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Messages - VonZippa

Pages: [1]
1
Releases / Re: FF7Music Installer
« on: 2012-01-14 22:16:05 »
This is a known issue. If I recall correctly, it's caused by Aali's driver not knowing how long to wait when it's not using internal MIDI music, so it just skips it entirely.

Good to know.  Thanks for the prompt reply.

2
Releases / Re: FF7Music Installer
« on: 2012-01-14 18:12:53 »
I've successfully used this installer and have been enjoying the remastered ogg music quite a bit.  Thanks a lot for all the work that went into creating this installer.

I'm having one peculiar issue that I've noticed ever since installing this.  It isn't even a problem really, so much as a peculiarity.  When you rest at an inn, after selecting to pay whatever amount of money, you would normally see the screen go black for maybe 6 or 8 seconds or however long and that little "sleeping at an inn" tune plays (sorry I don't know what it's actually called), but with FF7Music installed, the part where the screen goes black and the little tune plays seems to be skipped entirely, although not at every inn (the one in Costa Del Sol still goes black, although in that one you hear the ocean instead of the usual tune).  To be honest, it's actually something I enjoy as sitting there waiting for the time to go by and the tune to play can be annoying sometimes (yes, I'm impatient).  I've read through this whole thread thinking someone else might have noticed this, but there was nothing mentioned about it.  If I comment out the ff7 plugin line from ff7_opengl.cfg and run ff7.exe directly then the game goes back to using MIDI and the inns work normally again.  Am I the only one experiencing this, or is it a known issue with FF7Music and FF7?

3
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-12-17 03:28:21 »
I am surprised that would annoy you given it happens so rarely... but the offset is :

006C49A9 memory/002c3da9 exe, where 30 = 1 second, 60= 2 seconds.  Set it to 30 and you will be cool . (I use 70).

Yeah, I'm kind of OCD about saving, so it's not as rare as you might think.  I made the change and it's working great now, so thanks a lot for the offset.  I'm looking forward to M005.

4
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-12-17 02:34:37 »
Vonzippa, I am sober now.  The delay is correct because I increased the time it appears same with ALL those types of boxes.  Reason for that is the Limit break manuals can not be read in the original PC.  Like "d-d-d-damn my head hurts" < barrett.  They are all linked.

The cursor issue is a problem with touphscript and will be fixed in M005.  As will world map dialogue which is broken.

Ah, I see.

Is it a trivial thing to change?  I'm not asking that it be changed in the mod, but can you tell me what the offset address is in the exe that controls that delay?  I can see the value of having those messages stay longer for the limit break messages, but once I know what they say and have read them once, then it's not really needed, and honestly the delay is driving me crazy every time I save.  If it's a trivial change then I can do it myself in a hex editor if you can tell me the offset(s).

5
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-12-16 17:27:46 »
the Q&A portion is kinda confusing on how to install this mod. Is there an easy way like a step by step procedure? correct me if im wrong...

1. install ff7
2. install patch 1.02
3. install  aali's custrom driver
4. install the  Menu Overhaul Project (M004d)

i've done that procedure and the only problem is everything is still the same except that the entire game screen is small like 640x480 even though I edit the width and height on ff7_opengl.cfg to 1360x768 (my native res). The last time, it worked. although there are other patched and mod that are installed so i have to uninstall and delete the mods and install it again hence this problem.

Between steps 3 and 4, did you run FF7Config and select the custom driver in the 'Renderer' pull-down from the 'Graphics tab'?

6
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-12-15 22:25:23 »
You might already know about them, but I've run across a couple of issues with the mod that I wanted to let you know about:

First, in the part of the game where you first meet Aeris and are prompted by her to wait, fight, run, etc, the cursor isn't lined up with those options, and when those options are displayed it acts a bit funny, as each option will show up one line at a time, and you have to press 'OK' after each one to show them all.

Second, I've noticed that when you save a game, just after picking the save slot and confirming the dialog box that asks "Are you sure you want to save" another red/pink-ish colored box comes up after that says "Saved."  In the un-modded game, that "Saved" dialog only lasts for a split second, and you can 'Cancel' out of it and resume playing or quit or whatever.  But with the mod, that red/pink-ish "Saved" box stays there for around 3 seconds regardless of pressing 'Cancel' and you just have to wait for it to go away before you can back out of the menu and continue playing, etc.  It's not really a big deal, but I was just wondering if that was done deliberately for some reason, or is it just some kind of side effect from some of the modifications made to the save screen for some reason?

7
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-12-14 22:39:59 »
Turning off DEP definitely solved the crash.  Having had a chance to play around with the mod for a while now, I must say I'm impressed with it.  I can only imagine all of the hard work that undoubtedly went into it, especially considering the different combinations of options available during installation.  I used to hate how you couldn't see your party's HP values whenever you had enough materia equipped to cause the command window to change to an increased width.  That problem is solved now along with many other enhancements.  Thanks for this mod, and for your hard work and putting all of this together.  I look forward to whatever enhancements future versions might bring as well.

8
Just as I thought. Turn off DEP and smack Dan for distributing such garbage :) (if anyone recalls I had the same problem with my modified FF7Config.exe)

A-ha, yes that was it.  It's working now with no crash.  Thank you very much!

9
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-12-14 13:57:08 »
Quote from: DLPB
Your exe works fine here.

I was afraid of that.


Quote from: DLPB
Are you sure you simply patched that exe once with the menu O.?

Yes, just once.

Quote from: DLPB
Send your crash dump to aali if so, see if he can shed some light...

I have done so.  Hopefully he can.  Thanks for your time.

10
Link doesn't work, please use something other than google docs.

But before you upload it somewhere else, look at the detailed error report (the one that comes after the drivers own crash message) and tell me if you see "BEX" in there.

I've updated my previous post with a different service, hopefully that one will work.

I'm sorry, but I don't know what you mean by 'detailed error report'.  When the program crashes, all I see is a dialog box which contains:
Code: [Select]
Oops! Something very bad happened
Wrote crash.dmp to FF7 install dir.
Please provide a copy of it along with APP.LOG when reporting this error.
Write emergency save to save/crash.ff7?

...followed by another dialog box...

Code: [Select]
ff7.exe has stopped working

A problem caused the program to stop working correctly.
Please close the program.

-> Close the Program

I don't see any other error information.  I did look in event viewer and found some more information, but I have no idea if it's what you were looking for:
Code: [Select]
Faulting application name: ff7.exe, version: 0.0.0.0, time stamp: 0x35feae6f
Faulting module name: ff7.exe, version: 0.0.0.0, time stamp: 0x35feae6f
Exception code: 0xc0000005
Fault offset: 0x00513b35
Faulting process id: 0xbc4
Faulting application start time: 0x01ccba1cbea214b6
Faulting application path: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\ff7.exe
Faulting module path: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\ff7.exe
Report Id: 023820eb-2610-11e1-a0a9-001b21275acb

Thanks for your time.

11
Aali,

I'm having a crashing problem after installing the Menu Overhaul Project from this thread http://forums.qhimm.com/index.php?topic=11649.925

DLPB had me send him my ff7.exe which crashes on my system but runs fine on his.  He was stumped as to the cause and thought you might be able to shed some light...

If you could look at this crash dump and see if you can discover anything, that would be great.  Thanks.

APP.LOG
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. AMD Radeon HD 6900 Series 4.2.11318 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: main program link log:
Vertex shader(s) linked, fragment shader(s) linked.

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: could not open file C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\ff7input.cfg
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: F:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: unhandled exception

ff7_opengl.cfg:
Code: [Select]
# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 960
preserve_aspect = yes
fullscreen = no

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path=DK

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
#music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
# break_9999limit

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

crash.dmp

12
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-12-14 02:11:01 »
It is weird that just a patched exe is doing that....  since it is doing it to no one else...  send me your patched ff7.exe in zip. Upload.

https://docs.google.com/open?id=0Bz5iDlGVZqCBM2M3Njk1ZGUtZjU4MC00NThhLWFhNTAtYWIyZjk3YzRkODY2

13
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-12-14 01:13:23 »
Make sure it is the menu project doing it.  Restore the old files (the files are saved in the Backup folder in the root or on game disc) and see if the game crashes immediately after the menu overhaul is added.

This will make sure nothing else has been added afterward.

I've done as you asked, and when I restore even just the ff7.exe from the backup folder, it no longer crashes.  I can see many of the changes the mod makes, but it doesn't look right of course because the .exe is not the one from the mod.  Then as soon as I switch back to the patched .exe the mod makes, it crashes again so it's definitely the .exe causing it, and as I stated before, it's just the vanilla English 1.02 .exe that I start with before the mod patches it.  If it makes any difference I'm using the following options:  retranslation project, original cannon names, american spelling, all status effects shown in menu, FFX theme, auto size action box, standard overhaul graphics, original style new world map graphic, felix's credits background, sense limit, gypt, save and phs anywhere, lucky cait, and lucky tifa.  I have not tried different combinations of these options to narrow down which one might be causing the crash specifically, but I could experiment with that.

14
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-12-13 23:41:37 »
VonZippa,
Run the game is compatibility mode with these settings.

Try running FF7 in compatibility mode. These are the most compatible setting.
Right click on ff7.exe in the game folder.
Select Properties.
Go to the Compatibility tab.
Tick 'Run this program in compatibility mode for.'
Set the drop down list to 'Windows 98/Windows Me.'
Tick all the boxes under Settings:
Run in 256 colors
Run in 640x480 screen resolution
Disable visual themes
Disable desktop composition
Disable display scaling on high DPI settings
Tick 'Run this program as an administrator.'
Now open FF7_OpenGL.cfg in notepad.
Set the game resolution to 1280x960:
window_size_x = 1280
window_size_y = 960
Turn off fullscreen:
fullscreen = no
Disable shaders:
use_shaders = no
Disable transparence:
fancy_transparency = off
transparent_dialogs = off
Disable compression:
compre ss_textures = no
Disable PBO:
use_pbo = no
Make sure that you install a fresh maximum installation of the official US 3 CD-Rom version of Final Fantasy VII.

Thanks for trying to help.  Unfortunately none of that changed anything.  In case I wasn't clear before, the game ran flawlessly with just Aali's driver and FF7Music.  The game never crashed once in countless hours of playing until I installed this menu overhaul mod.  I've read through this entire thread as well as the readme text that gets silently dumped in whatever folder you run the mod install .exe from, but nothing I've read seems remotely related to my specific circumstances or the crash I'm getting.

15
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-12-13 22:38:53 »
I have already read the above mentioned documentation prior to making my previous post, which should have been apparent given the information and details previously provided.  Upon superfluously reading all of the documentation a second time, I can find nothing mentioned that was not already addressed in my initial posting.  What now?

16
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-12-13 21:32:23 »
I installed version M004d of this project, but I'm getting a crash just before the game would normally display the "new game / continue" menu just after starting the game.

I have no anti-virus running, I'm using the vanilla 1.02 English ff7.exe with Aali's custom driver version 0.7.11b and FF7music.  No other mods are installed other than this menu overhaul project.  The crash ceases to occur upon uninstalling this project.

APP.LOG:
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. AMD Radeon HD 6900 Series  4.1.11251 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: main program link log:
Vertex shader(s) linked, fragment shader(s) linked.

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files (x86)\Final Fantasy VII\Data\Movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: yuv program link log:
Vertex shader(s) linked, fragment shader(s) linked.

set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: unhandled exception

17
I had the fortune of stumbling across your awesome save game editor earlier tonight while searching for a way to get the Umbrella item because I suck too much at the mini-game to get it the legit way.

I've read through this thread and I must say you've made an amazing amount of progress with the editor.  It's great seeing people willing to give their time and talents toward enhancing the Final Fantasy VII community even though the game is nearly 15 years old.  I love it!

Out of sheer curiosity, after I used Black Chocobo to add the Umbrella weapon to my save game's inventory, I ran a file compare to see what and where changes were made to the save file.

Quote
Comparing files save00.ff7 and SAVE01.FF7
00000009: AD C4
0000000A: 1E 6B
0000007E: 32 33
00000525: FF C7
00000526: FF 02

I figured out that 0x525 is the item code and 0x526 is the quantity (or it seems to be double the quantity for some reason).  I also figured out that 0x9 and 0xA are the checksum, but 0x7E confused me for a while.  If I'm reading the save map correctly, that would be Cloud's level progress bar.  I didn't make any changes in Black Chocobo other than adding the Umbrella, so I was confused as to why that value would be changing.  Is it possible that the game and your program calculate that value slightly differently due to rounding differences?  That's the only thing I can think of.

Also, I tried out the New Game+ feature but it seems to be a bit quirky.  The game did indeed start over from the beginning and Cloud had his same level, but Barret's level had increased by 5 levels.  Maybe the game has some kind of base level for Barret and adds 5 levels to that when you start a new game?  Would there be any way to prevent this, such as subtracting 5 levels from the character when performing the New Game+ function so that the net change would be zero?  Ideally, every character would be the same level in the new game as they were in the save game it was based on.

Thanks for the great editor and keep up the impressive progress!

18
I'm getting a crash that seems to randomly occur when a battle is initiated.  It seems to always happen right as the battle swirl effect is finishing.

http://rapidshare.com/files/301884991/crash.dmp.html

Code: [Select]
INFO: Auto-detected version: FF7 1.02 US English
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r19334, Copyright (c) 2000-2009 Fabrice Bellard, et al.
INFO: ATI Technologies Inc. ATI Radeon HD 4800 Series  2.1.8086 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1440x1080, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Fragment shader(s) linked, vertex shader(s) linked.
 
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 1:SB X-Fi Synth A [9400], mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\data\midi\midi.lgp
MULTIMEDIA ERROR: The function is not supported. in FILE C:\lib\src\sound\midi1.cpp LINE 356
midiOutGetVolume returned: ffffffff
Volume control unsupported
MIDI INITIALIZED
set music volume: 127
set music volume: 127
MIDI set master volume: 100
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\data\movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
SET VOLUME 5: 127
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\save/save01.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\save/save02.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\save/save03.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\save/save04.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\save/save05.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\save/save06.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\save/save07.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\save/save08.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\save/save09.ff7
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 2
reading midi file: OB.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
MIDI play: 2
song is already playing...
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 313
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
SET VOLUME 1: 127
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
SET VOLUME 5: 127
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 2, time: 4
MIDI play: 2
song is already playing...
set music volume: 127
Field Quit
Entering MAIN
MIDI play: 2
song is already playing...
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 311
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
SET VOLUME 1: 127
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
SET VOLUME 5: 127
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 2, time: 4
MIDI play: 2
song is already playing...
set music volume: 127
Field Quit
Entering MAIN
MIDI play: 2
song is already playing...
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
ERROR: unhandled exception

19
Archive / FF7Music mp3s?
« on: 2006-04-12 22:31:01 »
I actually managed to find the soundtrack in mp3 format.  People around here seem super paranoid about even mentioning where to look for these kinds of things, never mind any kind of actual direct links so I guess I won't say where I found it.

Anyway, I was quite disappointed with the way most of them sounded.  I guess I was under the misconception that these mp3s were orchestrated versions of the songs.  I mean, when I listened to them, most of them still have a MIDI-esque sound to them and honestly, some of the songs I felt sounded worse than the PC MIDI versions.

Also add to this the fact that FF7Music has god-awful documentation (no doubt why there have been a dozen or more threads about it not working, or not working properly).  I doubt the PSF versions of the music sound any better than the mp3s, so I've decided to not even mess with it.

20
Archive / save anywhere patch?
« on: 2006-04-06 03:15:13 »
I imagine it would be a somewhat trivial thing to do, if you knew where to make the change.  The fact that you can save anywhere in the northern cave (by using the save crystal) leads me to believe that in terms of the capability of the game itself, you can save anywhere and the game just records your coordinates on whatever map you happen to be on.  The only thing that keeps you from being able to save wherever you want is that the save option is disabled if you aren't on a save "spot."  Wouldn't it be a trivial matter to make the save option be enabled at all times, so you could save pretty much anywhere?

21
Archive / FF7Music mp3s?
« on: 2006-04-05 22:52:28 »
I have the PC version of FF7 and would like to have better music than the built-in crappy MIDI music.

I've seen a lot of posts about people having problems with FF7Music, but nobody has mentioned anything about the mp3s.  Where is everyone getting them from?  Is there a place to download them?

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