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Messages - Jewels

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1
Releases / Re: [REL] Anxious Heart
« on: 2012-09-20 07:19:58 »
Maybe it's just me, but I believe this is Square-Enix's fault on the re-release.

In the Shinra Mansion's basement, usually Vincent's theme will override the battle music and fanfare themes should the player have an enemy encounter. But in this new version the music stops playing altogether for the duration of the battle, and will only resume on the fanfare, then Vincent's theme will resume. Is it just me or Square-Enix screwed it up?

I don't have this problem.

2
Just the one year to make FFVII?

Presentation indeed.

3
It's been about three years since I last touched FF7 on the PC, and at the time I was able to put in the effort to patch, tweak and mod the installation so it played better than ever. Now I'm abroad with just a laptop and no access to my physical game collection, yet I'm able to experience smooth and trouble-free gameplay, enhanced thanks to the brilliant UMI as well as the ease with which the music can be replaced. If I were to revisit my old installation from 2009 (which still exists on my main computer at home), I'd need a couple of hours to get fully reacquainted with it.

I'm a firm supporter of mods and enhancing any vanilla experience, but usually heavily modded games require time, patience, and a certain mindset before one can truly immerse themselves.

4
If you're going to try to make it look like a real map, why not add a border of sorts, rather than just a plain rectangle? Because it's clear that there's a bit of depth, and the shading would imply that you're looking at the map from a slight angle, not perfectly straight on, so it's unrealistic that it'd have edges that align so neatly with the pixels on the screen.

The latest: http://media.ximpulse.net/images/misc/FF7_WorldMap_Preview4.png

5
I can provide both versions of both maps (normal + cratered east).

Edit: And I'll add transparency to the map style for a more tattered look.

6
Images have been updated.

I think the original mini-map works best, because it really is tiny.

7
My intention was to stay relatively faithful to the original, so I chose not to include Gongaga, Cactus Island or Round Island.

Modifications:


Lowered mountains, with crater on eastern continent (click for 4x size):


Map Style (click for 4x size):

8
I have a preview of a world map (first draft):



That's 3x the size of the default map, although the original is 8x larger (2048 x 2048 = 1728 x 1344). I realised the default map is inaccurate with regards to the northern continent; it's positioned slightly too high, so I had to do some continental shifting.

There's also a second version containing the crater and waterfall on the eastern continent.

9
General Discussion / Re: A quick question.
« on: 2009-11-04 18:36:29 »
Pheonix no, only becuase it Overwrites Battle LGP and so forth, you would have to re-install APZ and such.

It does? I just replaced char.lgp and flevel.lgp (renamed from 00.lgp and 01.lgp) and it seems to work fine.

10
This may have been asked already, but Upon my reading of MOST of the thread I haven't seen it. Does this work with APZ Cloud model, as well as with other character mods? I am new to the forum, but have been following the stuff on Qhimm rather closely.

Also to Fox, Great work on the PRP., I have been using it since day one, great great job

I'm using this with APZ Cloud and Timu's Barret model and it's fine.

11
I've attempted to delve into what Kudistos Megistos mentioned about the mass boss battles mod, though I can't seem to get my head round where to find or decipher Formation IDs. The Data File Format begins with Enemy IDs (is this their declaration, from which Battle Formation Data references?), and the four records in Battle Setup correspond to the four formations each containing up to six possible enemies.

What I know now is that 2 bytes reference a particular formation within a scene index. I've been meddling with the Midgar Zolom, which is scene 118, but I'm having trouble understanding what "028D AND 3 = 01" represents, specifically "ANDed with 3".

Edit (Update): So scene 163 is A3, which is 1010 0011. Shifting it two to the left and adding the formation index "01" to the end, results in 028D. I assume the only possible formation indexes are 00, 01, 10 and 11 (four possible formations). I've managed to successfully implement battle formation changes (realising input should be "8D 02" in the aforementioned example), through manually affixing the bits together and converting the result into the appropriate hex format. I'm still having trouble with the last section of the article, how the formation ID is "ANDed with 3" to get 01, though it doesn't seem to be needed.

(I just realised everything I needed was available in ProudClod >_> Well at least I learned something in the process.)
If anyone's interested: http://www.youtube.com/watch?v=c9py0SLvRWQ

12
Releases / Re: (REL) high resolution FF7 avatars
« on: 2009-10-23 17:07:54 »
Block borders and rounded corners? That might add a smooth twist.

Excellent avatars by the way, though I think perhaps there's a little too much white space on the right for Choco.

13
General Discussion / Re: Editing Limit Break Data
« on: 2009-10-21 22:43:39 »
Sigh. Limit break data is at 0x51E0D4 of ff7.exe for the PC and somewhere in MENU\LIMTMENU.MNU for the PSX. :roll:

ATM, you have to use a hex editor to change the data. This is how attack data works.

Thanks. I did try searching although it wasn't obvious as to the method I needed to look for.

14
have you thought of doing a zipped version of all the files together? i guess a lot of people will just want to download all of them and it mgiht save itme and space by zipping the whole shabang

As of now there aren't many files to download (assuming only the latest versions), so the amount of time saved would be a mere few clicks (again, assuming one wanted every single one of them). It wouldn't save space, and in fact would actually consume more space, because the conglomerate file would exist in addition to the files currently present; if it were the sole file to exist, then people wouldn't be able to download individual mods and instead would have to needlessly download a monolith of a file each and every time they wanted an incremental update to a single mod. Not to mention the file would have to be constantly repacked every time any updates are made to any mod.

http://forums.qhimm.com/index.php?topic=8915.0
^more than just a zipped file...but to the same effect.

Personally I consider your patch another mod in itself, as the components are not optional. I would have used it myself, but I prefer more flexibility.

15
General Discussion / Editing Limit Break Data
« on: 2009-10-21 10:15:04 »
Considering Kernel.bin only has data for 128 attacks, is there any way to edit the data for the other attacks?

16
have you thought of doing a zipped version of all the files together? i guess a lot of people will just want to download all of them and it mgiht save itme and space by zipping the whole shabang

As of now there aren't many files to download (assuming only the latest versions), so the amount of time saved would be a mere few clicks (again, assuming one wanted every single one of them). It wouldn't save space, and in fact would actually consume more space, because the conglomerate file would exist in addition to the files currently present; if it were the sole file to exist, then people wouldn't be able to download individual mods and instead would have to needlessly download a monolith of a file each and every time they wanted an incremental update to a single mod. Not to mention the file would have to be constantly repacked every time any updates are made to any mod.

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