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Miscellaneous Forums => Graphical => Topic started by: ultima espio on 2010-07-19 13:14:20

Title: [WIP/REL] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2010-07-19 13:14:20
Well guys, its possible. The characters CAN follow you around just like in FF8.

Video:
http://www.youtube.com/watch?v=OKQxToCFP-k

Screens:
(http://i85.photobucket.com/albums/k61/ultima_espio/th_chars.png) (http://s85.photobucket.com/albums/k61/ultima_espio/?action=view&current=chars.png)

(http://i85.photobucket.com/albums/k61/ultima_espio/th_charscid.png) (http://s85.photobucket.com/albums/k61/ultima_espio/?action=view&current=charscid.png)

(http://i85.photobucket.com/albums/k61/ultima_espio/th_charstifa.png) (http://s85.photobucket.com/albums/k61/ultima_espio/?action=view&current=charstifa.png)

How does this work?
Well, remember the man in Corel Prison that follows Cloud around? Its basically just an extension of that code. Instead of following Cloud, 1 character is programmed to follow Character 0 (the controlled character) and the other is programmed to follow character 1. I did have them both following character 0 at one point, but they kept clashing with each other. It will work with any character that is the leader.

I *Think* its possible to control whoever is in the top character slot. I'll have to look into that more. In the meantime, you may discuss this. :)
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: nikfrozty on 2010-07-19 13:21:43
If you do that.. Would we have to edit every field file too in the flevel.lgp?
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Miseru on 2010-07-19 13:22:13
So that's what was taking you from Aeris patch:P. Well the little refresh can be nice from it, but I dunno if that will not make problems with scenes that use split/join. :P So you're planning that on just some fields, or it's global? And does it work on world map?*thinking about chocobo x3* xD
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2010-07-19 13:25:29
If you do that.. Would we have to edit every field file too in the flevel.lgp?

It would have to be done for every level. Playing as whoever is in the top slot has a few problems though, like in Mideel when you find Cloud, the game crashes unless you play as Tifa.

I have found a code that lets you switch characters after talking to them, for example with the Aeris patch, i gave her text on the highwind, and if you pick yes, you play as Aeris. Its quite fun actually lol.

EDIT: Sorry, almost ignored you :P

No, it wont work on the world map. You have to do it for EVERY level. Although its just a simple copy and paste, and in some cases you may have to do a little tweaking.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Timber on 2010-07-19 13:30:29
Well, remember the man in Corel Prison that follows Cloud around? Its basically just an extension of that code.

That's quite the clever idea! Though I personally never liked the way FFVIII did that. However...

I *Think* its possible to control whoever is in the top character slot.

THIS would be very cool!
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: BlitzNCS on 2010-07-19 13:40:36
Question. How would this work for say, when Barret walks straight into the back of Cloud after the cutscene and dissapears into him. Would he just instantly appear behind Cloud, or would you have to modify code so that he didn't do that anyway?
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2010-07-19 13:46:31
Cutscenes just do this:

(http://i85.photobucket.com/albums/k61/ultima_espio/th_chars3.png) (http://s85.photobucket.com/albums/k61/ultima_espio/?action=view&current=chars3.png)
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Miseru on 2010-07-19 13:55:38
 Well I was thinking how stuff is controled on world map, couse there are some pickups available by chocobos later ingame, entering locations and stuff, that's also must be scripted somehow, soo maybe same script could be used on world map. I can't imagine where it is and most likely nobody made a tool to do something with it if it's not even hardcoded.:C World_us.lgp? Or .bot/.map files? Just wonder, couse on the world map that could look better maybe.

 The idea of changing leading chara - even better I second that, but it would need to reset if a scene starts or it would completely mess the scripts(probably:P).
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: nikfrozty on 2010-07-19 13:58:53
Another question. What will happen if Cloud will jump or climb a ladder? Will the other characters mimic the movement of Cloud? Will that cause errors in the animations?
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2010-07-19 13:59:43
No they'll just walk into walls probably. I cant test, since there are no ladders in Kalm  :P

EDIT: Just fixed the cutscene. They will not walk behind you until after the cutscene has been shown. About Barret walking into Cloud, he will walk into Cloud, but atm you will have to leave that level to get him to run behind you again.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: willis936 on 2010-07-19 15:31:24
WOW that's cool.  I'm worried that it would bring up a lot of bugs if it were used during scripted scenes when the people in your party appear out of cloud (they can't do that if they're already supposed to).
I mean someone could go in and edit the code to accommodate this but that's a lot of work.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Nightmarish on 2010-07-19 16:40:56
As long as they dont block Cloud movement, i'm all for it :b
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2010-07-19 16:43:59
As long as they dont block Cloud movement, i'm all for it :b

Ohh, they block him alright :P I'll fix that though.

I'm currently trying to get them to climb ladders.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: obesebear on 2010-07-19 17:33:55
Very cool.  Once you get all the kinks (blocking Cloud) worked out, I'd definitely use this.   Good work
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: drfeelgud88 on 2010-07-19 19:16:55
Yeah I like this idea.
So you would have to eliminate where everybody just 'walks inside' of you wouldn't you?
And you would also have to make it where you won't be stuck because in the fields sometimes you can stay stuck just by trying to walk past somebody.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2010-07-19 19:18:18
I have spent HOURS working on getting them to follow you up ladders. Its not happening :|
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: JordieBo on 2010-07-19 20:16:35
I have spent HOURS working on getting them to follow you up ladders. Its not happening :|

Would it be possible to make Cloud pause, and have everyone go back into Cloud before climbing ladders? And then come back out after? It would only delay gameplay by like 1 second.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Tsetra on 2010-07-19 21:09:45
I have spent HOURS working on getting them to follow you up ladders. Its not happening :|

Try to combine the follow code with some from when Jessie climbs ladders in the first reactor, that should have all the coding needed to make an NPC climb onto a ladder and move.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2010-07-19 21:42:24
Tried. They arent NPC's either, they are the actual player characters. Its a lot quicker than adding a separate entity for the ones that follow Cloud, and it would take a lot more coding too. I think I'm on the right lines now, the problem is they keep trying to run after Cloud even while hes on the ladder, so I just need to find a way to stop them from doing that while hes on the ladder.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Miseru on 2010-07-20 02:53:30
I didn't really looked into how that script works yet, but isn't it possible to just break it, use join to move party members IN Cloud then split them again when he moves off the ladder and start this script again?:P
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: BloodShot on 2010-07-20 06:07:04
This would be kind of cool to have. What about the part in the game where Aeris follows you? Does this work right with the church or do you still have to tweak it?
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2010-07-20 15:07:53
(http://i85.photobucket.com/albums/k61/ultima_espio/th_charladder.png) (http://s85.photobucket.com/albums/k61/ultima_espio/?action=view&current=charladder.png)

Almost there :P

Joining the party does sound like a good solution, but then i'd have to give them all coordinates for when they split again. If I cant work this out, i'll have to try that.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Timu Sumisu on 2010-07-20 16:11:52
espio, (i havnt read the whole thread), but yer still using the desert guy chasing you as the basis for the script right? Is the follow script editable? FF8 the second and third characters used the very same path as you did, but at a delay. Could you for example have them use the main characters input commands, but implement a delay?
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2010-07-20 19:04:28
I don't actually know how to get them to copy exactly what the main character did, I don't think there is a code for it. I'll have to keep looking :-\
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Timu Sumisu on 2010-07-20 23:36:25
just look for what the main character does :P. once you got 3 characters in the same spot doing the same thing, then worry about lagging them :P
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Miseru on 2010-07-21 00:43:29
I dig up a little about that, the jailguy that follows you use "mova", one could add a "line" around the place they hit the wall instead of going after player, that would stop this script and turn on "lader" script, BUT I dunno if it can be made for those entities to follow character move by move as:

-LADER:
If this opcode is used as part of a non-playable character entity, the NPC object will automatically climb from the start to the end point without need for player interaction.

 So if they would get on, they would go all the way up/down. That could work on ladders you can't control your movement, but on those you can, if you would change your mind and return they would be blocked on the other side I guess.

 I'm trying to find something that could actually "read" player movements, but other than getdir, getxy, getai that could be made to completely replace MOVA with something more accurate(and more complicated:/), but nothing for a ladder problem:P...

 Oh wait, maybe using IFKEY/IFKEYON/IFKEYOFF and "just" make the "lader" variable from player keypressed(it CAN check WHAT key is pressed not just "any":P so up/down can be usefull here). Not sure exactly if that could be made to work ingame, I only worry if it's possible to continue/start from the place current entity is actually, couse "lader" uses beginning and end, not sure if they can be somehow set as variables I'm green at ff7 script.

 Well good luck anyway. Hope my waste of time was at least a little usefull:P.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2010-07-21 00:50:56
Well Makou reactor and meteor use different names for the codes, so i dont know what you just said lol :P

But i have tried adding a 'if ok key pressed' code, that did absolutely nothing :\

lol you need to use makou reactor :P
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Miseru on 2010-07-21 01:14:00
I didn't looked much in meteor, just: http://wiki.qhimm.com/FF7/Field/Script/Opcodes
I guess makou reactor translates it to something easier to understand, but generally it's same thing.

 My words based on wiki opcodes: To make a "LADER" there are code "LINE"s at the start and end of it, "LADER" is defined in character entity, but it's started at ladder entity and defined there if it's by keypress or just walking over etc. So maybe it can't be made on ladders that require keypressed to get on. I'm pretty sure there were ladders that you can just walk on, through I don't remember now where.

 Maybe they would work with npc too as npc can't really press a key=]. I mean adding a "lader" script to following entities on a field that have a ladder which doesn't require keypress to start. If that could work it would be a start at least. Or maybe even add completely new start/end ladder scripts for use with following entities which would be in exact same position, just have a check to not being used for player character. :O Hell I must be confusing you even more, if it looks completely different in makou reactor than on Wiki. Sorry :3...
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2010-07-21 13:58:35
Yep, totally different :P

I think I should explain EXACTLY what i've done.

The jail guy (lets just call him that from now on, like a forum nickname :P) has a few special codes. First off, he has 1 that says he should move to Cloud, and keep moving to him:

Move to Group Cloud
Jump to byte X (X stands for the byte where move to group Cloud is stored, this basicaly creates a loop, so that the man will keep moving to Cloud)

and he has 2 other scripts that says how fast the model should move.

There is a special entity there called "sp" this says that If cancel is pressed, it should execute one of the model move speed scripts to make him run, and if cancel is not pressed, use the other script to make him walk.

For the other characters, I have copy and pasted that code into theirs, and I had to change it from them moving to group cloud, to moving to character 0.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: halkun on 2010-07-21 16:28:50
There is an opcode that makes a n actor "transparent" so you can walk though then. Try applying that to the other characters so you can walk though them.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2010-07-21 16:32:07
I've actually been looking for that for a while, Meteor has it down as SolidObject(On)

Just found it in Makou now, turns out thats what Activate Contact with field model meant....I dont know how I didnt realise... :P

Anyway, I think I'm gonna change this into "The Field Scripts research thread" Or should I make a new one for that?
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: halkun on 2010-07-21 17:25:47
Oh, someone renamed the opcodes...  >:(

I was the one who put the original opcode matrix together, The opcodes in the wiki are the same names Square used where they made the fieldscript, they are, therefore, the most "correct" names. Keep in mind fieldscript was also created by Japanese, who don't speak English as a primary language. Also, you don't have a lot of room in a PSX for debugging code, hence the abbreviations.

There are some light changes to the opcode names, for example:
45 MPu
47 MPd
4D HPu
4F HPd
is actually
45 MP+
47 MP-
4D HP+
4F HP-

The reason why I changed the plus to a "u" (For "up") and the minus to a "d" (for down) was because the Wiki had issues with titles ending in a non-character.
It's a little irksome that someone changed the names without making some kind of reference. It makes it look like my original work is "wrong". Does the program you are using reference the opcodes by number? If that's the case I can update the wiki. You can see in every opcode in the wiki there is a "short name" and a "long name". the "long name" is where "human readable" commands are supposed to be listed. If someone goes and renames all the commands, it makes the wiki kind of useless.

I'm willing to help you straighten this out.

==============

BTW the opcode to make the actor solid or walk-though is called SOLID (http://wiki.qhimm.com/FF7/Field/Script/Opcodes/C7_SOLID) (Opcode C7).
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2010-07-21 17:31:38
I'm using Makou Reactor, all of the opcodes have been renamed to make them easier to understand. They Don't have the numbers either. Meteor on the other hand, does use the names on the wiki
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: halkun on 2010-07-21 17:33:46
can you take a little time out of your life to make a table that cross-links the two?
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2010-07-21 17:35:56
Yeah ok. It'll take me a while though. When I've finished do you want me to pm it?
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Gemini on 2010-07-21 18:01:00
So, how do you plan to fix the lack of animations that only Cloud, Tifa, and Cid possess? IIRC, no other playable character has any animation for rope and ladder climbing.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2010-07-21 18:10:41
Can always add new ones.

Aeris and Barret actually have climbing animations remember, Aeris climbs in the sector 6 park, and Barret climbs up through the hole where the pinball machine is in the 7th Heaven.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: halkun on 2010-07-21 18:26:55
Yeah ok. It'll take me a while though. When I've finished do you want me to pm it?

sure
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2010-07-21 19:32:16
That script I used for the running characters can be used for other things too...I've managed to get Tifa to "transform" into Jessie.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2010-07-25 13:05:28
Sorry for the double post, but, I have just found a code for what character is in what slot...I'm gonna try and see if I can get it to load the character in the top slot.

EDIT: FINALLY Fixed the ladder problem! ;D Your characters will now follow Cloud up a ladder. Only problem is, that if you stop moving on the ladder, the will climb over the top of you. Apart from that, its good :D
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Mirenheart on 2010-07-26 00:47:51
Would looking at the script for this in FF8 help at all, or am I just being an idiot?
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: halkun on 2010-07-26 12:19:44
Would looking at the script for this in FF8 help at all, or am I just being an idiot?

The fieldscript module was completely rewritten in FF8 and uses none of the opcodes from FF7. Not only that. The follow-me code is automatic in FF8, and hard-coded into the field system.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: peppita on 2011-01-09 07:49:46
I didnt really feel the need to start a new topic, just kind of wanted to revive this one....

curious if anyone may potentially still be working on this? or would maybe even adopt it?

Or if someone could give me some direction...I wouldnt mind working on it and releasing an updated Flevel.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Relenanator on 2011-01-22 22:03:33
I love this idea. It's the same thing that Grandia and SoM had with there characters. I did notice something slightly annoying though. Is it possible to stop Red 13 from always trying to sit down? It's not a huge issue or anything, it just looks a little weird. Also, retarded question - did you make a patch for this already? It seemed like you had this completed in your last post.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2011-01-23 12:57:04
No, I never finished it. It's waay to big of a task, and the ladders are still a problem. I could get it so that they climb one way with you, but not the other. And they always overtook you while you were climbing.

During cutscene's the characters were always trying to reach the leader, causing the game to stay in a constant loop :o

Maybe take another look at it some other time.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Relenanator on 2011-01-23 21:26:26
Well I know the coding from FF8 has already been brought up and discounted but maybe some coding from Secret of Mana or PSX Grandia might work. I know they're completely different games and I'm probably talking out of my butt, but they're the only other games I know that use the "Character Follow" feature.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Tenko Kuugen on 2011-01-24 22:11:28
In secret of mana its done differently ( had to be, its a SNES game ) and the interaction is also totally different
I did a lot of modding for grandia myself and the follow_me is hardcoded into the game in some really weird way. iirc, it was in the map code whether the game allowed display_all and follow_me on a particular map
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2012-04-06 19:32:55
So I've decided to look into this again...

Originally, the characters followed each other like mindless drones. They just kept moving towards Cloud all the time. But now, I've copied the code from the Church event (when Aeris follows you) and it seems to work a lot better, as you can talk to her while you are walking. Now the only problem is, I can only get it to work for 1 character at a time, it's rather annoying. I'll try and explain exactly what I wanna do:

Instead of them being arranged by slot, which is quite hard to do, I'm going to get them arranged by character, like the submarine does. So for example Barret follows Cloud, and Tifa follows Barret. But if Aeris is in the party instead of Barret, Tifa follows her. And if Aeris is in the party instead of Tifa, Aeris follows Barret and so on.

It's set up in such a way that they only follow the character that the game sets, so that means that they will only follow Cloud, Barret, Tifa, Aeris and Cid during the scenes when they are leaders, and will be disabled if you cheat to play as anyone else. It's due to the fact that they won't place in the correct place for some reason, unless I figure that out.

I'm gonna try and disable it during cutscenes, but I'm not sure on how to do it with ladders...I can get them to climb up with you, but they'll refuse to come back down.

Anybody want to help with coding at all? If a few people want to help we might actually get a full mod out of it.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Tenko Kuugen on 2012-04-07 19:02:03
not going down ladders is a minor issue imo
they're just a little afraid of heights, that's why everyone stays indoors at the highwind and why the sky-drop into midgar is such a big deal :D!
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Dark_Ansem on 2012-04-13 06:38:06
what other issues are you encountering?
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: archerxtreme on 2012-05-12 17:31:31
Is there a beta mod available for test here?
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: peppita on 2012-05-27 03:14:16
I am so excited this project is getting picked back up! keep up the great work!
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: StickySock on 2012-05-27 17:21:24
not going down ladders is a minor issue imo
they're just a little afraid of heights, that's why everyone stays indoors at the highwind and why the sky-drop into midgar is such a big deal :D!

I agree, i can more easily believe they get tired of climbing up and down ladders than believing they can walk inside of the leader until they are needed. I would enjoy the mod if that's the only problem.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2012-05-29 17:39:19
What would be done in areas where you have to climb a ladder to get there? Like Fort Condor or Cosmo Canyon? Just have your party pop out when you get off the ladder?
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Nightmarish on 2012-05-29 18:01:42
I would do it like that, yes.
It would look a bit weird that they were left downstairs and then pop up from you again in the top of the stairs but it's the best you can get atm, i guess.

If it was possible you could make them fade away when you get on a ladder but i guess that's hard/impossible.
You could also make them join cloud as soon as he hits the stairs but that would make you lose some seconds.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: ultima espio on 2012-05-29 19:03:51
I programmed them as NPCs that appear when that certain member is in your team. Tifa's and Cid's are disabled during their time as the party leader.

It was so that it didn't mess up cutscenes. They would just keep moving towards the leader, and ignore all other scripts.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: BloodShot on 2012-05-30 04:24:15
I really wouldn't mind the latter issue either. It could make traveling the field a bit more interesting sometimes
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: archerxtreme on 2012-06-01 18:36:50
Can anyone set up video tutorial or something so that we can try it out too...i may be good with computers but i'm no software string expert. Just street smarts here....

The way i see it through the screenshots, you do have something going here! even if it is incomplete, i'd sure like to know how we can do it....
It can work on any model right? i mean given the number of character mods that we have out here...
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: peppita on 2012-06-05 17:11:46
Ideally, from what i have learned by following Espio is that he finds the codes, for NPC's actions and basically adds or replaces those codes with your character of choice. I think he also re-adds the character onto the field so that you can basically give them those specific codes to follow the leader. (like the guy in the desert prison, or aeris when escaping the church.)

I couldnt really give you any technical terms (which i think you were looking for) but I think Espio also likes people to find things out on there own using trial and error methods like he does. =)

what i can say is i think the tool youre looking for is the Makao reactor? which helps you edit things in the FLevel.lgp file
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: archerxtreme on 2012-06-06 16:07:51
Ideally, from what i have learned by following Espio is that he finds the codes, for NPC's actions and basically adds or replaces those codes with your character of choice. I think he also re-adds the character onto the field so that you can basically give them those specific codes to follow the leader. (like the guy in the desert prison, or aeris when escaping the church.)

I couldnt really give you any technical terms (which i think you were looking for) but I think Espio also likes people to find things out on there own using trial and error methods like he does. =)

what i can say is i think the tool youre looking for is the Makao reactor? which helps you edit things in the FLevel.lgp file

I'm not looking for technical terms. like i said i'm only street smarts computing. Meaning only a little better than the average pc user. But i already knew most of what you....so Mako Reactor is the tool that can be used right? So if i retrace Espio's steps right from the first post......somehow i may get it to work....too bad i have never used codes in modifying a game....let alone this...well i guess i'll figure it out somehow. i mean i eventually get it right...always...somehow.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: Livesey on 2012-06-06 17:19:07
... Good luck!
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII syle
Post by: peppita on 2012-06-12 06:32:33
I'm not looking for technical terms. like i said i'm only street smarts computing. Meaning only a little better than the average pc user. But i already knew most of what you....so Mako Reactor is the tool that can be used right? So if i retrace Espio's steps right from the first post......somehow i may get it to work....too bad i have never used codes in modifying a game....let alone this...well i guess i'll figure it out somehow. i mean i eventually get it right...always...somehow.

yes yes! so keep me posted on any new progress! let us (me) know if you need any help! =)
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: Magicbob on 2012-06-12 10:16:48
Been watching this thread for some time now, definitely interested to see how well it turns out. Can't wait to see this all finished up and ready for release  ;D
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2012-06-12 22:08:14
The code is a bit messy at the moment...hopefully I can figure out a "cleaner" way to do it...
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: archerxtreme on 2012-06-18 17:49:41
yes yes! so keep me posted on any new progress! let us (me) know if you need any help! =)
It's not "if"...it's when...which could be quite often....

EDIT:
Any tools that could help out? a few tips for my first steps?
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2012-06-18 22:18:34
Messing about with making cutscenes...

Anyone tell me where this is from? :P *Hint, a TV series :p

(http://i85.photobucket.com/albums/k61/ultima_espio/aerisfire.png)
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: Kranmer on 2012-06-18 23:37:59
Messing about with making cutscenes...

Anyone tell me where this is from? :P *Hint, a TV series :p
Not a 100% sure but the wording reminds me of a episode of Buffy (the musical episode).
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2012-06-19 10:53:12
Yep that's it :P

Gonna try and recreate that in FF7, see how well it works.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: Kranmer on 2012-06-19 11:18:30
Yep that's it :P

Gonna try and recreate that in FF7, see how well it works.
Hahahah, i have got to see that, if you do it will you please upload a pictures (or a video with the music to it)
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2012-06-19 11:25:02
What I was planning on doing was just recording what I've got in game, then putting the song over the top. So it looked like they were actually singing it :P

This is how I want it:

Aeris - Buffy
Cloud - Xander
Tifa - Anya
Yuffie - Dawn
Cid - Giles
Vincent - Spike
Caith Sith - Willow

I don't think I could get away with Barret - Tara xDDD
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: Kranmer on 2012-06-19 11:45:20
What I was planning on doing was just recording what I've got in game, then putting the song over the top. So it looked like they were actually singing it :P

This is how I want it:

Aeris - Buffy
Cloud - Xander
Tifa - Anya
Yuffie - Dawn
Cid - Giles
Vincent - Spike
Caith Sith - Willow

I don't think I could get away with Barret - Tara xDDD

Nice sounds good, Yeah Barret as Tara is a little to extreme (even though she does look a little manly Barret isn't the right choice, maybe Sephiroth would work though with his long hair  ;D)
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2012-06-19 12:19:56
^^demo:
http://www.youtube.com/watch?v=CAw7yQk6WbE&feature=youtu.be

Quality is a bit bleh though...
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: Kranmer on 2012-06-19 12:53:35
^^demo:
http://www.youtube.com/watch?v=CAw7yQk6WbE&feature=youtu.be

Quality is a bit bleh though...
Looks like you have the timing right, although i wonder if Aries should move a little more (around the fire i mean, rather than just standing on the spot), but anyway good start, i look forward to it. Also maybe when you done you should do a parody and actually have Aries walk through the fire  :evil:
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2012-06-19 21:54:17
Well I'd like to recreate scenes from other things. I did one from Friends last year:
http://www.youtube.com/watch?v=yMOMn3XU0i8

I'd love to do more of them :P
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: archerxtreme on 2012-06-24 17:02:16
What I was planning on doing was just recording what I've got in game, then putting the song over the top. So it looked like they were actually singing it :P

This is how I want it:

Aeris - Buffy
Cloud - Xander
Tifa - Anya
Yuffie - Dawn
Cid - Giles
Vincent - Spike
Caith Sith - Willow

I don't think I could get away with Barret - Tara xDDD
I actually think Cloud would make a good Spike and Vincent can be Angel.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: BloodShot on 2012-07-14 22:58:20
lol I remember that part from friends. Those were phoebe's lines, right?

Also, any progress on this follower mod?
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2012-08-05 16:42:00
Sorry, been busy with Dissidia modding...

Anyway, I'll have another look soon. I'll see where I got to with it.

I may need a team...

I think I've blanked about 10 pm's about this, sorry :(
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: BloodShot on 2012-08-05 18:54:48
That's no problem. If you really can't continue with it you can always release it in its unfinished state, I'm sure it'd make a good portion of people happy.

Of course if you want to continue working on it though, that'd be great too :)
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2012-08-08 23:08:22
Well it turns out, at some point I'd worked out how to get around the ladder problem, and cleaned the code a bit.

Only thing is they go up the ladder in their standing animation.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: StickySock on 2012-08-08 23:18:45
Well it turns out, at some point I'd worked out how to get around the ladder problem, and cleaned the code a bit.

Only thing is they go up the ladder in their standing animation.

That's still an improvement on the original in my opinion.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2012-08-08 23:37:15
Turns out I had forgot to put the animation on a loop:
(http://i85.photobucket.com/albums/k61/ultima_espio/climb.png)

And that is the worst possible picture I could have taken...

However if I were to take the ladder down from the other field, she keeps her climbing animation going.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: Tenko Kuugen on 2012-08-08 23:49:37
curses, when this is released, I'll have to play through the entire game again
time to use super-1 scene.bin :D
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: BloodShot on 2012-08-09 01:57:12
I love this. It adds a lot more to feeling like you are actually in a party, something that FF8 undoubtedly got right
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2012-08-09 19:32:03
I can't seem to break the animation loop, she will always use the climbing animation for standing no  matter what.

For now I just got her to spin around and vanish when on the ladder. (Like when she changes clothes in Corneo's mansion)
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: BloodShot on 2012-08-09 20:49:10
So do all chars do this for ladders?
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2012-08-09 21:05:53
They will, I've only set Aeris up for it at the moment, since the code I edited was copied from her.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: BloodShot on 2012-08-13 22:52:53
Out of curiosity, they don't follow you on special occasions right? Like if I was at the shinra building running up the stairs, or escaping from the church, it wouldn't put your chars behind you when they are already on-screen right?
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: peppita on 2012-09-01 17:52:14
Are you also going to implement being able to change party leaders when you want? or is it more difficult because you would have to add codes to every additional character as a  leader? or i also remember you mentioning that you figured out how to change leaders by talking to a character like with Aeris on the Highwind...
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2012-09-01 17:56:29
Well yeah it would be possible to have whoever you want as your leader, but things get complicated there.

The script would have to be rewritten for Cloud not being there if he wasn't in the team (like Aeris' death for example)

Codes get complicated for scenes where a specific character is the leader. Like when you first arrive in Mideel, and Tifa finds the Dog. Now in order to get that to work for Aeris, I'd have to copy all of Tifa's code, but then there'd probably be no room left for codes for when they are just members.

I haven't really looked at it in a long time.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: peppita on 2012-09-07 16:57:03
I see where things become tricky... In your tifa example: would she still be able to have her dog codes and notice the dog if she wasn't the leader, but was following you in your party instead?

Would it also be more complicated for scenes that are supposed to involve specific characters for them to still have the same dialogue but not be the party leader? im not really sure there is a way to get around that lol.

I dont think i necessarily would want to change the game as far as changing who gets to save cloud in the lifestream. I would just want to be able to play as any character like when i'm in the traveling, or playing at the gold saucer, or when in costa del sol, or even going to the sleeping forest or whatever that place is called.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2012-09-09 16:32:56
Might have to mess around and see how it works.

At one point I did have a Sonic Heroes thing going on as well, if you pressed switch it set the leader to the next character. It was really glitchy though...

I've even had an idea for an Aeris game. Basically play the game from her perspective. Including mini games for before she meets Cloud. Then after she dies, she follows the others on her own, witnessing the events but not being able to do anything about it.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: peppita on 2012-09-12 02:32:57
that's Sooo depressing! but I love all your ideas/projects. how would that even work??
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: LeonhartGR on 2012-09-12 03:09:03
I've even had an idea for an Aeris game. Basically play the game from her perspective. Including mini games for before she meets Cloud. Then after she dies, she follows the others on her own, witnessing the events but not being able to do anything about it.

This is a great idea!
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: Covarr on 2012-09-12 03:13:40
Does dead Aerith get battles? Or do anything? Half of FF7 is already a game of follow the leader, so doing it again but you can't actually do anything at all basically turns it into a cutscene.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2012-09-16 13:40:31
Well yeah, it would be pointless otherwise :p

What I meant was, she tries to stop things from happening but she has no effect on the events.

Though I don't really know how it would work, she'd be Cloud on the world map, and I think it would be odd for her to be on the Highwind since she's following the others from behind...so maybe it's better that it stays an idea.

I see where things become tricky... In your tifa example: would she still be able to have her dog codes and notice the dog if she wasn't the leader, but was following you in your party instead?

Would it also be more complicated for scenes that are supposed to involve specific characters for them to still have the same dialogue but not be the party leader? im not really sure there is a way to get around that lol.

I dont think i necessarily would want to change the game as far as changing who gets to save cloud in the lifestream. I would just want to be able to play as any character like when i'm in the traveling, or playing at the gold saucer, or when in costa del sol, or even going to the sleeping forest or whatever that place is called.

Ok so I just tested this out. Copied Tifa's code, and pasted in an Aeris entity. Now both Aeris and Tifa work in that scene as leaders, but not as members. I think it'll just be a case of changing which script to load to fix it :)

Yeah, it works. So you can have FF7 with any leader you want.

Oops, messed with encounters and activated Test 0:
(http://i85.photobucket.com/albums/k61/ultima_espio/test0.png)
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: Tenko Kuugen on 2012-09-16 16:36:54
you should check cloudiars mod for this
he does this in several fields
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2012-09-16 16:40:10
Well there goes my original idea...
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: Tenko Kuugen on 2012-09-16 17:07:51
I think he does it differently than you do
essentially, he has a character specific script running for your party members that if the party member is in the party, it loops a "move character to party leader" indefinitely and thus makes it look like it's a follow script
I'm iffy on the details for now but Barret basically follows you everywhere, visible, in reactor 1
haven't gotten to reactor 5 yet... so much spanish -> english translating and rewriting the story
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: peppita on 2012-09-24 03:25:53
THIS IS AWESOME, but how does it look in the field/world Map?

Well yeah, it would be pointless otherwise :p

What I meant was, she tries to stop things from happening but she has no effect on the events.

Though I don't really know how it would work, she'd be Cloud on the world map, and I think it would be odd for her to be on the Highwind since she's following the others from behind...so maybe it's better that it stays an idea.

Ok so I just tested this out. Copied Tifa's code, and pasted in an Aeris entity. Now both Aeris and Tifa work in that scene as leaders, but not as members. I think it'll just be a case of changing which script to load to fix it :)

Yeah, it works. So you can have FF7 with any leader you want.

Oops, messed with encounters and activated Test 0:
(http://i85.photobucket.com/albums/k61/ultima_espio/test0.png)
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: peppita on 2012-09-28 04:37:55
so i just found this, and you have to be able to build off this Espio! this is amazing! lol

http://www.youtube.com/watch?v=H2mSzAK3aS8
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: Tenko Kuugen on 2012-09-28 06:12:50
so i just found this, and you have to be able to build off this Espio! this is amazing! lol

http://www.youtube.com/watch?v=H2mSzAK3aS8

I already told him about this and the code for that is very different
that's a gamemoment specific piece of code that tells the game to display a specific model and make it follow another specific model.
Ultima was trying for a more free version of this, where you can just have whatever party member and then they show up following you
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2013-11-09 13:12:38
Took me ages to find this thread again, but I come with news. Finally managed to get it working:

http://youtu.be/ijlpuMTTxPw

Spawning points are a bit of a problem, since she doesn't want to load in Cloud's location. I ended up having to load her in different point depending on which map was visited last. It does have it's glitches however, if she doesn't catch up to Cloud by the time he climbs a ladder, it'll try to execute her ladder script. It won't work until she catches Cloud, so once she does, it'll try to initiate her climb and she'll go nowhere and you'll get stuck.

I haven't really tested cutscenes either.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: Covarr on 2013-11-10 04:10:45
It's days like today that I'm glad we've got a karma system now. Through a sea of difficulty mods and retextures of everyone retexturing each others' models, stuff like this really deserves to stand out. :D
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: Tenko Kuugen on 2013-11-12 11:08:05
Took me ages to find this thread again, but I come with news. Finally managed to get it working:

http://youtu.be/ijlpuMTTxPw

Spawning points are a bit of a problem, since she doesn't want to load in Cloud's location. I ended up having to load her in different point depending on which map was visited last. It does have it's glitches however, if she doesn't catch up to Cloud by the time he climbs a ladder, it'll try to execute her ladder script. It won't work until she catches Cloud, so once she does, it'll try to initiate her climb and she'll go nowhere and you'll get stuck.

I haven't really tested cutscenes either.

you could reserve a universal bit that deactivates and activates the script you're running. if you set the bit as a cut scene starts it should stop the script from executing or loading until you unset the bit
since you want everyone to stop using the script you would only need 1 bit that disables all the scripts.  most likely you can only stop the script upon screen load but most cut scenes are like that. for others you could find a workaround by storing the script inside a loop that continuously checks for the bit being set and keeps running the script if its not set so when you set it, the script stops looping. ( you could extend this a little bit so it loops from start - check - start instead of start - check - finish so the script would run properly again the moment you unset the bit after the cut scene )

I hope this wasn't confusing.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2013-11-13 12:44:35
So far what I've seen is cutscenes mostly happen with a If Gamemoment= variable, so I just got it to disable in that field if it's that time. I think that'll be fine for now.

I managed to fix the issue coming from the world map, it's set up so that if you come from any other map that wasn't defined in the variables above (any of the others locations that you can walk into), it'll load them on the stairs. I had to use Otyugh to work out the coordinates and the triangle ID. DLPB, you are a hero :)

I'm also setting it up in such a way that any character can be the leader in Cosmo Canyon, in some cases rearranging scripts.

Once I've done all of Cosmo Canyon, I'll upload it for you to look at/implement in your own work.
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: LeonhartGR on 2013-11-16 01:26:21
I'm so much looking forward for this project to be completed! It would be really nice having the characters following us!
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: zutox on 2013-12-15 20:15:56
It's gonna be great if this project succeeds. Not only because it's more "fancy" and realistic to have the characters follow, but also because you will be able to see the other characters more, and not just cloud :)
Title: Re: [WIP] Final Fantasy VII - Final Fantasy VIII style
Post by: ultima espio on 2013-12-24 13:14:12
http://www.youtube.com/watch?v=MKuANthS9Mg

Here we go, a tiny release. It's only cos_btm, since I only had the time to finish that one. You may rip it apart and implement in your own work, or update and improve upon it :) Might not be the great mod you were hoping for after 3 and a half years, but it's a start.

http://www.mediafire.com/download/gxmbbfkxw4664f0/cos_btm

Merry Christmas :)
Title: Re: [WIP/REL] Final Fantasy VII - Final Fantasy VIII style
Post by: Seclet on 2014-05-12 16:18:45
ultima spio

you know where to put that file there? myself is that I'm interested in this wonderful mod thanks