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.


Messages - bloodygood

Pages: [1]
1
Troubleshooting / Re: Chocobo Problem!
« on: 2012-08-30 14:30:45 »
I just wanted to say if that is the overworld sprite model is a motorcycle. Then I would probably consider it more of a feature than a problem. Could you post a screenshot of the offending problem?

2
Considering no one has posted information specifically about what would go into making this possible here it goes. Information from here: http://wiki.qhimm.com/FF7/Field_Module
Due to the way the decompiled files store the backgrounds. The easiest method of re-inserting them was to have the driver pull the picture from somewhere else. Instead what you would have to do here is:
A. Update the Palette section of every file to make sure you have absolutely every colour that will be used in the background.
B. Update the section that tells the driver how to put together the pieces (16x16 pixels) in order. Since the new backgrounds are 4 times larger. That means completely updating it or finding a way to tell the driver to use 64x64 chunks instead. And also that would still mean re-writing where the top left pixel of each chunk is since that would change from using the larger images.
C. Updating the actual background data with the new data and making sure every pixel grabs its colour from the correct palette.
Now I am in no way saying this is an impossible feat, I am only saying it will take a lot of work. But who knows, the members of this forum have always surprised me with their accomplishments so I believe someone will figure this out. I personally have been wrapping my head around this very idea since the re-release came out.

3
Gameplay / Re: Controlling Sephiroth?
« on: 2012-08-28 21:16:38 »
Pretty simple enough. Copy part of Sephiroth's Init script (the one that enables the Main script) and add whatever behavior you feel appropriate. Everyones' scripts with the exception of Vincent's and Sephiroth's are completely expendable. Get rid of that "Love Battle Points" script that isn't even considered and you'll have room for more complex behaviors.
Ah, thank you very much for the information. I will do some tests and see if I can come up with a decent partner-esque ai script.

4
Gameplay / Re: Controlling Sephiroth?
« on: 2012-08-28 18:46:52 »
Datapack, if the installers aren't working, you can do this yourself by using Wallmarket to edit Sephiroth's character AI in the KERNEL.BIN. If you set the 60 01 on the fourth line of his pre-battle script to a 60 00, that should make him controllable.

Also, stop demanding stuff, and don't double post just because you haven't had a response yet. That sort of behaviour makes you look needy and entitled, neither of which are particularly admirable qualities.
Suddenly I am a bit intrigued. Has anyone tried actually reversing the edit. Instead of making Sephiroth controllable. To go the other way and make a character like Cait Sith for example Ai controlled. I feel like this could make the game have a different dynamic if you sort of chose a character to represent yourself and your party played as if they were other people.

5
I tried your tex files and I got this extra line:


Went through the process you gave and I got the exact same hand_1.tex as you (hand.tex was different, yours looked like it still had some of the hand, but I don't think the game uses it at my video settings).  I compared the original hand_1.tex and my modified one and saw 4 bytes starting at 0x20EE.  I zeroed them out and that black line disappeared.  I think there were some extra pixels that TileMolestor wasn't displaying.

Thank you so much!  I don't think I could have gotten that without your help.
Ah I see, I must have just missed those when editing. I will be making the same correction to my version as well.  Thank you for also mentioning that. I felt that the hand was getting rather in the way at times and that it took away from the atmosphere a bit.

6
Hello Zuljin. I just ran a few tests on my own to see what could be the problem. I first tried the method you described with ULGP -> hand.tex ->img2tex -> hand.bmp. etc and when I converted back I ran into the same problem.
So I decided to try a slightly different method. Since these are small files I instead opened the hand.tex in TileMolestor-0.16. Once the file was loaded you will notice the file is jumbled and strangely coloured. then using the information from here. http://wiki.qhimm.com/FF7/TEX_format I changed these settings to make the image display correctly to edit. View>Mode>2-Dimensional and View>Codec>16bpp BGRA (5551). Then using the eyedropper on a empty space (gives the hex value of 00 I believe) and the brush tool I painted only the pixels for the hand. Then when I saved the new file and compared with the older version in a hex editor. I noticed only the hex values for the hand pixels had changed and nothing else. Then I just ULGP'd them back into the flevel and voila no hand.
These are the 2 modified tex files. But I recommend also attempting the method I described above for experience.
http://www.mediafire.com/?3poopu7leiun36u - updated to reflect fix

7
even if you edit a save offline. if the signature isnt right for it then it will still be deleted
Sorry, my point was not about whether or not it syncs. I was saying that my files might be the reason I don't have a proper userid. Since I got the first build that was a supposed pre-release according to SquareEnix's PR. and didn't update it.

8
I do run my game in a virtual machine that does not access the internet. Could this perhaps be a reason why it is having no trouble with the files? Since it never has a chance to access the internet the files only save locally and therefore never sync.
I should also mention that I got in on that first day of the early release where you entered your code and it said "error connecting" and if you clicked 'activate' without a key it auto accepted, this might mean it somehow affected the original files.

Where is the UserId? Look at the path of the saved game:
C:\Users\{user-name}\Documents\Square Enix\FINAL FANTASY VII\user_123456\save00.ff7
In that case, that would be 123456.

So, append the said UserId at the end of the saved game, and MD5-sum it. Voila!
I probably shouldn't use the word i was about to use, and you're trolling ;p

dziugo
So the empty slots for everyones files should be their userid? Very interesting, and nice find on how the save files md5 sum properly.

9
*snip*
removed for not being useful to users who updated their client after the pre-release build.

10
Omzy, would it be possible to get a zip of all of the original files. non-converted for the driver?
Example: These files
Code: [Select]
mds7_0_00000000.png mds7_0_00000128.png mds7_0_00000129.pnginstead of these files.
Code: [Select]
mds7_00_00.png mds7_01_00.png mds7_02_00.png mds7_03_00.png

11
I believe instead of making fun of the persons choices for wanting to simply modify the original flevel.lgp it would be better to answer their question. Or don't respond to them if you don't know the answer. I personally have been working on doing exactly the same thing they are asking about. And the problem I am running in to is repacking the new field maps into the original .dec for each field location. This is partially due to having to first reconstruct the original full maps from the files that the driver reads.

Pages: [1]