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Messages - nfitc1

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101
Completely Unrelated / Re: How old is everyone? v2
« on: 2019-11-19 13:31:20 »
A ten-year necro. Shame on you! :P

Though now I'm 12102 in negative trinary! :D

102
Troubleshooting / Re: FF7 all of sudden won't play game
« on: 2019-11-01 13:37:00 »
Yeah, I bet. I currently do not know any programming languages. I don't understand why certain complex old games like this cannot use a better programming language for PC/Steam versions, as they were modified more recently.
Except they are not modified at all. Most games like this are kept with all original code intact and then run with a sort of emulator that redirects certain hardware calls. It's kinda like waxing a used cannon ball to go into a cannon it wasn't designed to be used in so it comes out more accurately. I understand entirely how it works, but I'm not really sure how to explain it to someone without a technical background so that analogy might be a bit weak.

But, what do you think is the reason for the error? I have a backup for the .exe. Should I just use replace the file with that one? I havn't edited the .exe file until after the error happened, it's been a long time since I used WhiteChocobo. I never made any changes that cannot be done with in these programs.
Why are you bolding things? I guess it's slightly better than caps lock, but only just.

From Wallmarket every time I try to save:...
Then you are:

A) Not Editting the KERNEL.BIN in the correct location
B) Attempting to edit a file that WM doesn't have permission to edit
C) missing the zlib1.dll in a location that WM can access

WM was written on a 64-bit Win7 machine. That's not the issue. Don't use the "Create changes Patch" menu item or whatever the label is. You want "Create KERNEL.BIN"

103
Troubleshooting / Re: FF7 all of sudden won't play game
« on: 2019-10-30 02:22:46 »
That’s called artifacting and it can happen for a number of reasons. It’s not likely related either, but it usually indicates a mechanical failure between your video card and monitor like a contact losing connection or a frayed wire.

104
Troubleshooting / Re: FF7 all of sudden won't play game
« on: 2019-10-29 21:59:44 »
It's not WallMarket's fault. Stop trying to blame it. If creating change patches doesn't work, don't do it.

105
Troubleshooting / Re: Error when i try to start FF7
« on: 2019-09-22 19:51:27 »
What’s in your app.log file when it fails?

106
General Discussion / Re: FFVIII Remastered
« on: 2019-08-30 05:09:03 »
Apparently not, since Square binned both 7 and 8.
If I understand the story correctly, the sources for the games were made on gold discs and just misplaced when various people left the company. They probably still exist somewhere in someone's basement/attic. Might be worth a fortune now if it weren't such terrible work.
HiRes images were never kept. They were done by a third party and square only paid for the images they could use on the old PSX. I assume a similar thing was done with the FMVs, but I don't remember reading what happened with that other than they weren't kept either.

It was cheap enough that a multi million pound company could keep a backup on various media very easily
It wasn't really common practice to save source or resources longer than a short period in case you need to make small adjustments between versions. Version control wasn't a widely practiced thing until mid '00s.

107
General Discussion / Re: FFVIII Remastered
« on: 2019-08-23 16:38:40 »
So how much does anyone want to bet that CW is STILL in the code, but the menu was disabled. That'd be an easy check. If Mog Dance is now an Angelo search that'll make it even more rare. Not like it was a super useful action to begin with. At least I never found it helpful. Didn't GFs get all their HP back at the end of battle? It's been so long I can't remember. Just have to walk around a lot. Oh well.

With all the pictures here I'm not sure which is which. The gradient looks fine on the steam pics, which is something that always bothered me about the '99 release. Not sure I like some of those models, but some look just fine. I'll want to see some actual in-game footage before making any more judgements.

Oh yes! The original build of FFVIII PC had a problem with the Tonberry summon not displaying the "Doink" text in the text box. Did that get fixed in future releases?

108
The next WallMarket will be able to support changed values. Just FYI. :)

109
Do you have the required components installed? Check the first post.

110
In terms of Magics, I can see either sleep going away. Possibly Confuse and/or Berserk as well. Technically these are statuses, but I don't see how those statuses would work well in this format. Silence I can imagine working better than Darkness.

111
Gameplay / Re: Fight Summons to collect their Materia
« on: 2019-06-13 03:30:26 »
Proud Clod for the battles ( might need to supplement with a hex editor in some cases)
Kimera for the animations (is there anything more recent? I haven’t kept up)
Makou Reactor for the field scripts to trigger the battles.

112
General Discussion / Re: Level-up stat increases
« on: 2019-05-30 04:19:47 »
You don’t need to defend your choice of unity. I just didn’t understand the scope of what you are trying to accomplish. If you only wanted a level/stat calculator then a 3D environment  builder seems to be the wrong direction for an interface. :) Nowadays I’d probably pick something more “universal” like HTML5 or so.

113
General Discussion / Re: Level-up stat increases
« on: 2019-05-29 18:20:02 »
Don't do any floating point calculations. I'm not sure how it works in C#, but by default in VB.NET it seems to want to do floating point divisions. I have to explicitly state I'm doing integer divisions. This can introduce rounding errors that will build up as you increase the level.

As for the difference, you already have it.

Code: [Select]
  int difference = Random.Range(1, 8) + (100 * baseline / hp) - 100;
That value will tell you what you need to know. It should be between 0 and 11, not whatever the .11 you're multiplying it as. Truncate the decimal points from this value and cap it at 11. Then use the HP Stat Gain table to get the HP gain for that level. The calculated percentage multiplied by whatever the curve's gradient is at the level you're moving to.

Code: [Select]
  int increaseHP = Math.Floor((bonusHP[cappedDifference] * g) / 100);
  int newHP = hp + increaseHP;

Any particular reason you're using Unity to calculate this?

114
First of all, that's a two-year old necro. I guess it's relevant so it's acceptable.

Second, don't do any floating point calculations. I'm not sure how it works in C#, but by default in VB.NET it seems to want to do floating point divisions. I have to explicitly state I'm doing integer divisions. This can introduce rounding errors that will build up as you increase the level.

As for the difference, you already have it.

Code: [Select]
  int difference = Random.Range(1, 8) + (100 * baseline / hp) - 100;That value will tell you what you need to know. It should be between 0 and 11, not whatever the .11 you're multiplying it as. Truncate the decimal points from this value and cap it at 11. Then use the HP Stat Gain table to get the HP gain for that level. The calculated percentage multiplied by whatever the curve's gradient is at the level you're moving to.

Code: [Select]
  int increaseHP = Math.Floor((bonusHP[cappedDifference] * g) / 100);
  int newHP = hp + increaseHP;
Any particular reason you're using Unity to calculate this?

115
2018 is the address that the "write global var" function reads to know where in the savemap the value is to be written/read from.

116
I promise I am a smart person. :P

Check the formation type. I believe it's type 8. That's a special unique type for that battle that might be the cause.

117
Have you checked the formation AI?

118
kimera is the only one I know of that can read the PC animations. Source exists for it, but I've never been able to duplicate it.

119
General Discussion / Re: FF7 Remake Teaser
« on: 2019-05-10 07:08:53 »
It’s somewhat amusing, though. While I agree completely about the battle system, it was born from technical limitations at the time. Now that those limitations are all but a thing of the past we diehard fans want so desperately to keep it and not sully our “precious final nostalgia series” with modern mechanics while also wanting higher energy games like Dead Space or any number of open world action games (struggling to think of good examples right now so just roll with it :P).

That’s not to say we shouldn’t want to keep the same mechanics we fell in love with the series with because it’s obviously something we enjoy enough to want to preserve. Square is just doing what they can with what they have available to them, like they always have. Trying to appeal to older gamers driven by nostalgia who are less likely to be spending money on gaming is not in their financial interest.

I would love a return to the system that made me love FFs in the first place. I think it peaked at FF9 and that still remains to be my favorite FF. I’m sad to think that another FF will never capture that feeling for me again, but I don’t begrudge new fans and younger gamers getting this new FF7 experience if it makes them want to explore the series’ roots and get an impression of the old games unsullied by nostalgia. I won’t be partaking in this remake/reimagining/reboot/re-whatever and I’m just going to leave it at that. This new direction isn’t “garbage” by itself, it’s just not what I want in a series that was originally made famous by its turn based battle mechanic. Heck I might even be willing to embrace it if it were part of a different series.

My point is that we all have that thing that made each of us fall in love with FF in part or has a whole. That thing isn’t gone from wherever you found it from at the beginning, but we should accept that nothing in the series since might spark that feeling again.

120
Dunno. The only other enemy that I can think that uses RunScript is Mystery Ninja. However, she uses it to end the battle after 10 turns without triggering the death script that the WM scripts are checking for. Maybe Diamond was going to do something similar (or a placeholder was added in case something came up). As it is the WM script to trigger the battle just engages the battle and begins an FMV after the battle is over. Maybe there could have been other outcomes to the battle. That would have been neat.

121
Gameplay / Re: Final Fantasy VII Limit Breaks Mod
« on: 2019-04-29 14:20:35 »
I'm not surprised that Vincent and Tifa don't accept additional limits. I actually knew about Tifa's limitations decades ago. The Cait Sith thing is interesting, though.

What I'm actually curious about is if it works in vanilla or not. I believe Nightmare has some exe editing and that might include some functionality for third limits.

122
Gameplay / Re: Final Fantasy VII Limit Breaks Mod
« on: 2019-04-28 23:39:01 »
you can use WM to add a third limit to levels 1-2 for everyone except tifa, cait, and vincent. So you could stay at level 3 and have their normal level 4 limit be learnable by either a certain number of uses or kills.

Has anyone actually tried to set a third limit per level? I have no idea how that would look or even work.

123
Gameplay / Re: Final Fantasy VII Limit Breaks Mod
« on: 2019-04-27 16:05:53 »
None of what you said answers OP’s question. S\He wants to expand the in-battle limit menu to contain all unlocked limits for every level. WM cannot do that. Also, level 4 limits don’t work like the others. There can only be one and it has to be enabled via the appropriate manual.

To address what you want, OP, some changes would need to be made to the battle module to expand the limit menu and account for multiple levels worth of limits. But then Tifa would need to be excluded from this since her limit works differently. It’s possible, but probably more involved than you’d expect.

124
I'm a little bit confused what this script is doing with the Jumping:

Code: [Select]
0x008: PSHA (20A0) Type (02)
0x00B: PSHA (4000) Type (00)
0x00E: MASK
0x00F: PUSH (01) Type (01)
0x011: EQU
0x012: CNTB
0x013: PUSH (01) Type (01)

0x008 If (BitCount( (BattleAddr(&20A0).BattleAddr(&4000) == 1) ) == 1)

It seems to be checking to see if exactly one player has Death, but after testing this check didn't seem to do anything; the Jumping appeared to have a 1/2 chance of using Club Sword regardless of how many players were dead (it's supposed to have a 1/4 chance of using the attack if the check passes).

TF seemed to think this check will always fail, aswell

I have been trying and trying to figure this one out. It seems that the 4X family SKIPS character 0. I'm still looking into this, but in my test character 0 was definitely dead and the count of successes was still 0.

EDIT:
I got it! 20A0 is the LIVING enemy actors. So testing the death status against living targets will always result in a 0.

125
DLPB knows. If he doesn’t reply to this thread you should send him a private message.

Though from what I recall there is only a list of widths for each character. The height and maximum width a character can be are fixed

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