Final Fantasy 7 > FF7 Tools

[FF7] Intended FFVII Editor - Aeris (2007-01-23)

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Synergy Blades:
Apart from the memory usage, which sent my laptop into overdrive  :lol: It looks fairly good in terms of getting the scrambled backgrounds out that were unreadable before. Still on the proverbial to-do list then are:


* The odd colours (ancnt1 black areas, uutai1 clouds, etc)
* Lighting, or rather, transparent coloured patches (Wall Market, Aeris' house, etc)
* Transparent areas, other special effects (Chocobo Races, etc)

The SaiNt:
It would help if you could point out which ones you were refering to exactly.

Synergy Blades:
Any. The ones I highlighted are just examples of what specific things the format is missing from either Qhimm's code or yours (generally, what we still don't know). If you like I'll photoshop a few examples and post them here in a bit.

The SaiNt:
Fixed the black areas and uploaded a new version.
Do make your screenshot based on the one I just uploaded.

Synergy Blades:
I did try; after about two minutes getting ancnt1 to appear, which looks great now without the black areas, I tried another, and about ten minutes later and 375MB+ memory usage I had to restart.  :oops:

Anyways, not having a save game to hand I've just photoshopped a few of the backgrounds to illustrate what's left. Note that these were what I noticed on the previous version so I don't know if the new version has these or not:



The semi-transparent blue 'crystal' foreground piece is missing from the central area.



Try this out ingame and see the glowing effects all over Wall Market; I just felt the area on the left was most prominent. They're transparent foreground bits, simulating lighting. I know these are made using palette opcodes in the script, and as a result I think they need to be set up in the foreground sprites so that you can manipulate the colours correctly via scripting. Any insight would be really useful.

[Edit] I did actually make a mod to the background generation code that outlined any 16x16 tiles using the "unknown_sfx" as per fice's documentation, and I'm fairly sure these are the ones that set the "light" areas (since, for example, on Aeris' house, the rays of light coming in from the top left where outlined in the same shape they are in the game for the lighting areas). Still not having peeked into the palette manipulation opcodes as yet, I'm not sure whether the numbers for unknown_sfx correlate with those used by the opcodes.

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