocobo , Just open the save in the application and save it should fix the checksum in the save (the reason for the error).

Unfortunately the progress stuff is the last remaining mystery in the save format. Some of it is known but the values for alot of specific events are not known. Currently in the progression tab there are a few options to select but not very many and when you using the "replay event" selection the game may not be completely playable after the selected event finishes.

In other news. Some changes to Black Chocobo since the last post include
 - Dynamic Language changing
 - Location Changes only write the game regions strings to the save
 - World map jumps have been added to the location viewer.
 - Other general improvements.
Download the continuous release if you would like to try the new features.

If anyone would like to help update translations please let me know.

General Discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-25 16:24:20 »
Idk that is completely fair to blame only him for crystal skull, he only co-wrote it. He wrote and directed ep 1-3 of star wars.

General Discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-25 16:21:21 »
Hey say what you want about Lucas but, his movies are holding up alot better then what disney has done since they got a hold of it and its only been a few years...

General Discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-24 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 shit from a realism perspective?

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