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Messages - Kuraudo.

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51
General Discussion / Re: FF7 Summons - Short Cinematic
« on: 2023-08-14 10:23:45 »
Short cinematic from what exactly?

52
If anybody wanted to have a Pixel Remaster OST treatment for FF7, there you go.

It is indeed another good cup to look at. I believe it's already under the radar, be patient once the game is out have a look on the Discord.

Also I do suggest to check this out FFVII SOUNDTRACK OPTIONS - COMPENDIUM

53
Releases / Re: FF7 create new fields
« on: 2023-07-20 17:49:17 »
Any sneak peek Shampignon?

54
7th Heaven / Re: Error after upgrading to 3.0.0
« on: 2023-04-13 06:43:01 »
As discussed on Discord, installing Enhanced Stock UI fixed it. Solved.

55
7th Heaven / Re: Error after upgrading to 3.0.0
« on: 2023-04-13 05:47:23 »
Go to Settings>General Settings ensure both 7H and FFNx are on stable.

After that, remove all your mods, those are extremely old versions, and check must install mods. Enjoy.


PS: In terms to play with Retouch you must install Enhanced Stock UI as well and click the button "Auto Sort 1/9".

56
I'd say this is largely a result of the video capture tools used for this video. The PS1's composite video output already wasn't all that clean, and the most common capture devices of 2012 (when the video was created) were cheaper USB devices - workable, but less than ideal.

I agree though, it would be much better to test this on real hardware. I'm open to doing it too - I have a Blackmagicdesign Intensity Pro capture card available, I just have to replace my PC first. 😅



So life and work got in the way of testing, and this unfortunately fell by the wayside. However, I did come to a conclusion on what part of the PC port's lighting is broken, and in hindsight it was extremely obvious:
The broken model lighting on PC is a direct result of how the PC port updates lighting on every frame. On PS1, vertex lighting is completely static, as if it is baked onto the model when the scene is loaded into the game.

Rotate a character on the PC version, and the lighting shifts across the model the way you'd expect a light to move... except, this isn't how the lighting functions on the PS1 version. Rotate a character on the PS1 version, and the lighting sticks to the model like paint. So of course, there's no way the lighting on the PC version could ever match the PS1 version, not in its current state.

My guess is: The only way to fix the lighting on models is to find a way to freeze or disable updates to vertex lighting, the moment the scene is loaded in. Lighting needs to stick to the models like paint, and then it'll start behaving correctly on PC.
Yes, correct. That's really cool capture card you got there! I hope to see one comparison video from your side one day, that would be awesome.

Just FYI for posterity, As per Kaldarasha: "That's partly true. It's true that psx does the calculation once, but it can also update that calculation, if the script is requesting it (ambient shader). There is actually another problem, the xyz values are differently handled logical-wise on pc and psx. The third problem - and this in regards of the difference in brightness between pc and psx - is that psx has a different colour system, which sacrifice the precision in the black and white spaces in favour of the mid tones. Then we have also the dotmask of the CRT monitors, which does also act differently on the colours. This all leads to different look between psx and pc."

It would require a lot of RE and would over-complicate the code ending up in other issues. Long story short: we can play PS1 or upgrade to 100 times better real-time lighting and shadows.

Just FYI for posterity NTSC-J mode new FFNx feature available: reworked Movies and Game color rendering. The resulting colors are more faithful to the original artistic intent

Just FYI for posterity Fix direct color new FFNx fix. Fix black color on field backgrounds.

57
OG was meant to be displayed on CRT screen at that time, the scanline is good in hiding artifacts.

I believe it's just de gustibus: a matter of taste.

58
Just would like to point out the following video, we can observe that PS1 is darker compare with PC. - not valid

We should have real PS1 hardware and Steam version on the same screen, with the same settings for both inputs on the display - with all "enhancement" disabled (if to define the difference of bright/contrast/color interpolation which should be different in fact.)

And not emulated versions.


59
Couldn't imagine to see again one of the legendary first people here. Straight from the Primo Fabuloso Ordine.

Nervertheless, this is such a strike from the sky. "Look at finishing networking support." a la FF9? Wow.

Welcome back ficedula.

60
Try with Echo-S 7 mod activated and let us know please. Or with "The Reunion FF7 PSX OST" mod.

Suggested mods here.

61
FF7Voice / Re: [FF7][Tsunamods] Echo-S Voice Mod
« on: 2023-01-28 15:34:58 »
Congrats on this Milestone to all the people involved.

A fresh starting point for new & old FF7 fans to enjoy one more time this adventure.

62
FF7 Tools / Re: [PC] Mark.dat Online Editor
« on: 2023-01-27 14:44:46 »
Hey, looks awesome.

Would be possible to remove the triangle completely with this tool?

63
Reserve this post.

64
    FFVII MUST INSTALL MODS - COMPENDIUM [2024]

    Square Enix, formerly known as Squaresoft, released Final Fantasy VII (JP) for the Sony PlayStation 1 on 31 January 1997 (PC: 1998; PC Re-release e-Store: 2012; PC Steam: 2013.) In its first decade, FFVII sold more than 10 million copies worldwide, including several reprints. The first Final Fantasy in the series to use full-motion video, pre-rendered 3D backgrounds, and richer 3D graphics and sound design. One of the most technically advanced RPGs of its time, FFVII was a huge critical and commercial success, completely redefining the Final Fantasy franchise and helping to cement Sony's then-nascent position in the home console market with the original PlayStation.

    The universe of mods is vast and ever-expanding. The "campus" or origin of the growing modding scene can be traced back to the creation of the qhimm forum in 1999, too many are part of the endless "wall of fame": Qhimm himself, Aali, Ficedula and so on; the dedication and perseverance of the community, together with the constant evolution of hardware and software, has allowed for high level results. With the advent of a new advanced driver called FFNx, created by TrueOdin in late 2020, there have been real generational leaps. With the team behind FFNx, we experienced: Cosmos Lighting, a feature that adds real-time lighting and shadows; Cosmos FMV a character replacement mod for CG footage and even a feature for true widescreen and day/night time cycle, all thanks to Cosmos; the music layer has also been completely reworked to bring you the best audio experience as well as a new dubbing system by TrueOdin and a ton of music enhancements by myst6re including OpenPSF; last but not least the 60 FPS progressive mod finalised by vertex2995 that breathed new life into the game, once you try it you will never go back. Special thanks go to the following specialists who stepped into the scene: TrueOdin, Cosmos, vertex2995, myst6re, but also to all the modders who, free of charge, give us new excitement and contribute to the modding scene... in this regard, it is obligatory to mention Satsuki Yatoshi with the SYW mod and its multi-technique AI upscaling for all the graphics components. Let's break the monotony and continue with the list of must-install mods for 7H.

    Which mod shall I use?
    []

    For a true FF7 Remastered, improved but still closer to the OG experience, we have got you covered. Below is a list of 15 must-install mods, all in order of priority. Buy FF7 PC Steam, install 7th Heaven. Once you have launched the 7th Heaven mod manager, search for the mod name in the Browse Catalog tab and install it. Make sure you press the Auto Sort 1/9 button after installing all mods. Activate and configure it. Ensure your 7H and FFNx are both updated to the latest canary available from Settings>General Settings. Ensure the flag is set to ON in General Settings>Auto Sort Mods by Default.

    Must Install Mods
    • Cosmo Memory {MUST INSTALL ☆}
    • Finishing Touch {MUST INSTALL ☆}- Configure the mod by double clicking on it. [otherwise if interested in OG battle UI try IFRIT mod and SYW Unified Menus and Fonts Textures] [or Retouch mod for Remake battle UI]
    • Enhanced Stock UI {MUST INSTALL ☆}- Configure the mod by double clicking on it. [otherwise if interested in OG battle UI try IFRIT mod and SYW Unified Menus and Fonts Textures] [or Retouch mod for Remake battle UI]
    • Echo-S 7 {MUST INSTALL ☆}{2nd Playthrough} - Configure the mod by double-clicking on it: 1) Set Music to "OFF" if you are using the OG music mod "FFNx FF7Music". 2) Set music volume to 65% and voice volume to 75% in 7H Settings>Game Launcher Settings. 3) If you want to turn off the voice layer volume and just play the retranslation, go to 7H Settings>Game Launcher>Set Voice Volume to 0%. [Unfortunately, Echo-S has not yet fully implemented the "Field Mode Fix" from the 60FPS mod, but it will not affect your playthru] [otherwise if not interested in Voice Acting, but you want closer-to-vanilla OG experience then try Shinra Archaeology Cut retranslation]
    • Cosmos FMV (30FPS) {MUST INSTALL ☆} - Configure the mod by double-clicking on it: Enable "Ninostyle Chibi"
    • 60/30 FPS Gameplay {MUST INSTALL ☆} - Configure the mod by double-clicking on it: Enable "Field Mode Fix" and "Ninostyle animations"
    • Ninostyle Battle {MUST INSTALL ☆}
    • SYW Unified Battle Textures {MUST INSTALL ☆}
    • AxlRose Blender {MUST INSTALL ☆} - Place it under SYW Unified Battle Textures
    • Ninostyle Chibi {MUST INSTALL ☆} 1) Configure the mod by double clicking on it: Enable "L@zar0's upgrades". 2) Enable "Efryt's Little Work". 3) Disable "Dynamic Weapons". [If you want to play without Dynamic Weapons then I suggest you to turn ON Efryt's Little Work which has the OG gloves] [If you want to play without Ninostyle Chibi but with OG Vanilla blocky models, I recommend the mod "Mouth Texture Replacer"]
    • Cosmos Limit Break {MUST INSTALL ☆}{NEW ☆} 1) Update both 7H and FFNx in General Settings. 2) Click Reset Defaults in General Settings to generate additional folders mesh and widescreen, if it does not already exist. 3) Select Widescreen 16:9 in Game Driver Settings. 4) Configure the mod by double-clicking on it: "Advanced Texture Animations" set it to "Recommended 99% Animated Fields". If you get a slowdown, set it to "Light". [If you are not interested in true widescreen 16:9 and previously 4:3 only field background textures painstakingly extended using AI and extensive manual editing then use: SYW Unified Fields Textures]
    • FFNx FF7Music {MUST INSTALL ☆} <- PS1 bugless files [otherwise The Reunion FF7 PSX OST<- CD quality bugless. Get .IRO and import it in 7H] [or more soundtrack options] [please note: the ogg tracks in the PC re-release version have lower clarity and volume due to higher compression, as well as looping issues and music bugs compared with PS1 version, that's why you are using a music mod FFNx FF7Music]
    • SYW Unified Minigame Textures {MUST INSTALL ☆}
    • SYW Unified Spells Textures {MUST INSTALL ☆}
    • Cosmos Gaia {MUST INSTALL ☆}{NEW ☆} 1) Update both 7H and FFNx in General Settings. 2) Click Reset Defaults in General Settings to generate additional folders mesh and widescreen, if it does not already exist. 3) Select Widescreen 16:9 in Game Driver Settings. [If you are not interested in true widescreen 16:9 worldmap overhaul that re-implements terrain rendering, analog movement, camera controls, real-time lighting and extended view distance then use: SYW Unified WorldMap Textures]

    You are now ready to start. However, if you want to tweak and change some of the mods that are not to your taste, or simply prefer a different style, or just want to go wild, then continue with the optional mods below. Also, you are free to look for more mods in Browse Catalog tab and play as you wish.

    Remember: you can't have multiple mods that strive to achieve the same thing.

    ▂ ▃ ▄ ▅ ▆ ▇ █ █ ▇ ▆ ▅ ▄ ▃ ▂

    Optional Mods (check Compatibility Troubleshooter)
    Spoiler: show
    You will also find 16 optional mods below, if you want to activate these mods you must check the "Compatibility Troubleshooter" section below, in terms of not having mod conflict. Remember: you can't have multiple mods that strive to achieve the same thing.


    Noteworthy mods, but not ultra-compatible with all the aforementioned mods, try at your own risk:
    New Threat Mod {Gameplay Mod}{2nd Playthrough}{Story changes involved}
    New Threat Combat Only {Combat rebalance Mod}
    60/30 FPS Animations for New Threat 2.0 - Ensure this mod and also the other 60/30 FPS Gameplay are both on fot NT
    Gameplay Tweaks - Use at your own risk
    The Cetra Project - 3D Model Pack {Optional} - Get it on Nexus
    Project BerZerker - 3D Model Pack {Optional} - Get it on Nexus
    FFVII: Shinra Archaeology Cut - English ReTranslation {Uncompleted}{WIP}
    Traducciones XT - Spanish ReTranslation
    SYWU - Includes Néo-Midgar French ReTranslation
    Caledor Italian ReTranslation - Ensure SYW V5 Minigames, SYW V5 Menu and Fonts are both off since included already

    Work In Progress:
    Project Shampignon {WIP}


    ▂ ▃ ▄ ▅ ▆ ▇ █ █ ▇ ▆ ▅ ▄ ▃ ▂

    Compatibility Troubleshooter
    Spoiler: show
    -If to use "Enhanced Stock UI" make sure you turn OFF the "HD Fonts and icons" by double tapping "SYW Unified Menus and Fonts".
    -If to use one of the following "Retouch" or "Finishing Touch" (can't use both at the same time) then you must install and activate "Enhanced Stock UI" as well as requirement.
    -You must choose between "Project Edge/Team Avalanche Remodeled Fields" or "SYW Unified Fields Textures" or "Cosmos Limit Break" (unless you want to mix Project Edge with SYW Unified Fields Textures, only in this unique case you can place Project Edge on top of SYW Unified Fields.)
    -You must choose between "SYW Unified FMV" or "Cosmos FMV (30FPS)" (can't use both at the same time.)
    -You must choose between "Ninostyle Chibi" or "Ninostyle HD Field Models" or "ModdersHaven Base Model Pack" or "ChaOS" (can't use these at the same time.)
    -You must choose between "Ninostyle Battle" or "ModdersHaven Base Model Pack" or "ChaOS" (can't use these at the same time.)
    -You must choose between "AxlRose Battle Scenes" or "Avalanche Arisen Battle Textures" or "SYW Unified Battle Textures" (can't use these at the same time.)
    -You must choose between "ReMusic" or "Deet's XG Music" or "Bynyl FF7 Soundtrack" or "The Reunion - FF7 PSX OST" or "FFNx FF7Music" (can't use these at the same time.)
    -If you want to use "Wictoriously Avatar Pack" over "SYW Unified Menus and Fonts" just place on top of it
    -If you want to use "Wictoriously Avatar Pack" over "Enhanced Stock UI" just place on top of it
    -If you want to use "Wictoriously Avatar Pack" over "Finishing Touch" just place on top of it
    -If you want to use "Wictoriously Avatar Pack" over "Retouch" just place on top of it
    -"Echo-S 7" should be listed under "Enhanced Stock UI"
    -"Echo-S 7" and "New Threat" are not compatible with each other
    -"Echo-S 7" and "ReMusic" are not compatible with each other
    -"Cosmos Limit Break" and "SYW Unified Fields Textures" are not compatible with each other
    -"Cosmos Limit Break" and "Project Edge/Team Avalanche Remodeled HD Fields" are not compatible with each other
    -"Cosmos Gaia" and "SYW Unified WorldMap Textures" are not compatible with each other
    -"IFRIT" and "Enhanced Stock UI" are not compatible with each other
    -"IFRIT" and "Retouch" are not compatible with each other
    -"IFRIT" and "Finishing Touch" are not compatible with each other


    ▂ ▃ ▄ ▅ ▆ ▇ █ █ ▇ ▆ ▅ ▄ ▃ ▂

    Game Driver Settings
    For an enhanced gameplay ensure as well to have these settings ON.

    • Graphics API: Auto
    • Resolution: Your Display Max Resolution
    • Window mode: Fullscreen
    • Aspect Ratio: Widescreen (16:9) - Report bugs here - It's not bug-free. If you picky just use Native (4:3)
    • Antialiasing: OFF
    • Anisotropic: ON
    • Vertical Sync: OFF - Turn it ON only if suffering from screen tearing, to avoid screen tearing ensure your display refresh rate is at max
    • Advanced Lighting: ON
    • Analogue Controls - #2 - #3: Turn ON
    • Gamepad Auto Run: ON
    • Steam Compatibility: ON - If you want to unlock achievements during your playthrough turn this flag ON, and ensure that Steam is running in background
    • Internal Resolution Scaler: *4x - For 1080p and 4K that's OK. Otherwise you will need to increase and find a value suitable for your screen resolution
    • NTSC-J Gamut Mode: ON - Noteworthy, but not ultra-compatible with all the mods
      Spoiler: show
      NTSC-J Gamut Mode - What is it? This feature simulate the color gamut of the 1990s Japanese television sets that FF7 and FF8 were originally designed for.
      For the end-user: to get the proper difference, you would want to also calibrate your monitor to 9300k color temperature.
      For the modder: this Gamut Mode is appropriate for: Vanilla FF7; Mod assets that are upscales of the original assets; Mod assets made from scratch where the modder used the original assets as a color reference without doing a gamut conversion.
      The modder that wants to "support" NTSC-J has to convert their textures using this tool. Then convert their PNGs with this tool and afterwards convert eventually to DDS.
      Also: Some basic notion about color gamut.

    ▂ ▃ ▄ ▅ ▆ ▇ █ █ ▇ ▆ ▅ ▄ ▃ ▂

    Nitpicking
    Spoiler: show
    []

    1) No Battle Pyramid fix. by Dangarfield
    2) Red XIII's avatar fix. by Aavock
    3) Enable Round Black Materia Field Model as per FMV with FFVII - Models Fusion mod by L@zar0
    4) Reshade Scanlines. - If you would like to simulate the old CRT display vibes then go for "CRT_Lottes", or "CRT_Royale", or "RetroArch_NTSC", or CRT-Guest-Advanced
    Noteworthy, but not ultra-compatible with all the mods:
    5) District 05 Gate fix. by Cae
    6) Midgar 5 truck fix. by Cae
    7) Corel Prison billboard fix. by Cae
    8 ) Midgar square clock fix. by Satsuki
    9) SYW Graffiti fix.

    ■ What's the First bombing mission canon date? Here we go:
    [ ν ] - εγλ 0007 December 09 - 9:11PM (Official from Remake, time verified)
    [ ν ] - εγλ 0007 December 09 - 10:15PM (the OG time is not official but assumed to be 2 hours prior the Aerith's meeting following Remake logic)

    ■ What's the Aerith's meeting canon date? Here we go:
    [ ν ] - εγλ 0007 December 09 - 11:05PM (Official from Remake, time verified)
    [ ν ] - εγλ 0007 December 10 - 12:09AM (Official from OG, time verified)

    ▂ ▃ ▄ ▅ ▆ ▇ █ █ ▇ ▆ ▅ ▄ ▃ ▂

    Useful Info
    Frequently Asked Questions
    Soundtrack Options
    In-game Shortcuts

    Buy FF7 Steam PC, Install 7th Heaven. Consider supporting the modders with the button support in within 7th Heaven Mod Manager.

    ▂ ▃ ▄ ▅ ▆ ▇ █ █ ▇ ▆ ▅ ▄ ▃ ▂

    Other FF7 related topics:
    [/list][/list][/list][/list]

    65
    Releases / Re: [FF7PC-Steam] SXG2Ogg audio mod
    « on: 2023-01-11 19:04:28 »
    A mirror is always welcome.

    66
    Thanks for coming back on this FBX. It is another interesting work, this time on top of the OST CDs.

    Just out of curiosity:
    "The OST's it's uncompressed original files before they made their way onto the PS1 discs."
    Any source about the aforementioned? I don't think we do have evidence the soundtrack was created pre-PS1 hardware.

    One more: Did you record it off PS1 hardware?

    Also: Does this reprint help the cause somehow? "FF7 Revival OST" official 2019 release by SE with its audio hi-res 24bit/96kHz quality

    67
    Excited for Image Base Lighting (IBL) / environment maps feature, can't imagine how awesome it will look. Also, the "Save light parameters per scene", could be an helpful super tool for mod purpose.

    PS: FYI Bahamut Zero and Supernova are glitched atm. [SOLVED]

    68
    That's some ideas I really hope we could get, if there will be ever an update.

    -Face texture animation
    -DCIC chibi model in the platefall
    -Cloud chibi model with OG gloves (Efryt little work)
    -Sephiroth' gloves missing (earithhdd)
    -Cloud's pauldrons mirrored (ending2)
    -Sadly, all SYW V5 FMVs got a serious crackling sound issue due to PC vanilla vers. The new SYWU 1.0 solves this
    -Ever Crisis chibi model option (wild dream)

    As always a special thanks for all your mods: Legendary work.

    69
    Releases / Re: [FF7PC] Soundtrack Options
    « on: 2022-12-08 02:54:56 »
    Reserve this post.

    70
    Releases / [FF7PC] ► Soundtrack Options - COMPENDIUM ◄
    « on: 2022-12-08 02:53:12 »
      FFVII SOUNDTRACK OPTIONS - COMPENDIUM

      For FFVII, Nobuo Uematsu composed the 1997 PS1 OST in just 8 months, using mainly MIDI synthesizers. This was a significant reduction from the usual 2 years that previous Final Fantasy titles took. To minimise the game's load time, Uematsu had to sacrifice advanced audio quality and voice performance. But he was not happy with the loss of quality that was necessary at the time.  FFVII was the first game in the series to feature a track with digitised vocals: "One-Winged Angel" is considered to be Uematsu's most recognizable contribution to the music of the Final Fantasy series. In addition, the 1998 PC port included four sets of MIDI songs (awe, midi, xg and ygm) for Sound Blaster AWE, General MIDI, XG and Yamaha sound cards. It also had four sets of soundfonts (FF7, FF7M, FF7S and lb2), a soundfont manager, and a license for Yamaha Corporation's S-YXG70 software synthesizer. The Yamaha converted the original 100 music tracks into XG format files. Although the quality is obviously high, the final result differs from the original PS1. De gustibus. In the official PC re-release version, the ogg tracks suffer from lower clarity and volume due to higher compression. Additionally, there are looping issues and music bugs. However, thanks to mods, you can change the tracks to your liking and have a bug-free experience. Choose according to your preference based on nostalgia for the first version played in the past.

      • Preservation of FF7 PS1 OST CDs 1997 version: "The Reunion FF7 PSX OST mod" by DLB
        Previously known as Anxious Heart. The music is looping OGG Vorbis files from the official OST. On another hand the SFX are high quality captures using mednafen.
        [Format: .OGG Vorbis, Bit rate: 192 kbps, Sample rate: 44100 kHz, 2ch] (complete) {Mirror}
        Spoiler: show
        [Another work is "OST CDs Maximum quality mod" by FBX. It's based on the OST CDs as they are better in sound quality than the PS1 midi files and or PSF files.] (incomplete) **DISCONTINUED**
      ~
      • Emulation of FF7 PS1 1997 version: "FFNx FF7Music mod" by myst6re {Mirror}
        This plays the original PS1 music files on PC through a BIOS that emulates the 16-bit Sony SPU, PS1's audio processor. Same quality of MIDIs but with the sound of the PS1. Super light alternative.
        [Format: .miniPSF, Bit rate: unknown, Sample rate: 44100 kHz, 2ch] Get it on 7H. (complete)

      ~
      • Emulation of FF7 PC 1998 version: "Deet's XG Music mod" by Dte102 {Mirror}
        These XG MIDIs run through the Yamaha S-YXG50 SoftSynthesizer which is similar if not the same as the Yamaha S-YXG70 SoftSynth included in the original 1998 Eidos release.
        [Format: .OGG Vorbis, Bit rate: 256 kbps, Sample rate: 48000 kHz, 2ch] Get it on 7th. (complete)
        Spoiler: show
        [Another solution is "FF7 Yamaha MU80 XG Sountrack mod" by Raymond.] (complete) {Mirror}
      ~
      • Remake of FF7 PS4 2020 version: "ReMusic mod" by Fewtch
        Richer orchestration and more realistic instrument samples. More complex and have a grander, cinematic feel. All Remake music. Feature Dynamic Music: game music is interactive, music flows seamlessly from exploration-to-battle. Not compatible with Echo-S yet.
        [Format: .OGG Vorbis, Bit rate: 128 kbps, Sample rate: 48000 kHz, 2ch] Get it on Nexus. (complete)
      ~
      • Remaster of FF7 2023 version: "FF7 EVER CRISIS mod" mod not available yet
        Final Fantasy Pixel Remaster's treatment? Here we go. Praised by many, this upgraded official soundtrack is extremely loyal to OG, a true remaster and a great option for your music if you are a nostalgic. - The music is being ripped as of 17th Nov 2023.
        [Format: .WAV (PCM), CRI HCA, Bit rate: 176 kbps, Sample rate: 44100 kHz, 2ch]
        Spoiler: show
        [Another work is "Synthetic Origins: FF7" by Mathew Valente / TSSF. A tedious work and appreciated attempt executed with painstaking accuracy. This is basically taking the sequences and utilizing samples from the original synthesizers and samplers with much less editing that was required to have the PS1 play it back at that time. Mathew, the sound engineer (owner of original samplers/romplers/sample libraries) adds a bit of flavor showing what the music would have sounded like if full patch instead of single samples were used... when it does not sound bad. FF7 has something like 60 to 70 samples, an educated guess is that we know 80% of the sources. These samples were identified from many people, see for example G-boy's spreadsheet as a good reference. Long story short: a much crisper sound and high quality samples bring us basically a remastered version. Also plugins, reverb released around the same year, many other stuffs, are all taken in consideration... and much more is happening behind the scenes.] (incomplete) **DISCONTINUED**

      ~

      -------

      For Complete Sound Mod: Cosmo Memory mod is your friend.
      For Full Voice-Over Mod: Echo-S 7 mod is your friend.

      -------

      Nobuo Uematsu - Interview & Info
      Spoiler: show
      FFVII OG Music General Info - Wikipedia's page - 2002
      Nobuo Uematsu's Wikipedia - 2002
      Possible Music Gear
      Polygon: How Nobuo Uematsu Composed FF7's "One-Winged Angel"- Jan 2017
      EDAMAME Arcade Channel: FFVII Legends Reunion || Hironobu Sakaguchi, Nobuo Uematsu, Yoshinori Kitase - 2019
      FFVII Music – Yamaha XG MIDI PC Version - April 2020
      TheLineOfBestFit: Final Fantasy Music with Uematsu - July 2020
      Fantasian - Official Nobuo Uematsu Behind the Scenes Clip - Mar 2021
      Fantasian could be last Uematsu's fully worked OST - Mar 2021
      Fantasian Soundtrack out now - Aug 2021
      SE MUSIC Channel: Nobuo Uematsu & Masayoshi Soken: The New "True Uematsu Sound" - September 2022
      After 35 years of Final Fantasy, what’s next - Dec 2022
      How Nobuo Uematsu’s 35 Years at ‘Final Fantasy’ Changed the Gaming World Forever - Apr 2023

      The Role of Role Play | Diggin' in the Carts | Red Bull Music
      Nobuo Uematsu (final fantasy composer) Beep interview
      Nobuo Uematsu Discusses The Final Fantasy Main Theme
      FANTASIAN | Nobuo Uematsu Short Interview
      1up/James Mielke Interviews Nobuo Uematsu
      Talking with Nobuo Uematsu & Hironobu Sakaguchi (Final Fantasy's Creator)
      Final Symphony - Interview with Nobuo Uematsu
      Diggin' In The Carts - Nobuo Uematsu (Hidden Levels) - Red Bull Music Academy Presents
      Geauxtv: Interview at the Boston Symphony Hall
      FFVII REMAKE Theme Song - Feb 2020

      Other compers:
      SEM Talk: Shotaro Shima #1 - October 2023
      SEM Talk: Shotaro Shima #2 - October 2023
      Soken
      Soken 2
      https://composer.spitfireaudio.com/en/articles/behind-the-music-of-final-fantasy-vii-remake
      https://blog.audiokinetic.com/en/square-enix-final-fantasy-vii-remake/
      https://www.square-enix-games.com/en_GB/news/interview-making-music-masashi-hamauzu
      https://blog.native-instruments.com/behind-the-scenes-of-final-fantasy-vii-remake/


      -------

      Information & Known Issues
      Spoiler: show

      Info:
      Official Track Titles
      Music file names
      TwilightFantasy's Thread - 2006
      AKAO's music information - 2007
      Hinting at the many PC midi issues - 2006
      Aali's post on lb2_awe - 2008
      Covarr's Thread #1 - 2009
      Covarr's Thread #2 - 2010
      Reunion's Audio Replacement features - #1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #11 #12 #13 #14 #15 - 2011 to 2014 ish
      Not present in the OST: fanfare, cintro, mogu; Not used: Comical, oa, lb2_awe, fin - 2012
      FBX's thread, tidbits - 2013
      sound effects description - 2014
      How does FF7 PSX generate sound effects? - 2016
      ID total of 732 sound effects - 2016
      Audio effect flags - 2016
      Reverse Engineering of FF7 PSX sound effects system - 2018
      Nisto's psfisolate - 2019

      Main PC music sync issues:
      1) "Barret's arm gesture at the start of the game will sync with the music." that's a deliberate choice in Reunion 06.
      Actually Cloud's first jump at the start of the game should sync with the music and not Barret's arm. Like here: PS1 JP.

      2) Cloud and Sephiroth's scene, music sync issue - "The music lock / unlock function does not work correctly in the PC game. The flag is being reset to 0 on field change, when it is supposed to carry over. This broke the music on the following fields (list is likely incomplete):

      blin67_3: "Who are you?" fails to continue playing after Cloud looks into the chamber.
      canon_2: The music will change to "Bombing Mission" during the Hojo cutscene.
      chrin_1b: "Turks' Theme" fails to continue playing.
      mtnvl6b: "Those Chosen by the Planet" fails to continue playing during a Cloud's Past scene.
      nvmkin1: The alternate "Main Theme" fails to continue playing during the Cloud Revealed scene." from The Reunion Database (CTRL+H "music" "SFX" "audio")
       
      Correct Version: here.
      Incorrect Version: here.

      3) Yuffie's Recruit - Theme Song not playing; Kalm Choco dance's music cut short; Kalm flashback when Cloud's running back into reactor plays wrong song

      4) PC Turks Theme issue?

      PC SFX issues:
      0) Phoenix Summon camera goes far away from the Phoenix for one instance (compare with PS1)
      1) Ladder on the ship deck?
      2) PC vanilla SFX inferior to PS1?
      3) Bahamut missing sound after blue flames?
      4) Tifa's Lifestream Sequence - vanilla SFX issue
      5) Cait Sith roulette, Comet2 SFX issues fixed
      6) Leviathan and Omnishlash SFX issues and SFX volume not applied fixed


      -------

      Don't forget to purchase "FF7 Revival OST" official 2019 release by SE -  This is a reprint, its audio is a hi-res 24bit/96kHz quality.[/list]

      Other FF7 related topics:

      71
      Can someone help me with manually installing the mods? I'm trying to get these working with The Reunion for the new translation and I just can't seem to find where to copy / paste the unzipped Satsuki files. Many thanks in advance.
      For Reunion website, enter: https://ff7.live/
      On the aforementioned website you will find the discord server for Reunion support ask there.

      72
      Releases / Re: FF7 create new fields
      « on: 2022-11-05 08:13:12 »
      Yes Shampignon, you should join Qhimm discord for more info and support. I'm curious where you will link the cave!

      I second the message for donation link.

      73
      Releases / Re: FF7 create new fields
      « on: 2022-11-02 15:58:27 »
      Wooow that is a lot Shampignon! Great news, keep updating us! Your work is brilliant honestly, bring so many new possibilities...

      74
      Just marvelous. Congrats on this amazing release.

      75
      General Discussion / Re: FF7 Final Mix+
      « on: 2022-08-03 19:18:19 »
      Yeah, I saw the youtube playthrough, funny but not my cup of tea due to consistency and not matching the OG art, but that's just all about preferences. Also as bonez mentioned it contain a ton of ripped models from other games so you will never see it here. Grimmy was the author.

      However, observing a couple of scenes there are certain original iconic models which are extremely cool. Would be interesting to know the authors and maybe have it back as an optional iro package with their consense. EDIT: Well, now is out on nexus. MH.

      Battle Models
      -Grimmy's Emerald (19:44), Ruby (20:47), Ultima (46:09), Diamond (50:28), Sapphire (37:12) (diverse)
      -Rebirth Sephiroth (47:19) (Author: jusete) (crisp)

      World Models
      -Gold Saucer (18:28) on world map (diverse)

      Funny Alternative
      -Were XIII (38:44) (Author: Wolfman) (Red XIII transformation - Would be cool to have it as Nino Battle Model alternative.)
      -Seto (30:46) (Field and Battle Model - nice for simulator battle/mod purpose)

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