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.

Topics - satsuki

Pages: [1]
(Not sure if it's the right place to release that, if not, please move it)

As my current FF7 V5 fields texture are finalised (i won't update it -- well i will if a bug is spotted, but for a long time no bug was spotted, i only did small improvement here and there)
If it can serve other modders to better understand the palmer's logic, or to do some "art" from full pictures .... feel free to use it the way you want as long as you tell me and credit me about it.

In this archive you'll have the full picture for each basic field animation state.
Some of those full picture don't have the same filtering, because depending of the part used by palmer i used differents methods.
You'll also find the ready to be use in palmer layers, already cutted and optimised.

The only part you won't have is the advanced animation part, as i did the AA part with aeris software on the fly, so i haven't backuped the sources files as it's useless once imported in game format.

here's the archive :

here's an exemple of what you'll find in it (all are loseless png files):

    Satsuki Yatoshi Mod - SYW V5.65

    Please Use Steam AIO installer unless you want to add other mods; if you want to add more mods then use 7th Heaven 2.4+ 7z archives (no support from me).
    The versions number might be different between Steam AIO installer and iros files, but the textures are the same, just use the latest version for both.

    Download SYW V5.60 full version for Steam All-in-one Installer: HERE. {MIRROR} . V5.65 Update: HERE. {MIRROR} .
    Always use the lastest version to avoid bugs, support only for version 5.65.

    Download SYW 7th Heaven mod's archives files: HERE. {MIRROR}

    (Last update: 07/10/2022. Reason: 5.65 update
    (Trailer: Download or YouTube)
    (French users only: Use this Here instead.)

    Make a donation: HERE.

    What's SYW?
    The SYW mod represents the most accurate modern take on the PC version of Final Fantasy VII helped by deep learning techniques (such as ESRGAN). The package includes cleaner, more detailed and higher resolution background arts, battlefields, worldmap, magic effects, animations, minigames, menus and videos. All upscaled with AI or done in HD from scratch.

    The main goal of the SYW mod is to get as much as details as possible without having an oversharp and overclean effect; also to keep the rendering as natural as possible and constant in quality across the whole game.​

    • Vanilla Final Fantasy 7 Steam version 1.0.9

    Features (AIO pack)
    • All FFNx great features (Mainly TrueOdin, myst6re, Vertex2995, Comos, sithlord48)
    • Upscaled HD Fields with full animations (plus char texture for 3D elements like the flipper in the bar for example)(by myself)
    • Upscaled HD Battle backgrounds (plus textures for some enemies)(by myself)
    • Upscaled HD Worldmap (plus effects)(by myself + Aavock for minimaps)
    • From scratch HD Battle effects and magics by Kela51 (plus several fixes by myself)
    • Upscaled HD Minigames based on english version of my old waifu + updated texture (Aavock and myself)
    • From scratch HD Menus and Font (by Aavock)
    • Upscaled HD Animations (first mod with these animations)(by myself)
    • Upscaled HD 30fps Movies (first mod with 30 fps fmv)(by myself)
    • Modern 3D models (ChaOS by Kaldarasha)
    • Psx HQ music (FFNx FF7Music by myst6re)
    • Complete sound overhaul (Cosmo Memory by bonez)
    • 60 fps patch (Obesebear, Kaldarasha, Vertex2995, and quantumpencil)

    Steam All-In-One Installer
    • Download and extract the .zip archive file
    • Use the .exe install (will take some time)
    • Launch the game with the desktop shortcut to setup FF7_SYW
    Video of the installation : HERE.

    Further Modding: 7th Heaven 2.3+
    • Use the lastest updated 7th Heaven version HERE. (Scroll down, click "Assets", and grab
    • Then go in 7th "Settings/General Settings" and bottom-left you'll find FFNx section, click canary then check for updates, say yes and then "Restore defaults" next to save.

    My mods for 7th don't use the "iro" container to optimise loading speed and avoid lags ingame.

    I recommand to install thoses mods with 7th catalog, it's the easyiest way to do it.

    To install them manualy it's amost as easy as using a ".iro" file :
    -Download the .7z file
    -Extract it (with 7zip for exemple)
    -In 7th use the "Import Mod" button, then "From Folder" and select the folder where you have extracted the mod (do it for each mod you want to import).

    ingame previews picture

    Spoiler: show

    World map:
    Spoiler: show

    Battles and Magics:
    Spoiler: show

    Menu and Fonts:
    Spoiler: show

    FMV (SYW vs Steam):

    To-do List:
    • Translate to english the great Aavock's minigames (as soon as he'll completed them)

    Special Thanks:

    -TrueOdin for:
       FFNx driver
       A ton of help
    -Bonez for:
       Cosmo Memory
    -Aavock for:
       Minigames, Menus, Fonts
    -Kela51 for:
       Magics and effects
    -Kaldarasha for:
       3D models
    -myst6re for:
       FFNx audio work
       Psf music pack
    -Obesebear, Kaldarasha, Vertex2995, and quantumpencil for:
      The 60fps patch
    -Kuraudo for:
       Video trailer
       Human jenova_e enchantment (fmv)
    -All the people who helped me in any way to make this pack possible

    Changelog 5.65
    --Updated FFNx.
    -Updated gamepad help.
    -Corrected a bug if HD menu was disabled.

    Changelog 5.64
    -Optimised launcher speed on mouse over option.
    -Updated FFNx 1.14.0 stable.
    -Updated Cosmo Memory v1.1.
    -Added updcaled HD textures for ending credits + Updated opening credits (all 4 languages).
    -Added true 16/9 game mod.
    -Small update in mds7plr2 fx and mds7plr1 grid (thanks [email protected]).
    -Mirror correction in tunnel_5 (thanks Acro).

    Changelog 5.63
    -Updated FFNx.
    -Corrected a rare bug of battle animation slowdown with no mouth option (again, now it's 100% ok ^^').

    Changelog 5.62
    -Updated FFNx.
    -Updated some menu's portraits (by Aavock).
    -Updated the always run function with all languages (compatible with sound overhaul, thanks Chrysalis).
    -Added the True Honey Bee Inn (missing BHI fields, thanks Cloudiar, english and spanish only ATM).
    -Corrected a rare bug of battle animation slowdown with no mouth option (thanks Bumpin' for reporting it).

    Changelog 5.61
    -Updated FFNx (lots of optimisation for 60 fps, HDR FMV corrected).
    -Updated Cosmo Memory (added worldmap footsteps).
    -Updated 60 fps fields animation for modern 3D model.
    -Added some flevel script correction for 60 fps mode.
    -Corrected the alway run option for the french exe.

    Changelog 5.60 FULL ! You need to do a full install ! (Backup your save files and uninstall previous version before installing)
    -Updated FFNx (fields's animations and lighting now need much less power to run).
    -Updated Cosmo Memory (version 1.010).
    -Added Steam achievements.
    -Added 60 fps mode (BETA!).
    -Added 30 battle mode (BETA!).
    -Added HDR support.
    -Added an option to choose the fields's animation level (depending computer's power).
    -Added autorun option.
    -Added 60 fps FMV (BETA).
    -Now all FMV are interpoled to 30 fps (2 of them wasn't before) and with better quality.
    -Now all FMV are not chibi version (Thanks Cosmos)
    -Removed Psx battle shadow.
    -Corrected the "Miss" battle texture in some cases.
    -Added C# source code for the launcher to the release (root install folder).
    -Lots of small tweaks and update i forgot to list ^^'.

    Changelog 5.42
    -Corrected a dialog not showing bug in ancient temple with Modern 3D models (Thanks [email protected])
    -Added a direct launch shortcut
    -Updated FFNx (some Dynamic Lightening improvement + full analog stick support in fields)
    -Optimised the "mouth hide" option to looks like in psx
    -Optimised trnad_2 / ancnt2 / ztruc / fship_1
    -Optimised one part of the wutai bridge in worldmap (bad transparency in a small part)
    -Optimised the background movie of field white2 (Thanks [email protected])

    Changelog 5.41
    -Updated FFNx (way faster Advenced Animations)
    -Corrected Modern 3D models to avoid visual bugs with Dynamic Lightening (5 fields)
    -Optimised Chorace2 / bugen_2 / crcin_1 field

    Changelog 5.40
    -Added Cosmo Memory sound overhaul by Bonez
    -Updated FFNx
    -Corrected the psx like shadows option

    Changelog 5.32
    -Updated FFNx
    -Corrected the gold saucer wheel (was not showing in some cases)
    -Small optimisation of HD fonts (Aavock)
    -Added an option to disable antialiasing
    -Added new textures for chocobo minigame (thanks Aavock)
    -Added the Beta option for dynamic lightning (thanks Comos and TrueOdin)
    -Added the missing onna fieds (for futur mods ^^)
    -Optimised 1 FMV (minor tweak at the end of FEELWIN0 Thanks [email protected] for reporting)
    -Optimised 5 fields writing - crcin_1 / chorace / ghotin_1 / ghotin_3 / md1_1 (thanks Kuraudo and Aavock)
    -Small optimisations/correction in mds5_5 / mds7plr2 / colne_6 / blin69_1 / blin1 / blin61 / blin67 (thanks [email protected] for help and Tsuna for reporting some of them)

    Changelog 5.31
    -Updated FFNx (correct some special function shortcut)
    -Updated Aavock's HD fonts

    Changelog 5.30
    It's not an update you can do, it's a full release.
    The main change is that version use 1998 .exe to launch the game instead for the steam's ones.
    So no more save delete bug is possible (finally).
    The game will also launch faster as it don't need to launch steam first.
    The very first time you launch the game it can take some time to launch because it'll need to copy some file.

    Changelog 5.21 to 5.28
    -Solved a potential colision bug.
    -Added an option to auto disable saves in cloud (avoid random delete of save files).
    -Added an option to auto backup save file each time the game is launched (with auto-restore if save have been deleted).

    -Added a warning message with some renderer and modern 3D models.
    -Added an uninstaller.
    -Updated FFNx (correct a save bug with not english version of the game).
    -Corrected the option to launch unmodded steam version.
    -Corrected a potiential crash with "auto" "graphic engine".

    -Removed the auto detect if GPU is D3D12 capable and auto set it at runtime (cause more bug than it solve).
    -Updated FFNx (correct save witch can be deleted by steam if the game crash).
    -Better Steam user management.

    -Auto detect is GPU is D3D12 capable and auto set it at runtime (fix glitchs with some ATI/AMD drivers).
    -Updated FFNx (worlmap music resume between battle optimisation).
    -Added an option to auto-disable steam overlay for FFVII to avoid bug with some gamepad not working.
    -Corrected some localised texts in worlmap.

    -Updated FFNx for some minor ingame optimisations.
    -Added help for special shortcut (speedhack, random battle...).
    -Added an option to get better shadows under models in battle.
    -Added an option to hide mouth from 3d model to get them like in psx version.
    -Corrected a bug if the steam's ff7 account is not created properly by steam.

    -Updated FFNx for correcting then ending2 movie not playing in some cases.
    -Added an option to use full log for bug reporting (just in case ^^).

    -Updated FFNx for some minor ingame correction.
    -Added options to enable or disable alpha from dialog box and battle menu.
    -Added an option to show or hide debug information real time.
    -Add an option to launch steam unmodded version if you want to test/compare

    FF7 Tools / Satsuki IroPng2DDS simple gui
    « on: 2020-04-05 19:55:47 »

    DDS (BC7) is a common texture compression format used by lots of moderns games.
    And now with ffnx 1.50+ you can use this format with FF7 instead of png.

    It's having lots of adventages:
    -It's realy fast for loading and all the job is done with graphic card and not cpu
    -It's take less memory (about 25/30% of png) so no more texture corruption problems
    -It's visualy loseless
    -It's compressing well so the iro or 7z share of the mod will be realy lighter (for my full pack 7z png is 6go and 7z dds is 2.3go)

    To convert from png to dds i made this simple gui witch is self explainatory, but if you need help, just ask ^^

    It can also convert a classic iro file mod to iro dds file.
    It Can also convert dds to png (as dds is a lossy codec, don't do dds > png > dds ... you'll have quality loss after some time)

    If you have bugs converting, install the vc runtimes (provided in "runtime" subfolder)


    I've done a small "addon" for Kiméra (needed for a friend at first, but why not share it ^^)
    It's goal is to optimise model display scaling and to simplify screenshot of models.
    ATM it's in french only and i'm beta testing it but i can clean the code and translate it in english if someone here need it ^^

    Here's the Kimera + addon :

    Here's the files (source code included):

    Addon's features:
       -Model display:
          -Choose background color (r/g/b).
          -Force camera view distance (so the scale between models is respected).
          -Apply a default root rotation after loading models.
          -Shift the model display (x%, y%) to make better centering for screenshot.
          -Auto apply ground height compute after loading models.
       -Model screenshot
          -Screenshot current model in bmp (in kimera\screenshots\modelname\animationname folder, and auto increment to avoid overwriting).
          -Force model's windows size (width/height in pixels).
       -Char.lpg folder
          -Open a model to fill models's and animation's lists.
          -You can load a model or animation in a list, with mouse scroll, or with previous/next buttons.
          -Disable "bad number of bones messages" after loading animation.
          -Auto load the current animation when you load au new model.
          -Screenshot all animations for a model (automatic and ignore the bad animations).
          -Screenshot all animations for all models (automatic and ignore the bad animations).
       -Show / reduce or hide the Satsuki's addons frames.

    This version is not supported anymore, please use the newer and complete version here :

    Here's my V4 release of FF7 SYW Textures pack

    For the fields this v4 is a mix (overlay) of my v3 with the Manakeiser works and lots of manual tweaking to get the best of all filtering (2 to 5 filtering used on each field)
    Aavock helps also mainly by correting or re-drawing most of the writings
    I used mostly esrgan with some prefilter for fields and world map.
    I used mostly gigapixel for battles.
    The main goal of this release is to get as much details as possible without oversharping nor overcleaning the files.
    I wanted to get the rendering as natural and constant in quality as possible across the whole game.

    The game have been done 5 time for bug hunting and optimisations, no bug reported (only the driver's ones but not related to this pack)
    Some effect on some screens aren't filtered to avoid ingame animation bugs (ancnt2,blin68_2,datiao_8,jtempl,jtmpin2,trnad1,woa1,woa2,woa3)

    With this pack you'll have :
    -Upscaled Fields (+ char texture for 3D elements like the flipper in the bar for exemple)
    -Upscaled Battle background (+ textures for 3D characters / ennemis)
    -Upscaled World map
    -HD from scratch magics and FX by Kela51 (+lots of fix by myself)
    -Upscaled minigames based on english version of my old waifu version (translation by Grimmy)

    As this pack can be used in several way (iro with png files, iro with dds file (for ffnx driver), manual install (for Reunion for exemple), i've done a small program so you only have to download a 2go file and you can make your own version, with the parts you want.
    It can auto installing with Reunion for exemple or create just the iro file you'll need.

    Download the full pack builder:

    As an extra i added an uspcaled full movies pack (english version) :
    7Z version (for manual install or use with Reunion :

    For the french players only, there's a all in one installer with hard mod selection, game patch... :

    Here's some pictures:

    Spoiler: show

    World map:
    Spoiler: show

    Battles and Magics:
    Spoiler: show

    Spoiler: show

    Spoiler: show

    You can also make a donation here :

    Misc. Tools / Satsuki'S MicroBat Maker
    « on: 2019-05-22 20:06:32 »
    Here's a software i use for about 15 year.
    I've cleaned it to be more user friendly.

    It's realy simple but as it can be usefull i share it here, it's helping to batch command lines tools :

    FF7 Tools / Simple speedhack/slowdown for FF7 (v2)
    « on: 2019-05-07 19:43:42 »
    Here's a very simple speedhack for ff7 generated with cheatengine.
    It'll works as long as your ff7 exe is named ff7.exe (all languages version will works)

    You need to launch this small exe after ff7

    the use is realy basic:
    -F11 = enable / desable speed hack / slow down
    -F10 = Set Slowdown (x0.75,x0.50,x0.25 then go back to x0.75)
    -F12 = Set speedhack (from 2x to 32x then go back to 2x)

    As this soft was designed to help to start with esrgan, a better one exists here (thanks SlaughterThemAllRichtofen for telling me about it) :
    For advanced use never my soft nor cupscale is realy usefull as any advanced esrgan user will do his own processing, but to test and simple use of esrgan cupscale is realy good.

    Hello, as i have cleaned the tool i use for esrgan + waifu prefilter (to share it with someone who needed it), I share it here too... may be helpfull for some of you ^^

    You need to extract the archive then follow the howto before using it (need to install cuda, python...)
    You need a cuda9/10 capable gpu (nvidia gt9xx at least)
    64bit windows.
    The processing can take a lot of time (about 3/5s for a 640*480 picture on my gtx1060)
    As ESRgan is realy gpu/ram dependant, you're going to be limited in source picture size (if too big the esrgan won't process depending en your gpu/ram)
    I included a 'cpu' processing so you can use it without cuda but it will be realy slow (about 7min for a 640*480 on my core i7 8700k but on small picture it remain resonably fast)

    download link :

    Troubleshooting / Center screen bug
    « on: 2019-03-17 09:59:56 »

    I try to use the center screen patch DLPB made.
    Code: [Select]

    {by DLPB


    {centre field

    60D86B = 6A 10

    60D9CA = 6A 08

    640C77 = B8 E8 00 00 00

    640FD4 = B8 E8 00 00 00

    641397 = B8 E8 00 00 00

    #10045A32 = BB E8 00 00 00


    60D8A5 = F0

    {correct x pos of dialogue boxes

    630CC7 = E8 34 2E 2E 00 90 90

    {centre field - these values are placed in by the above code at game start.

    #CFF1E4 = 10 00

    #CFF1EC = C0 01


    #CFFAE0 = 10 00

    #CFFAE8 = C0 01



    {needed to centre field properly by DLPB

    44E32 = BB E8 00 00 00

    {centre fmv by JWP

    3EAD0 = D0 EB 02 DD D2 31 F6 C7 04 24 00 00 00 40 D8 E2

    3EAE0 = D8 34 24 DC C2 89 74 24 50 D9 54 24 14 89 74 24

    3EAF0 = 70 D9 5C 24 74 89 74 24 2C D9 54 24 10 89 74 24

    3EB00 = 68 D9 5C 24 30 89 B4 24 88 00 00 00 D9 54 24 34

    3EB10 = 89 B4 24 8C 00 00 00 D9 5C 24 54 83 C8 FF 89 44

    3EB20 = 24 20 D9 E8 89 74 24 24 D9 54 24 18 89 44 24 40

    3EB30 = D9 54 24 1C 89 74 24 44 D9 54 24 28 89 44 24 60

    3EB40 = D9 54 24 38 89 74 24 64 D9 54 24 3C 89 84 24 80

    3EB50 = 00 00 00 89 B4 24 84 00 00 00 C7 44 24 08 00 00

    3EB60 = 01 00 C7 44 24 0C 02 00 03 00 D9 54 24 48 D9 54

    3EB70 = 24 4C D9 54 24 58 D9 54 24 5C D9 54 24 6C D9 54

    3EB80 = 24 78 D9 5C 24 7C 90 90 90 90
    I get the screen centered but if any dialog box open, the game crash (with the "something bad appens.." messagebox).

    I think the problematic value are:
    {correct x pos of dialogue boxes
    630CC7 = E8 34 2E 2E 00 90 90
    Because if i don't use there value at all, the game isn't crashing anymore, but the dialog box are not positionned well

    Any idea ?

    Thanks a lot

    Outdated, please use the V4 instead :

    Here's my release of FF7 battle, world map and fields upscaled 4x.

    I used mostly esrgan with some waifu prefilter for fields and world map.
    I used mostly gigapixel for battles.

    The main goal of this release is to get as much details as possible without oversharping nor overcleaning the files.
    I wanted to get the rendering as natural and constant in quality as possible across the whole game.

    The game have been done 3 time for bug hunting and optimisations, no bug reported (only the driver's ones but not related to this pack)
    Some effect on some screens aren't filtered to avoid ingame animation bugs (ancnt2,blin68_2,datiao_8,jtempl,jtmpin2,trnad1,woa1,woa2,woa3)

    I've also refiltered the videos files from french psx version, i've tried to find the best rendering possible, but on some videos the sources are so bad in quality that i had to do a strong filtering (feel free to test them ^^)

    Iro link (for 7theaven): (thanks tracido for your help)
    Fields (+char) :
    Battle :
    World :
    Magic from Kela51 works (with lots of tweak and correction by myself) :

    Archive links:
    Fields, battle, char, world: or Mirror (google drive) :

    For the french players only, there's a all in one installer with hard mod selection, game patch... :

    If you like this works, you can make a donation (thanks ^^) :

    Checksum (for verifcation if extraction don't process well)
    Code: [Select]
    MD5 : FC69E2DBD9F33731C543A7022A76B21E
    SHA-1 : C044318AE8CE54D2F9613C73FC3B531D1D39C27B
    SHA-256 : EBB8681B655E9EB6ACCD762EA570666622C33BD45CD45C5CDAEE537F6EFC722A

    MD5 : 88B7666F5BE355E8C5FBED5EE90D27CA
    SHA-1 : 2BC54945F1B77FE097B841DA0EAFD76EE8B3C5BD
    SHA-256 : 787C0264751FA6D1E05B8FBE21C6FD7707C45252E296D28BF744DB8EDAF713A0

    How to use the release:

    for the main pack:
    If you don't have a converted ff7 :
    You need first need to have a converted 1998 version of ff7 (
    Then edit the file "ff7_opengl.cfg" of your ff7 install folder with notepad and find the "mod_path=" line, so you can set up your mod folder
    Unpack the 7z file i provided (with 7-zip for exemple) and put all the extracted folders in the mod folder you set up, then play ff7

    If you have a converted ff7:
    Unpack the 7z file i provided (with 7-zip for exemple) and put all the extracted folders in the mod folder you set up, then play ff7

    If you use 7thHeaven:
    Just use the iro linked files

    for the movies:
    Just replace the movies from "\data\movies" with the one i provide

    Here's some ingame screens:

    some more ingame screen from Reiletuag
    Spoiler: show

    Thanks to all people how have helping me in any way to do this works (azertyuiop2, Aavock, Kaldarasha...).[/s]

    As you may have seen, i started some time ago an upscaling of FF7 using a mix of method around ESRGAN.
    I posted in others post for helping and sharing but as i dont want to pollute theirs threads i start my own.

    So far the filtering is complete but i'm doing a full game play to found bugs and optimise layering cut (doors, animations...) and try to find better upscaling/filtering option for screen witch are not good enouth.

    Here's some ingame screens (some render better than others, as ff7 as not a consistant quality on all screen, but i tryed to find the best settings):

    This software needs to be updated to be able to process fields advanced animations (with FFNx).
    It also need to be updated for processing of about 10 fields and make some manual correction automatic.
    As i don't have the time to update it, here's the source code :

    I'm not providing the exe because it MUST be fixed-updated to be able to provide a good result OOB for all fields (ATM 95% of the job is automated but the 5% remaining need to be tweaked, and a full ingame check too to be sure)

    Feel free to use and share it without any restriction, but if you use it PLEASE do a full gamethrought for bug hunting and correction before doing any fields release, i don't wan't another "bugged never fixed" fields pack  :-\

    I've done an upscaled fields pack some times ago with waifu and know that the longuest parts is to do the layering assembly before upscale, to cut the files after upscaling, and to walk throug the game for bugs hunting (can realy be discouraging).
    As some new upscale methods have shown (esrgan, letsenhence...) i've done a tool so anyone can do an upscale pack (for test, self preference, or release) easily.
    I've assembled all fields animation in the lowest number of files to upscale (about 3500 full pictures).
    I've generated smooth upscaled cuting layers with potrace and imagemagik.
    And i've done the game from start to correct bugs (some optimisation can be done - mainly in the the lightingfiles - i'll optimise then if needed)

    So to automate the process i've done a small tool (in vb6 + imagemagick + palmer) :

    So it's simple
    -Click on the  "open sources folder"
    -Upscale 4x the files with your favorite softs
    -Put the upscaled file in the source 4x folder (with the "open sources4x folder")
    -Click on "4xCut fields"
    -Wait (maybe realy long if lots of files)
    -"Batch import" with palmer (auto launched)
    -Wait (maybe long  if lots of files)
    -Close palmer
    -Wait (fast)
    -A folder will open with the ready to use fields files

    The soft auto correct the missing block after palmer import for las4_3 and las4_2 and auto delete some file witch make ingame bugs (datio_8, woa ...)
    The soft don't process the 16 blacks screens and debug room of the game, so it's processing 685 of 703 fields.

    The tool also provide REpalmer, a simple palmer batch ui to batch palmer the already 4xCutted fields.
    It's autodetecting if a 4xcutted filed is present, then do the exact same processing of palmer that regular 4xCut (with auto delete bugued light fields, auto correct the "las" files...)

    If you found bugs in fields (black lines of dots - background over the character) tell me and i'll correct the layers... or you can correct them yourself, all the layers for cutting are in the "\work\Fields\layers4x" folder of the software.
    Before telling me bugs, please test the game without the modded files because some colision bug are not due to the cutting but to the driver (and i can don nothing about it)

    If it can help you i could do the same soft for the battle files to.

    Releases / [FF7PC-98] Waifu release fulls packs
    « on: 2015-10-23 15:01:55 »
    I've done most of FF7 graphic upscaled with waifu and redone the game twice to find and correct bugs.

    Full pack download link (french menu and minigame but you can update them ^^)  :

    here's some screens:

    Game fields:

    3D game fields elements:

    Combat fields:


    World map:






    I've done a mod for chobobo from french version (used a chocobo art for head).
    Feel free to mod it for english version (only a few file need to be done but most only need to be renamed i think)

    Here's some samples ("nouvelle version" is the mod and "base" the game without mod)

    Graphical / Unable to get multicolor chocobo with png mod
    « on: 2015-10-07 12:04:35 »
    i'm on the way to update chocobo game texture.
    but i cant get the chocobo colors works in game, they're all green (as the extracted png):

    i've trie to remane other colors as bv_01.png or bv_02.png with no luck, is it some limitation or is theyre a specific mane for each chocobo color ?

    I'm working to upscale most of the game textures.
    I'm doing the "in battle" texture right now.
    I found and get working the "magic" files and the "battle scenes", the only part i can't get works is the 3 "seffect" file and the "rain7" file (originaly there are single .tex files in the "ff7\data\battle" folder)
    Theses files seems to be used when you make a simple "attack" command on the enemy.

    I anyone know where to put them ?

    so far i tried:


    I've used waifu to upscale the game background x4
    I used the waifu cpu version with no extra filtrering so some scene (inside shina building for exemple) will not be as good looking as other ones (i'll regenerate a complete pack with extra filtrering once the bugs will be found ^^).
    I think the pack will have bug on some screen because i've automatised 100% of the works (so if we want to re-done the pack with extra filtrering it will be done easily)
    The beta is here to test the pack and found bugs, missing filtering ....

    So if you want to betatest,  here's the link:

    exemple (inside shinra building, the rendering is far better in exteriors):
    Unfiltered waifu 4x (the one in the pack):



    futur pack (need to filter only some screen with this):
    N1 filtered waifu 4x + some gimp filter:

    Please report any bug ^^

    I've used waifu to upscale the Combat scenes x4
    I used the waifu cpu version for better results with imagemagick to batch the transparency.

    here's the result:

    donwload links:

    I've used waifu to upscale the world map x4 (Only used map location pictures files from Avanlanche because it's the best files i found for it)
    Not to hard to do, just have to do all transparency by hand because i used the waifu cpu version for better results

    here's the result:

    Download v 1.0 :

    Pages: [1]