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Releases / Re: [WIP] FFVII Battle Scene Enhancements
« on: 2013-07-25 03:38:31 »
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Question...can your methods be adjusted to work for battle scenes as well?
The remove glitched textures in bootleg needs to be unchecked as I read. Personnaly, I checked it, before of course reading it, but didn't see a difference in game. When you tell about 'losing playable content' Omzy, what de you mean in particular ?I believe that option runs a batch script that deletes any texture with a lighting parameter, which may be more than a hundred textures. In-game, the backgrounds will look fine, but the lighting layers will be pixelated like in the original game. From what I've recently learned about the subject, some of the glitched textures may actually be missing an animation (which is hard to notice if they are). You aren't seeing a difference because those backgrounds with lighting layers are relatively uncommon. If anyone has more input on this, please let me know. I still have yet to do a playthrough.
None of the color cycling animations work with the .png textures.I've been wondering what exactly the problem with those was. Thanks for reporting that. Not a huge deal, in my opinion, but hopefully it gets worked out in the future.
It's a limitation of the OpenGL driver.
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_ModuleThis is pretty much spot on. It would be a big project indeed. There is no reason to use the original photoshops, however, since the converted files distributed in the release are of the same format that the game engine expects (16x16 blocks). You would have to add a header to each image file and index each color with palettes like bloodygood suggests. However, this would probably require a larger palette, among other things. Perhaps its a better idea to alter the driver of the re-release than to alter the game itself, but I lack knowledge in that area, unfortunately.
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.
Arg I've spent hours toiling away... seems there IS a loss of quality when going to 2x. It's very slight, but its there...
Thanks Omzy, reducing the images to 2X does not come at a loss of quality. I'm in the process of optimizing everything.Great and thanks--once you have a link, ill put it in the main post.It should not take me to long, I work very fast.
Work!Aha, now that is interesting. I checked it out and apparently those animations are broken even without my pack. The foreground is being drawn on top of the closed door animations. That is either a problem with the original game or with the OpenGL driver, so there's nothing I can do from my end to fix it.
Unfortunately, to see the doors open (right) is not good.
Programming seems to be a bit more complicated than I thought @_@.Thanks for the support--you definitely didn't come off as rude. Asking questions is the only way any of us learn
Nevertheless, you have done several great things, and I for one am extremely grateful.
I didn't mean to pass off as rude, if that was the case. I was genuinely curious
I eagerly await any and all updates that are sure to come!.
Might I ask why the openGL driver (which I assume is Aali's) doesn't work? It seems like a curious problem :O.OpenGL is a different beast, which I have no knowledge of. Aali is the developer of the OpenGL driver for FF7/FF8 and his hard work has paid off for all of us. It is apparently a lot tougher to read backgrounds into OpenGL in FF8 than in FF7, so for now, there is no driver support. When that eventually comes around, however, we'll be ready for it.
Hi Omzy,Hmm, that is odd, must've been overlooked somehow. Sorry EQ2Alyza for misleading you. For now, here's just itown1b.
thank you very much for that cool texture packs.
I download the 3gb pack two days ago but the file "itown1b" was not included.
MISSING SCENE
I have found a scene that looks to be untouched even with the latest patches. It is Mideel after the Lifestream has wiped it out. You can view it in my video here: www.youtube.com/watch?v=ijIbfnJpFCY#t=0m20s
Hopefully it's a quick fix for Omzy

That said, are the parts of the game like the bridge in Jeunon and the library under the Shinra mansion fixed now, too? I had it in mind that those were gonna be hard to work around.
Even with Omzy's FacePalmer Fix Packs, there are still some glitched textures: