Author Topic: [FF7PC-98] The Big Bug List (OLD)  (Read 23140 times)

nfitc1

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Re: [FF7PC-98] The Big Bug List - post bug reports here
« Reply #25 on: 2016-10-27 19:29:23 »
What exactly was the fix for the sizing issues?

DLPB_

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Re: [FF7PC-98] The Big Bug List - post bug reports here
« Reply #26 on: 2016-10-27 19:37:24 »
To fix melting issue
5BC39D = 90 90 90 90 90 90 90

To fix minimum issue
42C112 = 66 C7 80 7E 11 BE 00 00 00
This must actually be nopped or any part revived (like Hojo's monsters) will be 0 size.

Although, the X Y Z you found probably should be zeroed also.  But I didn't need to as the issue still went away with just the above.
« Last Edit: 2016-11-21 15:53:34 by DLPB »

nfitc1

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Re: [FF7PC-98] The Big Bug List - post bug reports here
« Reply #27 on: 2016-10-27 21:49:23 »
To fix melting issue
5BC39D = 90 90 90 90 90 90 90
What does that bit do that was cleared before you nopped the reassignment? Do you know?

[/quote]To fix minimum issue
42C112 = 66 C7 80 7E 11 BE 00 00 00
[/quote]

But this forces EVERY enemy to be minimized on death. That doesn't jive with Pollensalta and other bosses which can revive dead limbs/allies. Wouldn't those cause problems too?

DLPB_

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Re: [FF7PC-98] The Big Bug List - post bug reports here
« Reply #28 on: 2016-10-27 22:16:58 »
I don't see any issue with what has changed?  They die the same way as they always did.  If minimized they just don't regrow on death. That function is only called on the last part of death - where it's already faded out. You can't see it with any of the deaths - only when minimum is active.

Not sure about the melting nop.  The change above is specific to the melting animation though, as that's the melting death function. I think it's simply the size of the model - It gets placed back to full size at that point (which is where melt has ended and the model is at its lowest 'melt size' - and about to disappear).

Actually, while we're at it - it should probably be the case that enemies stop moving when killed.  At the moment, they carry on even as they are fading out.  Looks v ridiculous with Midgardsormr.  Always thought it did on PSX too. But maybe it would look silly with enemies swinging a ball and so on.

« Last Edit: 2016-10-27 22:22:09 by DLPB »

nfitc1

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Re: [FF7PC-98] The Big Bug List - post bug reports here
« Reply #29 on: 2016-10-28 14:21:27 »
I'm talking about enemy revival. If they melt and aren't returned to their original size then they'd be revived all weird. In practice it may be a non-issue, but I'm going to give it a try.

DLPB_

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Re: [FF7PC-98] The Big Bug List - post bug reports here
« Reply #30 on: 2016-10-28 15:29:26 »
Enemy revival is itself a bug that needs plugging (angel whisper etc). It may be an issue with enemies that have their parts revived, though.  But I suspect it gets reset again on revival.  Keep me posted.

None of the normal parts that return to screen after death use the melt death iirc.

Edit.  It doesn't get reset on revival, so you have to nop the resize and not zero it.
« Last Edit: 2016-11-21 15:52:50 by DLPB »

DLPB_

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Re: [FF7PC-98] The Big Bug List - post bug reports here
« Reply #31 on: 2016-11-05 06:36:34 »
{change key-held to key-press
6D8D3A = A1 E0 85 9A 00 25 00 01 00 00 90 90 90
6D94C2 = A1 E0 85 9A 00 83 E0 20 90 90
6DB39C = A1 E0 85 9A 00 83 E0 20 90 90

This changes the battle keys so that you cannot hold Action to continually attack - and stops the help menu flicking on and off repeatedly when holding select, which irritated the life out of me.

I had a look at Quake 3 issue with the bad texture, but this doesn't happen for me with Aali's driver.  Either it's caused by the option in Aali's driver not using more texture memory, or a similar issue with Steam version.  If Steam, it won't be getting fixed.

DLPB_

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Re: [FF7PC-98] The Big Bug List - post bug reports here
« Reply #32 on: 2016-11-21 10:48:20 »
World Map colour is wrong. Additionally, Aali's driver messes up the markers (indicating where your chocobo etc. is) on the World Map...map. The markers are way too faint.

Here is an actual comparison between PSX and PC. Note, the colour in Battle / Menu / Field appears to be fine.  It's the World Map where this issue lies.

https://s18.postimg.org/gnd2lyc4p/world_map_colour.png

This isn't just a gamma problem. The colour/lighting itself is wrong. Most noticeable on the ranch model.

Aali:

Quote
The minimap markers being too faint is because of the whole alpha blending transparency issue which also affects the savepoints and other stuff. The issue is that the PC renderer has two different alpha values (vertex alpha, texture alpha) and the game doesn't specify which one to use (AFAIK), so sometimes the correct thing to do is to just use texture alpha, sometimes vertex alpha and sometimes the two should be combined to produce the correct result. The way it works now is correct most of the time but not always.

As for the world map color, lighting on the world map is already completely broken (shadows follow the rotation of the camera instead of being fixed in the world) but I would suggest looking at the world map textures to see if they match the colors on the screen. You could also check the textures from the PSX version to see if there's any difference.

It definitely isn't the files.  The PC map files can be replaced by PSX straight off the disc... and no change.
« Last Edit: 2016-11-23 17:48:55 by DLPB »

DLPB_

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Re: [FF7PC-98] The Big Bug List - post bug reports here
« Reply #33 on: 2016-11-23 18:20:33 »
I've fixed the marker issue in a different way. Just increase the colour for each marker...

Table starts: 0096DEF0

For example, 00 00 80 80  (main red marker) = 00 00 F0 F0



I am gonna compare to PSX.

PSX:  https://s17.postimg.org/t8u332fr3/psxmarkers.jpg

#World map marker fix
96DEF0 = 00 00 F0 F0 00 D0 00 F0 D0 D0 00 F0 D0 D0 D0 F0 D0 00 D0 F0 00 D0 D0 F0 00
« Last Edit: 2016-11-23 19:09:57 by DLPB »

DLPB_

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Re: [FF7PC-98] The Big Bug List - post bug reports here
« Reply #34 on: 2016-11-24 16:25:34 »
https://docs.google.com/spreadsheets/d/1l0xFVStYQ6lldVo6t85IenuGrILrrOclS7QuSOmjGmA


I am cleaning the spreadsheet and will probably add it to my own Drive when finished.  This will take time.

DLPB_

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Re: [FF7PC-98] The Big Bug List - post bug reports here
« Reply #35 on: 2017-01-18 11:31:43 »
The Omnislash sound issue (where the sound effect fails to play as the beam arrives on the end of the sword) is fixed. So, too, will most/all errors of this nature be when I am done. For whatever reason Aali's driver / original game does not properly deal with certain functions the way it should.  But by creating my own sound replacement, the effect is called - and then played correctly.  The sound effect is not missing - and it is being called. It simply isn't initiating with the original game.

Also, sound effects will no longer play at all when the effect volume is 0. So no more silly rogue effects.

The music will v likely work better than with Aali's driver too soon.
« Last Edit: 2017-01-18 11:34:29 by DLPB »

DLPB_

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Re: [FF7PC-98] The Big Bug List - post bug reports here
« Reply #36 on: 2017-03-21 11:14:21 »
https://www.youtube.com/watch?v=nBnttA00VTk

Never picked up on it before.  Alarm music and ambient sfx in reactors etc are being told to play on every field load. (You can hear this clearly at 15:24) Either someone was meant to add code to stop repeated calls to a playing music being obeyed, or the script programmer made an error.  I will add the PSX functionality to the PC - and correct the field script.  The PC game, oddly, does not restart a sfx that is being played, but this will likely break other things.


DLPB_

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Re: [FF7PC-98] The Big Bug List - post bug reports here
« Reply #37 on: 2017-03-22 11:26:50 »
Edit.  I was wrong.

The Submarine minigame does use the Hurry music for the story

https://www.youtube.com/watch?v=cLvU02Ba8k0

55:17

However, there is another bug here.  The music fades out from 100 to 1 (at  0077D9D1)  in a rather long period of time (17 seconds).  I think some sort of cock-up has happened here. Either they meant the music to play and not fade out - or the music should be the water sound effect, like the Gold Saucer. I think it's the former. 

Code: [Select]
push 00 { 0 }
push 00 { 0 }
push 00 { 0 }
push 00 { 0 }
push 00 { 0 }
push 00 { 0 }
push 00 { 0 }
push 7F { 127 }
push 000000C0
call 00740D80

That will fix it.

It's also possible that they intended to fade it out to a higher volume, like 0x40 (half), rather than 1.
« Last Edit: 2017-03-22 11:45:44 by DLPB »

DLPB_

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Re: [FF7PC-98] The Big Bug List - post bug reports here
« Reply #38 on: 2017-04-26 23:26:49 »
goo.gl/2ASLFl

I am updating here.

DLPB_

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Re: [FF7PC-98] The Big Bug List - post bug reports here
« Reply #39 on: 2017-05-06 16:22:37 »
Finally making progress cleaning this up. Sega Chief has also joined the project to fix whatever he can.  Quite a lot of bugs have been fixed.