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Messages - Chrysalis

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351
Troubleshooting / Re: Window/Menu Gradient
« on: 2009-06-06 02:36:16 »
I also vouch for the custom graphics driver, I had the same issue when I moved ff7 back to my desktop pc and voila the custom graphics driver fixed it.

352
solution on post few threads up.

http://forums.qhimm.com/index.php?topic=7975.msg103669#msg103669

install loopbe and use ff7music.

set loopbe as midi device in ff7config.

then what will happen is loopbe has its own volume control so ff7 can then reduce the midi volume as normal without affecting sound in fmv's.

this isnt a solution if you really want to play using original midi's, however if you use the playstation music in ff7music it is at least very similiar to the original pc music.

353
I had none of these glitches when playing on my laptop in win7.

I did the following on that.

install 1.02 patch
install chocobo crash fix patch
install frame rate limiter patch (fixes snowboarding crash also)
install movie codec.
install virtual midi driver, so midi can be muted without muting sound.
install latest ff7music. (better sound and as bonus better stability since the normal midi driver crashes ff7 a lot.)
run game in admin mode and windows 98 compatability mode.
in ff7 config set gfx to nvidia and tnt, midi to virtual midi device.
I also play the movies of my hdd for performance and I guess reduces the risk of movie related crash.

I played around with a few settings on my laptop like using riva128 instead of tnt which did cause some minor corruption but not as bad as you have, and I expect software rendering would fix your issues but with worse quality graphics.

this sounds like a ton of hassle but now if I want to play game on new pc, I just copy the dir over with pre patched files and have my registry data exported ready to import so dont need to install of install disc etc.

really tired at the moment so cant post the exact name of virtual midi driver and guide to installing videos to play off hdd but both have guides on this site and the net.

354
Chrysalis : That dual screen issue happens to me also. I really didn't mind it to much but it is like the itch you can't scratch. Actually I found it so annoying I started playing exclusively in window mode. However now I only really need window mode so I lost interest.

it only happened once on my maximised window stuff, windows that arent maximised will move right a bit everytime I play the game and eventually if they move right enough they stay on the 2nd screen, since I now have it all setup good and I wont be frequently starting and closing the game I am satisfied now.  I dont get the slowdown issues some have mentioned either, like in the cat room in wutai no slowness at all for me, even tho I have pumped up antialiasing.

Am I the only one to notice that the videos look sweet using this driver also? on the d3d driver watching videos has the grainy affect especially the opening video, now all that is gone and it looks very sweet and clear on the video clips now.

355
Had anyone tried to run at 1024x768? The battle won't start if I the resolution 1024x768 both with shaders and without. It hangs right before the battle swirl not actually hang but lag so much that it won't finish the swirl. But works at 1280x960.

did 1280x960 work for you full screen? I am using 1280x1024 as 1280x960 forces windows mode for me.

I am using nvidia scaling option that uses nvidia to scale and preserve aspect ratio in my drivers (so monitor still in native resolution).

356
ok a thumbs up for me, I discovered why you worked on this.

The game worked fine on my laptop in D3D mode.

I then tried to play it on my desktop pc in XP with a 8800GT.

Result was a 10second+ pause at startup and once in game the colour depth was clearly below normal as I seen gradient lines in the menu screen.  Spent 10 minutes or so trying to fix but got nowhere then remembered this patch.  Installed it and now the pause is gone and I have the colour depth back, game also seems to run faster although that could be a placebo affect, nevertherless big thumbs up from me.

Only weird issue was when coming out of the game on my dual monitor setup all the windows which were open on my main monitor (the one ff7 ran full screen on) were moved to the other monitor.

357
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-05-27 17:00:48 »
these tools are superb, are the opcodes etc. documented anyway? or is learn as you go?

358
Archive / Re: STICKY: FF7 Music
« on: 2009-05-27 15:20:20 »
aali the original midi isnt playing I have routed it to a null virtual device. (as is required on win7).

I guess if the game thinks they playing regardless of this the game is alot more stable using ff7music than when I use actual midi output.

listening to a track now from ocremix and its damn good.

I guess from what I read ff7music will utilise multiple formats as long as all input plugins in same directory and for my x64 win7 I should try that new plugin recently posted, so will let you guys know how I get on.

The slowdown now is bearable, its about 1-2s after a world map fight, that 30s delay came from a 4 hour session that slowly built up.

359
Archive / Re: STICKY: FF7 Music
« on: 2009-05-27 14:59:57 »
ok guys I have been playing the game for some hours now using ff7music.

ff7music is more stable than using normal midi since last time I played the game it was crashing with midi errors.

However the game was getting slower and slower, it got to the point when I exited a battle on the worldmap the victory music played for nearly 30 seconds before I got back to the map screen.  Restarting ff7 didnt fix this but restarting ff7music did fix it.

If I load ff7 without ff7music its a lot faster, no delays moving in between areas and no delays end of battle so I am wondering if playing psf files is cpu stressing and I am better going to mp3?

Can I have a playlist that mixes psf files and mp3 together? as I have no idea how to get the original ff7 music in mp3 format I only have it in psf format.

Right now I am downloading some stuff of ocremix (a 2 gig torrent?) to see if any of the mp3's are good for the game.

360
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-05-16 02:20:47 »
I fixed the crashes I was getting, it seems not supposed to have .net 2.0 and .net 3.5 both installed at same time, I deinstalled 2.0 and then it worked.

this tool and heideggar are both superb many thanks to the dev and to those who are helping.

The curves confuse me a bit, eg. clouds max hp curve dips in his middle levels and then catches up a bit at the end towards lvl99.

Seeing aeris natural magic and spirit stats makes me hate what happens even more in the game :(

Is it possible to do these 2 things or are they limited by game code?

set magic cost to above 255MP for a spell/summon
set max level for a materia to lvl 3 instead of lvl 5, in my case I only want 3 levels on knights of the round.

361
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-05-14 05:25:30 »
ok question if ok.

If I were to set clouds level to 1 for start of game but left his stats alone, would that mean he would still have same stats but just have higher base values? so by the time he reaches the original starting level he would have higher stats than otherwise in affect making the game easier.  If this is the case how do I know what to adjust the stats to on level 1 so he has the same stats on the higher levels.

If you don't change the growth curves then it won't matter because the stats will sort themselves out after a few level ups; Yuffie, for example, has starting stats of 1 for each attribute at level 1 but has normal stats by the time she reaches level 17. Have a look at section 1.4 of the party mechanics guide to see how it works.

In short, there is a baseline curve for character stats that is involved in the formula for stat growth at level up that stops stats from growing if they are higher than they should be for that level and makes them grow more if they are lower than they should be. Starting stats aren't really important.

You probably won't have exactly the same stats at level 6 no matter what you set his level 1 starting stats at because of the random element in stat gains, but as long as you don't dramatically increase his stats, they will normalise by the time you get to about level 15 (maybe earlier).

ok thanks understood. I might mess with the curve stuff so more difference between the characters.

362
Archive / Re: Safer Sephiroth not so safe?
« on: 2009-05-13 22:47:15 »
guys this is what I have done so far to try and make safer seph harder, since although he gets harder when you level 99 he is still way too easy.

base hp boosted  x 8, this is to not only make the battle feel more epic (long lasting) but also to try and saturate limits on casting eg. if you have a level 2 kotr which can only cast twice, then this gets used twice and he is still alive.
super nova status damage bypass status defense, so confusion etc. will work if you have ribbon.
heartless angel to also do status slow/poison, it will only have a small chance of inflicting status but if it does it will almost certianly mean death, this attack also bypasses status defense.
when safer seph does an animation, starting anim, anim where he flies, anim where he comes back down then haste status will be set on him if its not set.
damage done by deen increased 8x
magic defense extremely high, currently too high so will drop it as comet2 and other attacks that dont ignore defense only do 1hp damage.
currently got kotr not bypassing defense to try and weaken it against him however due to above problem its only doing 1hp damager per hit so this will be adjusted.  The idea is I want it to do 2-4k per hit when cast by high level magic users.
omnislash does about 1.5k per hit with ultimate weapon on lvl 99 cloud I think I got his physical defense good.
zero bahamut which still bypasses defense does around 11k per hit when 9999 limit removed otherwise 9999 damage.

what I want do is change the parameters that make him use his elixir so he will use it when below 10k hp instead of only 900hp.
also if possible change his wall to big guard. which will allow me to stop using the haste on his anim moves.
add ultima to replace 'some'  of super nova  turns so super nova used less but still replaced with a powerful attack.
add everyones grudge attack

363
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-05-13 22:35:04 »
ok question if ok.

If I were to set clouds level to 1 for start of game but left his stats alone, would that mean he would still have same stats but just have higher base values? so by the time he reaches the original starting level he would have higher stats than otherwise in affect making the game easier.  If this is the case how do I know what to adjust the stats to on level 1 so he has the same stats on the higher levels.

364
I confirm the wind graphics bug happens in the normal res as I have experienced it last time I played the game a year or so ago.

365
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-05-13 02:59:56 »
ok I see I needed to install visual basic powerpacks for new version so installed it.  I already got net 3.5 installed.

It now runs but after clicking on initial data tab I got this error and it crashed.

Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The system cannot find the file specified.
File name: 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
   at WallMarket.Form1.DrawStatIndic()
   at WallMarket.Form1.Draw_Curves(Object sender, EventArgs e)
   at WallMarket.Form1.Radio_CheckedChanged(Object sender, EventArgs e)
   at System.Windows.Forms.RadioButton.OnCheckedChanged(EventArgs e)
   at System.Windows.Forms.RadioButton.set_Checked(Boolean value)
   at WallMarket.Form1.TabControl1_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.TabControl.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
    CodeBase: file:///C:/WINNT/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
WallMarket
    Assembly Version: 1.1.8.2
    Win32 Version: 1.1.8.2
    CodeBase: file:///F:/patches/ff7/WallMarket118/WallMarket.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINNT/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINNT/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINNT/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINNT/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINNT/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Microsoft.VisualBasic.PowerPacks
    Assembly Version: 9.0.0.0
    Win32 Version: 3.0.30214.0
    CodeBase: file:///C:/WINNT/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/9.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.PowerPacks.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINNT/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



366
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-05-13 02:09:34 »
1.1.8 wont run for me, OS is windows XP.

1.1.7 works fine.
1.1.8 I get a hourglass for split second and then nothing happens, I get no dialog box, no errors etc.

--edit--
to add heiddeggar is one sweet app, and does what I was looking for, got to modify enemy attacks.

367
guys I in the progress of editing my scene.bin for toughness also, so far I have just used scene edit to boost boss stats, and tested the last 3 boss battles, safer seph is now more worthy of final boss status, and all 3 bosses no longer crumble under kotr.  Regarding the 9999 limit I have removed the 9999 hp limit but I decided to keep the damage done by the player limited to 9999 (not the enemy tho), it suddenly became too easy to kill a lot of creatures when I was doing 30k per hit with 4x cut.  If I toughen up everything in the game to counter this I may then allow high damage again.

What I am interested in tho is doing what you have done here, changing the attacks the monsters do, I am guessing wall market or some other app does this as scene edit doesnt seem to be able to.

368
it will but on a 22" 640x480 will look small to the size of the monitor.

369
ok thanks, has anyone got a clip of the game with just the custom graphics driver but no other graphics related patches?

If I understand this right, this allows various resolutions (not just 1280x960),  as well as working on all new gfx cards?  Which is good news for me although 640x480 works well on my laptop for some reason it scales it well so has full screen height, I eventually plan to play it on my desktop pc on a 22" lcd and 640x480 would be poor on it I expect.

370
Troubleshooting / Re: sound dying in movie cut scenes
« on: 2009-05-09 19:10:57 »
If it works for you, don't disable it. An easy way to test it is to run through the plate release sequence, if you can't hear the sound effects (and the music in shinra's office) that's what's causing it.

well I was testing on the fmv you get when the first reactor explodes, if I get the problem you just mentioned I know where to look so thanks.

371
will transparency be fixed?

also....

http://www.youtube.com/watch?v=lgd69vkKFB8&fmt=18

Using your driver....should be totally correct, if there are any sync errors its youtube or fraps fault.

wow the sound in that clip is awesome. also the dialogues, is that what the transparent patch does?

oh and great work this driver looks like it will be excellent to use.

372
Troubleshooting / Re: FF7 movie crash help!
« on: 2009-05-09 09:11:33 »
give me the filename and I will put it on the net for download for you, unless this is considered piracy by the forum and they wont let me, but I dont see the harm in one video clip.  Of course then you will need to edit your ff7 config so it plays all videos of the hard drive to use the file.  Is a good idea anyway to reduce wear and tear on the cd.

373
Troubleshooting / Re: FF7 Crashes with winmm.dll error
« on: 2009-05-09 09:08:35 »
yep I used to get those crashes when I last played it on XP, was related to midi.

374
Troubleshooting / Re: sound dying in movie cut scenes
« on: 2009-05-09 09:02:20 »
its all solved, I read half a dozen threads here with the issue and in one of them a guy worked it out and I will explain here to help others.

Basically in some movie scenes FF7 cuts out the music and it does this by lowering the midi volume to mute, in vista (and windows 7) there is no midi volume control so what happens instead is ff7 actually turns down all sound to mute and hence the no sound.

There is a solution luckily, I downloaded and installed a virtual midi app and then assigned midi to that app in ff7config.  That app has its own volume control so ff7 will no longer touch the main sound control by accident, and I also now have decided to use ff7music since the soundcard in my windows 7 laptop is aweful for midi.  Its now all working quite well, the only issue I get is sometimes a pause before music starts but is minor, the game isnt crashing and my fmv sounds play properly now.

this is the app download page.

http://www.nerds.de/en/download.html

I didnt work this out was another guy who posted on the forums helping someone else and I am very grateful to him, as well as to everyone involved in ff7music.

OS is windows 7 I been playing it on, 64bit edition. Am very pleasantly surprised that was the only major issue I had.

Shoukd I disable emulate ramps in ff7music? I dont seem to have any issues but if its a known problem that might affect me later I will turn it off.

375
FF7 Tools / Re: Yet Another Multi-Patcher
« on: 2009-05-09 04:23:12 »
I guess I should throw in my two cents now and say that the YAMP MDef bug fix is located here:

http://files.filefront.com/MDef+YAMPrar/;13017615;/fileinfo.html

sweet thanks, ok ignore my last post :)

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