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Messages - nfitc1

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51
Yeah... I have a WIP version that goes between “working” and “not good enough” and “completely broken”. Development stalled a lot during the past year for probably obvious reasons. I still think about it, but at the current point I’m not sure what still isn’t working.

52
That’s not a question about PrC. Please start a new thread

53
7th Heaven / Re: Speed mods
« on: 2021-04-10 05:18:46 »
The steam edition has built in speed hacks and even auto-win hacks. Outside of that I don’t think there are any for older editions.

It’s certainly up to you if you want to use those hacks, but if all you want is gameplay then you would probably be just as entertained by play through on YouTube. Taking out battles is like ripping 60-75% of the game.

54
FF7 Tools / Re: WPN State Modifier...
« on: 2021-03-25 19:04:01 »
Use WallMarket. What do you want done that it can’t do?

55
Troubleshooting / Re: Quadramagic issue
« on: 2021-03-10 16:26:41 »
The 27 is the 0-based decimal index of the animation script and is not directly related to the address of the script in the ab file you want to change. No changes should have been done to the 0x270 location (that's a few bytes into animation script 36 which controls Mug). The 24 script executes, then 25, then 26, then 27.

24 begins at 0x358
25 begins at 0x36C
26 begins at 0x378
27 begins at 0x384

my recommendation is to change the bytes in addresses 0x385-0x38D to C9s. C9 (and B2) have no function so strings of them get passed over in a single frame. In fact, B2 has no purpose as opposed to C9 which is a jump destination. Let's change them to B2s instead. Functionally there's no difference, but purposeless is "safer" than functionless (there's a lecture about purposeless vs functionless in there, but such a lecture would be worthless in this scenario :D ).

Code: [Select]
0x380:   03 24 9E 00 E5 BD B0 04 00 00 F0 F7 03 29 1C FA
 -change to-
         03 24 9E 00 E5 B2 B2 B2 B2 B2 B2 B2 B2 B2 1C FA

If you don't like the way that looks, you can revert 0x38D to 29 to play that last swing animation, but everything else should stay NOP'd.  This line of bytes translates to:

03 - this is from the previous script that triggers the damage number indicator
24 - play the 0-based hexadecimal animation index 24 as defined in the rtda file
9E - effectively pause the script processing until all 3D effects have completed (animations in this case)
00 - This is an alignment byte inside the file so the scripts start on even numbered bytes
E5 - [Here begins script 27] This recenters the orientation (not position) of the actor based on the battle mode (normal, side attack, pincer, etc)
BD B0 04 00 00 - this is positioning code for the next effect code
F0 -  this creates the foot dust particles at the coords specified in the previous code
F7 03 - this triggers the damage number indicator in [03] frames
29 - similar to 24, but index 29
1C - similar to 24, but index 1C
FA - this resets the actor's position to the default coordinates for their slot in the current party and battle mode.

I think this is all the info you need to make the changes in rtab you want. For the other actors' AB files, look at the word value at 0x0D4. That will tell you the beginning address of the script I just showed you to edit.

56
Troubleshooting / Re: Quadramagic issue
« on: 2021-03-09 20:12:38 »
That's actually parts of two different scripts.

Code: [Select]
24:
FC F0 D8(00, 001A) 1A D1(04B0, 0000, 04) F0 1B F7(01) 1E 9E
25:
E5 BD(04B0, 0000) F0 F7(03) 22 9E
26:
E5 BD(04B0, 0000) F0 F7(03) 24 9E
27:
E5 BD(04B0, 0000) F0 F7(03) 29 1C FA F0 1D E5 EE

This is the entirety of Cloud's 4xCut animation script. The game just knows to play these four animations in succession. I would replace the bytes in the list script from the BD to the 29 with a C9 or something like that which does nothing. You'd have to change the animation of animation 36 (24h) or 28 (1Ch) to look like they go together.

57
Troubleshooting / Re: Quadramagic issue
« on: 2021-03-06 18:17:06 »
You're looking for animation "scripts", not the animations themselves (though you might want to investigate those as well). Those are in RTAB (for Cloud). I wrote this page for the details of the file. It's not super complete, but it's got info that it needs.

58
Troubleshooting / Re: Quadramagic issue
« on: 2021-02-26 12:52:04 »
The AB files contain the animation scripts, which is what you’ll want. I don’t remember which script runs the 4x cut anim though. I’d have a hex editor and kimera open and find the animation that corresponds with that command.

59
Troubleshooting / Re: Quadramagic issue
« on: 2021-02-25 20:46:48 »
The problem you're going to run into with x4 cut is that it is a single animation doing all four cuts. That calls the "display damage" script four times. If you want to reduce it you'll have to remove at least one of those codes in each of the characters' **AB files.

And the address to change that is 0x5C9F54 (real addy: 0x1C9354). It's a straight number (04) that determines the number of damage calculations to perform for that one action.

60
Troubleshooting / Re: Quadramagic issue
« on: 2021-02-25 13:15:16 »
Yes, that was a virtual address, not a real address. The real address would be 0x1C9C30. The value of that byte should be a 3.

61
Troubleshooting / Re: Quadramagic issue
« on: 2021-02-24 17:20:10 »
I think what you're looking for is at 0x5CA830 (in the '98 1.02 Eng version). The value of the byte at that location is 3. That is attached to a command that is added a value that's initialized to 1. It might be what handles the count of quad magic.

62
General Discussion / Re: Midgar Undiscovered
« on: 2021-02-08 05:21:20 »
Based off of what we see in VII, DoC and CC, Midgar is enormous. Especially in DoC and CC where you get just a few streets to walk down and a small slice of the slums to see, the amount of background material is crazy. Gives you a real sense of how large this place has to be.

63
WIP / Re: Recreating Project: Final Fantasy VIII
« on: 2021-01-29 20:10:38 »
That is amazing! Did you do all this from scratch? Mad respect!

64
Releases / Re: [FF7PC] Battle shadows replacer mod
« on: 2021-01-17 05:09:43 »
What a welcome addition! Welcome to qhimm! I wanted to remake the shadows once but ended up botching them up real bad. :D These look nice. Mine are no longer circles so I’d gladly use one of these.

65
Free, yes. However it is entirely in Chinese. Maybe there%u2019s a translation somewhere. Romance of the three kingdoms is classic. Is this related?

66
General Discussion / Sephiroth in Smash Bros now...
« on: 2020-12-11 17:31:50 »
Thoughts? Overpowered? Underpowered? Cash-grab?

I'm not even going to bother with this generation of smash. Nintendo's gone to the dark side of corporate greed lately and I'm not sure if this is trying to get more people to spend more money on their games or trying to appeal to cross-platform fans.

67
It looks like a bunch of memory pointers except for those last three bytes which are probably relative offsets. Changing any of these can cause arbitrary code executions. Check the data at those locations for replace the data.

68
General Discussion / Re: Questions about FF9?.
« on: 2020-10-07 16:38:35 »
Yeah, I remember the in game help text on boost doesn’t tell you much. Something like “makes eidolons appear” or something unhelpful like that.

69
General Discussion / Re: Questions about FF9?.
« on: 2020-10-06 06:40:13 »
Shoot, you’re right. I rewrote that answer three times and didn’t pay enough attention to the final wording. :P

70
General Discussion / Re: Questions about FF9?.
« on: 2020-10-05 15:11:14 »
These are more questions for GFAQs or similar game site. These forums are usually devoted to mods and reversing. However, I'll answer these questions since they were posed and no answer has been given.

1. What does Odin's Sword do?
   -It makes the Odin summon do the damaging summon rather than the insta-kill summon. In FFVII and VIII it was based on the death immunity of the enemies. This is a toggle to do damage always do the damaging action.

2. What does "Eidolon" Trance do?
   -Dagger has damaging summons while Eiko has the support summons. Dagger's summons have two animations; A long animation where the Eidolon appears and does some fancy motions and a short animation where only the damaging effects appear. The first time you summon an Eidolon it's long, after that there's a larger chance for playing the shorter one. Eidolon guarantees the longer animation.

3. The friendly monsters.
   -Aside from the massive rewards you get from them, they will allow you to do short-range actions against Ozma. Zidane and Steiner I believe have the "Long Reach" skill which should allow you to hit him, but getting all the friendly monsters will either move Ozma closer to you or move you closer to Ozma. That will allow you to physically attack with your weapons and makes a few skills that are not long range be viable actions. It definitely is helpful if you have lots of not-ranged actions that are strong. Otherwise you're stuck with Magic and Summons as your primary damage output.

71
No. Shadow Flare's an E.Skill and can't be accessed through the Magic menu so it won't be granted by a magic materia. Green materia only grant access to actions with IDs no greater than 56.

72
I don't believe there is any documentation. This is all from memory of the time I was curious about the ways the maps change (only the overworld really changes). I wasn't interested in the sub, but the vehicles in general did get my attention. I found some values that I assumed were terrain types, but since I didn't know enough about the wm I couldn't verify what they were or how it all worked.

73
I looked into this briefly once. This is how I remember it:
The world map is divided into polygons, each of these polygons (or tiles if you prefer grid naming conventions) has its own terrain type. Each vehicle (including the player) has a set of terrain types it can traverse. I don't remember where the list of terrain types each vehicle can cross are. Sorry. :(

When it comes to the sub it works in a similar fashion. The sub is always over a tile in the "underworld" which is flagged as "can surface". If it is flagged as "can surface", it maps 1:1 with the deep ocean tiles on the overworld. The tiles in the deep ocean on the overworld are flagged as "can submerge". When the sub surfaces, it comes up to the corresponding tile on the overworld and vice versa. Extending where the sub can/can't surface or submerge would mean linking all new underworld tiles with the overworld tiles. I actually don't know how to do this. ;)

74
Removing the mouths would involve finding their mouths%u2019 textures and making them transparent. Not super hard. I guess replacing the avatars would be a similar matter of converting the tim file to a tex file.

75
The shadow is virtually impossible. It’s done in a completely different way on the PC. One of the biggest issues with the conversion is the PSX didn’t have partial transparency capability. So fades were done as meshes if transparent pixels. The PC can do transparency and fully used it. I believe this is also partly the cause for the weird mouths on some of the NPCs and the dead-pan eyes of the rest.

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