Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Jeet

Pages: [1]
1
Update :  Video of the gameplay is up
Update2: Download link ready ! in the video description :

https://www.youtube.com/watch?v=Os4RK5YujGI

Hello everyone, after a lot of years i decided to fix and enhance my original Sephiroth mod(soon available):


FF7" border="0


The picture say everything the most important changes are on thoses 3 characters ( and cait sith)
Sometimes less is better than too much, i think i added too much things in the previous mod and changed too much character, i had a lot of request to get back the original roster with only few changes like Sephiroth, and now i totally agree with that


gjeno" border="0
gfiros" border="0


So basically, everything is back to normal, characters, magic, names etc, what is modified is :

Visual:

-Cloud to Sephiroth
-Barret to Dayne (new moves, better animations and sounds effect , real field model)
-Caith Sith to Tonby ( customized tomberry king)
-Vincent have news moves better looking attacks ( using guns and claws), 2 limits break per level instad of 1
-Only Sephiroth and Vinsent can transform ( Jenova/synthesis in disc1, bizarro/safer in disc2 and 3, lifeform N and hellectic for vinse)
-Transformations have now special sounds effects when attacking , transforming or casting magic
-Transformations have enhanced dynamic camera and transformations transitions have now original bosses animations
-Bizarro and Safer Sephiroth have more and better looking animations set and now have their Eyes displayed !
-all hacked character have real weapon's name and limits break ( in previous mod they was named " L1 L2 etc")
-all portrait have been remade (no more ugly pixelised ones)


gvinse" border="0
hdyne" border="0
itonby" border="0


Gameplay:( i dont wanted to modify too much things to keep the original experience from FF7 but there is still some changes)

-Game is still harder than in the original but now the difficulty is smoother, trash mobs wont be able to wipe your team
-But bosses and big ennemies like dragon are still a challenger and will require use of every materia to defeat
-To compensate , all magic/summon and player's weapon are slightly stronger
-Ultimate weapon from every characters now have growth on their materia slots
-Shield materia now boost stats per % so its better use late game
-Mystify materia is now Sephiroth starting materia and renamed to " Stigma" materia,its still does the " confuse and berserk" but with enhanced effect and " bizarro shock" visual, thats the only materia that have the visual modified


field2" border="0
field1" border="0


Audio, the music changed in accordance with Sephiroth transformations ( jenova disc1 and bizarro disc2):

-Normal battle theme in Disc1 in Midgar arc is changed to "Crazy motorcycle" theme , boss battle theme is unchanged
-Normal battle theme in Disc1  is changed to "J.E.N.O.V.A" theme , boss battle theme is unchanged
-Normal battle theme in Dis2  and Disc3 is changed to "Birth of a God" theme and bosses battles to "Jenova Absolute theme"
-Normal and boss battle theme in World map are unchanged


Finally here is the final roster ( thanks to nicco1991 for his wonderful restauration of dayne original artwork:)


roster" border="0


Whats still sucks and need to be done in the future (final version) :

-Sephiroth field model still dont have a climbing/jumping animation outside of battle
-Tonby field model need to be improved , you can see him in one of the screenshot, its basically a recolored caitsith with a hood
-Kid Cloud, female Cloud and Cloud with buster sword in field/outside battle need to be replaced by Sephiroth field model
-Enemy Sephiroth and enemy Dayne need to be replaced by Cloud and Barret in field
-changing final boss ( bizarro/safer battles) to enemy Cloud



In the meantime, if anyone is interested by FF8, here is a link to my Final Fantasy 8 Galbadia mod ( Fujin, Raijin and Edea playable):

https://forums.qhimm.com/index.php?topic=26690.msg296070#msg296070






2
Video link (download link in description) :

https://www.youtube.com/watch?v=5YWgGMuN-us

Use PPFomatic tool to install the patch on the NTSC version of FF8 PS1

Hello, first of all i'd like to thanks LVG for sharing his discovers about the ennemies animations script section, Myst6re for his tools and FF8 knowledge on the structure of the game, the doomtrain's team (alex, maki and JWP) and Nicoc1991 who helped me all way long during this long and difficult mod ( 1 month but very intense since FF8 game structure if far more difficult to access than FF7's) with his artworks and all the data he gathered for me.


FF8" border="0


So what  this mod is about :

Visual changes :

1-Playing as Raijin, Fujin and Edea as permanent character they will replace Irvine, Selphie and Quistis ( Squall , Zell and Rinoa are not modified)
2-Squall and Zell field models ( out of battle) upgraded to high-res versions ( more details like battle models)
3-Recolored Zell and Kiros pants to black color
4-Restored Gerogero colors/texture from the original uncensored japanese game
5-Changed Quetzacoatl and Siren for Gilgamesh and Odin ( using doom train tool)

Audio changes :

6-"Man with a Machine gun" , "Premonition" and "Maybe I'm a lion" used for battle and boss musics
7-Restored original music from the demo disc "Dollet raid" for dollet mission

Gameplay changes:

8-Some GFs have better starting abilities and they cost less AP
9-Magics deal more damage and are easier to farm
10-Bosses are more difficults

Whats needs to be done :(for the V2)

1-Changing the second Edea ( the real one that join in disc3) models to another character , because right now there will be 2 Edeas in the Eshtar mission when she join, the one that join temporary wears the red mask
2-Ability to go into the dream world ( Laguna team) for some optional dungeons
3-Making Seifer playable

Modded characters have the complete skill-set in battle , limits breaks, all animations and their portraits working.


Here is some comparison screenshot in field with modded characters and normal squall to high res squall and zell:


MOD1" border="0

MOD2" border="0

MOD2A" border="0


In battle we finally can see Raijin and Fujin perform their " attack commands", with Raijin special and Sai as their normal attack commands:


MOD3" border="0

MOD4" border="0


Finally the portraits with modified character and new GFs (Raijin,Fujin and gilgamesh portraits rearranged by Nicoc1991):


MOD5" border="0



IMPORTANTS INSTRUCTIONS :

-PS1 US version of FF8 only
-Odin can kill bosses but doesnt works vs multi forms bosses
-Do not use any of Edea/Quistis limits break items, use only her first limit break.
-Fujin limits break have gravity elements, so it cant kill enemies but deal tons of damage to high hp monsters, its add status effect as well ( works 100% even vs bosses)
-Raijin limit break is " Mad rush" , its en enhanced version of mad rush and grants aura status to all allies
-Gilgamesh can use boost command
-Diablos now break armor/vitality of ennemies and deal normal damage, can use boost command as well.


3
***********************NEW VERSION********************

*******************************************************
The mod have been fully updated, every glitches have been fixed, there is new playable characters and new features

This is the ultimate Sephiroth mod, with the real Sephiroth model in field(not cloud's skeleton and animation anymore)

Safer and Bizarro have now their owns dynamic camera

The installation is now a very simple, just patch your NTSC US iso with PPFomatic.

You must own the NTSC US version ( not working with other versions) , only for playstation and psp

Here is the new video and download links of the patch (now V2):

https://www.youtube.com/watch?v=q0utdzX_49U&feature=youtu.be

Direct link

http://www.mediafire.com/download/0b68folrxkfnsjj/sephipatchV2.rar

UPDATE: the V2 is up with new changes:

-sephiroth now have the masamune sound impact/critical for all his weapons
-some weapons of sephiroth have now the ultima weapon's design
-some field animations(jump, climbing) was missing in the midgar chapter, this is fixed
-an unused/useless materia appeared in elena's starting equipement,this is fixed too
-enemies in the junon area  was too stong and have been nerfed(they was able to one shot a player)

This is the changes of this update only, for the main changes of the mod check the readme, I dont think i will make other updates so it will be probably the last version.

4
I was wondering how the game set multiple characters like " hellectic hojo, emerald weapon" and others, that have multiple parts,(separate legs and arms) I know they are independant enemies, but how the game "link" them together so they play their animations in the same time etc.What in the game ,for example,says" enemy331 will be combined with enemy332" ?

 

5
Graphical / PSX/PSP Sephiroth and Shinra MOD
« on: 2013-07-29 20:43:06 »
***********************NEW VERSION********************

*******************************************************
The mod have been fully updated, every glitches have been fixed, there is new playable characters and new features

This is the ultimate Sephiroth mod, with the real Sephiroth model in field(not cloud's skeleton and animation anymore)

Safer and Bizarro have now their owns dynamic camera

The installation is now a very simple, just patch your NTSC US iso with PPFomatic.

You must own the NTSC US version ( not working with other versions) , only for playstation and psp

Here is the new video and download links of the patch:

https://www.youtube.com/watch?v=q0utdzX_49U&feature=youtu.be

Direct link

http://www.mediafire.com/download/i11hkm2ndeeczi3/sephipatch.rar

6
Hi,

I have many questions so i listed them,Im trying to modify my field models so and i  have a problems ( to begin with, i have no basics of hex editing i just started this recently, so i have some quesitons), in another topic LazyBastard talk about his CLOUD.BCX modification with a shinra soldier, when someone ask him how he did this , Lazybastard answer :

"I did all of this in raw hex, by first reverse-engineering the formats themselves (though the town and battle formats were already mostly mapped out)."

Then he shows 5 links saying anyone could do the same if they follow the instructions, so that what i found in one of the link:

"Using Akari's notes from Q-Gears, the source from Micky's BSX/BCX viewer, information from the wiki ,I've broken down MD1STIN.BSX (BSX file from the first field encountered in the game) as an example of BSX structure."

1/So my first questions are : What is a BSX/BCX viewer and what mean " i broken down the file" ( i need it seem to be basics questions but i need to understand to continue this)


Then he say this :

"'BSX Header Section' [at offset 0x00000000]:
Code: [Select]
30 07 01 00 9C F0 00 00

Breakdown:
30 07 01 00 - size of the (decompressed) file in bytes (little-endian, so 0x00010730; 67376 bytes)
9C F0 00 00 - offset to the 'Models Section' (little-endian, so 0x0000F09C) "

2/So my questions are : what mean  "header section"?  and what mean "offset to the model section?" (once again i suppose its beginners questions but if someone could explain me i ll appreciate)

Then i have a problems i compared the same file in my computer with his file, and the values are not the same, i have 30 07 01 00 like him but its not at offset 0x00000000 , it start at offset 0x00000005 and for the second code i dont have 9C F0 00 00, i have 9C F0 E8 F3 ( i wont list them all but all the others values he talk about are not the same).

3/ Why my values are not the same? he says " decompressed file" and i never decompressed any file so maybe its the problem? if im right, how can i uncompress a BSX file? if not i Wonder why my values are differents, i tryed with another ff7 version and its still different


Finally,Since i started this without having using an hexeditor before , i m not sure about what i must do to change a field model into another one, example : i changed cloud's field (BCX)model into vincent field model(BCX too), it worked, i didnt used hexediting i just swaped them with CDmage, but my really goal was to swap cloud's field model BCX with sephiroth's one, and sephiroth dont have a BCX, he is stored in a BSX, thats why i ask you all these questions i want to take the sephiroth data from the BSX of a nibheilheim area (NVDUN2.BSX) and write it into CLOUD.BCX.

4/My two last questions: What exactly i must take in sephiroth data for having a correct field model? the model data only? or i must remplace everything? animation , skeleton etc? i was thinking that if i remplace only the model i will have a sephiroth with cloud stance in town? (same way of walking, runing etc) or its not so simple? (even since sephiroth animation are cool, i dont really care about this ,if it can avoid me many hours on this, its the model texture that i want).

5/How can i  know where start the model of sephiroth in the BSX since  Lazybastard  BSX example dont have the same values as mine, i cant referr to his work to know what i must modify .


If someone have the patience to read all this and give me some answers, i  ll really appreciate,  im try Harding for nothing since many days , i need someone to explain me this, since LazyBastard was too lazy to explain how he realize such a nice mod for PSX (in fact he did it but a beginner cant understand everything)

7
Graphical / Swap Field models PSX problem
« on: 2013-07-16 18:49:34 »
Hi, i have a problem with the BCX and BSX format, ( field format for the psx) i wanted to " copy " the sephiroth  patch but for the psx version, since i have no basics of hexediting and modding , i just swapped the models( with CDprog): cloud battle model with sephiroth 's, its work , and he is controllable without code, but the problem is for the field texture, i can remplace cloud field model with anyone , barret , tifa, vincent, etc, without crash ( just some animation are buggy but its still work).

The reason i post here an help is because i DONT FIND sephiroth BCX, i supposed he dont have one , and his field model is  BSX probably, i know its must be easy on PC since all the field models are in one folder but for the PSX i dont understand, i spend 10 hours for this searching a solution,so now i ask for  help: Someone know how to find sephiroth BSX and convert it to BCX?

(i know playing on pc would resolve this but i only play rpg on psp,i really cant play ff7 on pc)

Pages: [1]