Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Landarma

Pages: 1 2 3 4 5 [6] 7
126
2. nVIDIA Tuner may not be necessary.  Use official 1.02 patch, and check nVIDIA TNT in configuration. 
3. Bypass SYXG-70, too.  It won't work with WinXP.  Instead, there's SYXG-50 4.x WDM version which is compatible with WinXP(not sure with SP3).
5. You can use virtual ODD device such as Daemon tools(make your disc image and use them), but also copy all movies to game directory, then edit registry.  Here's how to install FF7 to memory card or USB thumb drive and make it 'portable'.

127
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2008-09-06 03:46:48 »
i can't download the swords, can someone upload its on other site T___T
Me too.  Recently it's harder to download a thing from FileFront.

128
Archive / Re: STICKY: FF7 Music
« on: 2008-09-05 12:11:09 »
Wow, this thread has some longevity! I tend to play through FF7 every other year, and this year I was going to amp it all up. So I came across ficedula's program, but I'm terribly newb when it comes to these mods and how they work.

So this might be so dumb some of you wouldn't find it worthy of a reply but I really don't know anything so tell it to me simple if possible please! When I try to configure the Input Plugin to in_mp3.dll I get an immediate error saying "Access violation at address 1300AA3D in module 'in_mp3.dll'. Read of address 00000000." I've read the whole thread and saw a couple other people with this same problem (over the years) but I don't see any answers to it. Did this get solved and are there any suggestions out there?

Also, since I haven't been able to get it to work, I don't know what kind of files are included with the program. Where can I find all the mp3s or psfs as they are listed in the ini files?

Thanks for the help!

Recent version of in_mp3.dll may not work with FF7Music.  Perhaps you can find some older version(probably from WinAMP 2.x.... I can't remember well) to make it work.  And for psf files, check Neill Corlette's PSF Central.  You can find links to several hosting sites.

129
You could use some software that can use soundfonts to play MIDIs.
SynthFont anyone? ;)

130
PSXMemTool has such conversion function.  Though, I haven't used that because I'm not sure if it works with FF7 Japanese/International save file.

131
Archive / Re: Very tedious and overused question... Sorry
« on: 2008-07-20 04:35:00 »
If the mod affects to executable file directly(like patching it), there might be chance of affecting base addresses as well.  But I haven't seen that with chocobo race patch and minigame patch.  I once tried high-rez patch, but since I didn't play with it much, so I can't tell.

**By the way, I think Limit Gauge value was 3 or 4bytes, not 1byte.......

132
Archive / Re: Very tedious and overused question... Sorry
« on: 2008-07-19 10:20:59 »
hey thanks for replying!

One problem with what you suggested is that... well... I don't have the addresses for the 1.00 version either!

I think I may have a solution though. I was thinking I would check for an unknown value after I've exited an area that HAS random encounters, and check in "Has changed to 0" when I go into an area that has 0 random encounters, like a town. Wouldn't that make sense? I mean a town or other place with no random encounters should have a random encounter rate of 0, right? The only problem is that I don't know if there are any other values that change to 0 in a situation like that... I mean I don't want to mess up the game in any way you know? Then I'd have to start all over again.

Here're some codes I wrote down to use with TSearch.(I think searching for 'FF7 GameHack code' from GameFAQs or somewhere else will be helpful)
Code: [Select]
<Battle>
99C958 - enemy 1 HP
99C9C0 - enemy 2 HP
99CA28 - enemy 3 HP
99CA90 - enemy 4 HP
99CAF8 - enemy 5 HP
99CB60 - enemy 6 HP
99A1C5 - P1 battle timer
99C7B8 - P1 hit points
99A470 - P1 limit break(+E950h)
99C7B4 - P1 magic points
99A209 - P2 battle timer
99C820 - P2 hit points
99A4A4 - P2 limit break
99C81C - P2 magic points
99A24D - P3 battle timer
99C888 - P3 hit points
99A4D8 - P3 limit break
99C884 - P3 magic points

DAE0C1 - Random encounters (0:No encounters)
98F970 - Gained EXP
98F974 - Gained AP

DB1EDC - battle counter

<Menu>
DB1EE0 - Menu control 1 (255:all option visible)
DB1EE1 - Menu control 2 (255:PHS & save visible)
DB1EE2 - Menu access 1  (0:all options accessable)
DB1EE3 - Menu access 2  (0:PHS & save available)

<Character>
DB1818: Character slot 1
DB1819: Character slot 2
DB181A: Character slot 3



<Item>


DB1F04 - Key items 1
DB1F05 - Key items 2
DB1F06 - Key items 3
DB1F07 - Key items 4
DB1F08 - Key items 5
DB1F09 - Key items 6
DB1F0A - Key items 7

<Materia>


<Etc.>
DB1E9C - Money (DC08B4)
DB200E - GP (Gold saucer)
DB2014 - BP (Gold saucer)

DB1390(DBFDA8) - Cloud's weapon


For Riva patch: (address)+EA18h

CFF638(CC14ED?) - High TV Ratings/President's Mood

133
Archive / Re: Very tedious and overused question... Sorry
« on: 2008-07-16 12:54:31 »
Hello, I once made 1.02 trainer with some trainer making tool, but I think I lost it now.  Instead, I used T-Search and addresses I found while playing the game.

I can tell some tip for getting addresses for FF7 PC 1.02:
1. Most of addresses can be obtained via adding EA18h to 1.00 address.
(example: Money address becomes DC08B4 = DB1E9C+EA18)
2. However, to get some addresses, like Limit Break Gauge, you should add different value, like E950h.
(It needs some searching and re-caculating.  I can't remember how I got that value well, but checking enemy HP changes may work)

134
Well, I already know there's FF7 MOD or something, but I don't have any intension to play with that.  I just wanted to better quality faces.  God, I wish I knew how to make decent 3D model..(I forgot Facegen cannot load other model format)

**And, since I wanted it for my Oblivion playing, it's nothing for FF7 game itself.  (But who knows?  Someone would want to make some character model replacer with that, if it comes out)

135
Does anyone know any places that share FF7 character face for SI facegen file(.fg extension)?  Or anyone have good screenshot of any of their face(front&side.  I don't care if it's captured from rendered model.. I mean, a model ripped directly from certain game, like KH2, or built-from scratch)?  No, I don't have any intension of making MODs with that.(maybe someone else will)  Currently, I'm playing TES4: Oblivion, and I try to make at least one of FF7 character's face for player's character.(what I want is only face, not some custom race..) If anyone can tell me where I can find Facegen files of FF7 characters, or show me face screenshots, I'd appreciate of that.

**I don't know if it's ok here. (Maybe OK)

136
I've just downloaded it.  WAVs(guess I'm gonna buy another hdd.......).  I'm listening them right now, but I doubt my taste of music  changed since..

137
Archive / Re: Clear guide to MIDI files
« on: 2007-05-07 23:07:54 »
Basically, the MIDI sound is dependant on MIDI device.  Unless you got MIDI Synth modules(Hardware), and make it work in your windows and game, I have no idea for that...

**Too bad that softsynths don't work on Vista........

138
Archive / Re: The Idiots Guide To FF7Music (JK xD)
« on: 2007-04-11 03:21:41 »
Hello, did you mute 'MIDI Synth' in Mixer?

139
Archive / Re: So weapons anyone?
« on: 2007-04-04 12:34:56 »
What about Standard SOLDIER-Issued sword which was shown in Crisis Core Trailer?

140
Archive / Re: The Idiots Guide To FF7Music (JK xD)
« on: 2007-02-19 05:34:43 »
Well the new in_mp3.dll that winamp comes with (I think it is winamp v 5.32) dose not work with this prog. So if you have a older ver of winamp then install that into a temp dir and copy the dll. or just try ot find a older ver online.

Nah, nevermind.  I have older version of in_mp3.dll, and I found how to do.  But still, I don't know why in_bass.dll tried to play .mp3 files.  Anyway, I did some crazy things with ff7music and several sound files.......

141
Archive / Re: Good soundfonts for normal FFVII midis
« on: 2007-01-26 22:34:38 »
Or... with FF7Music, you can use any other sound files(like psf, mp3, ogg, module sounds, etc...) as BGM, though it looks like off-topic.

142
Archive / Re: Good soundfonts for normal FFVII midis
« on: 2007-01-26 22:06:52 »
Those soundfonts(.sf2) are for SoundBlaster soundcards.  if you can get Yamaha XG Softsynth, use that(only if your computer spec is enough for softsynths). 

**Oh, one more thing: Though FF7 PC install disc has Yamaha S-YXG70, it doesn't work at Windows 2k/XP.  So you have to get the one works.  Perhaps you can find S-YXG50 WDM, which works at Win2k/XP.

143
Archive / Re: The Idiots Guide To FF7Music (JK xD)
« on: 2007-01-25 00:12:03 »
Then, is there in_mp3.dll that works with FF7Music?  Now I have same problem.

**God, it's crazy.... I just read log file(and delete that..>_<).  I don't have any idea why in_bass.dll tried to play .mp3.   Besides, FF7Music doesn't seem to recognize in_mp3.dll.......

144
General Discussion / Re: FF7 beta screens
« on: 2007-01-19 05:31:41 »
There was a video posted at one time that was showing the development of FF7. It was in Japanese and had such things as a chocobo rotating in 3D and a very basic battle system. It was all in Japanese. Anyone still have a link?


Perhaps it was from FF7 International: Perfect Guide?  If that, I once uploaded it on youtube.com:
http://www.youtube.com/watch?v=ZF4xNrPzhqI

145
There are several threads about such movie issue.  If you have ffdshow installed, you should set the codec to disable truemotion format decoding.

146
Archive / Re: FF7 Ati Radeon 9600SE PROBLEM
« on: 2006-12-20 11:25:46 »
Although the official patch is named 'Riva Patch', actually it's for all recent graphic cards that don't support 8-bit paletted textures.  So you can run FF7 with this and compatibility setting(for XP).   And I also suggest you to read FAQ.

147
In my opinion it is definatly  a lack of pc power

time for an upgrade  :-D

Lack of PC Power?  I don't think so.(As I remember, I could run it without much problems with such machine(with almost same or worse graphic card) years ago)

148
Archive / Re: Final Fantasy 3 - DS (Save Editor)
« on: 2006-12-14 22:45:22 »
By the way, is it for DS user? (Oh...... I couldn't make it work for emulator)

149
Quote
i open Patch, it says...

''Unable to identify game executable. Do you wish to attempt adaptive patching?''

I choose yes

and it says...

''Could not locate XP vulnerability. This does no appear to be an unpatched FF7 executable''

I've tried to patch the 1.00 version, I don't know if I'm doing wrong, but that thing just overwrite my exe file, and it says that it is not the file or something....
Isn't the patch for 1.02?  If the patch says 'Unable to identify blahblah...', surely you tried applying patch to wrong version of exe file(unless it is corrupted or modified by any way).

150
Archive / Re: Stormmedia Final Fantasy Sound (SFFS)
« on: 2006-11-26 22:42:32 »
You can set looping start/end point for sample.


And here are my .mo3 files using recorded wav files(from MIDI files) as simgle sample(some may not sound right, and have sound volumn issue):
http://www.megaupload.com/?d=51OOH408
(All samples are compressed by aoTuV ogg encoder.  Compressed sample quality: Q6)

Pages: 1 2 3 4 5 [6] 7