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Messages - nfitc1

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201
General Discussion / Re: FF Wiki - Too much nonsense
« on: 2018-10-08 16:43:52 »
Most likely it was a function that was disabled during testing because either the sway was larger or the implementation was bad. That function was fixed but the save feature was never reenabled.

202
General Discussion / Re: FF Wiki - Too much nonsense
« on: 2018-10-08 15:25:18 »
The bridges sway while you're on them. It might be possible through save-reloads to glitch off of them. Then either the game doesn't adjust your z-coord (which could lead to lots of sequence breaking/soft-locking) or it would put you down on the lowest terrain which might soft-lock you in some cases (which means it's bad practice).

203
General Discussion / Re: FF Wiki - Too much nonsense
« on: 2018-10-08 03:47:10 »
I've edited wikis on several occasions and very rarely has anyone overwritten the changes I remember making. "Credit" is no one undoing your change. The whole point is that contributions can be anonymous. You could leave a reference to a post here if you want to leave "proof", but it's hard to prove intent of developers.

204
If it's anything like FF7's enemy action set, some of the unnamed actions might be physical attacks or even animation changes. Do those unnamed actions actually have non-dummied data associated with them?

205
Support / Re: Carbuncle looks weird...
« on: 2018-09-24 21:06:13 »
Magma Carbunkle. :)

206
it might be that the zlib1.dll isn't in the directory with the PrC executable.

207
Why are you using Vista compatibility? It was developed in Win7 anyway.

No one's going to give you an unmodified scene.bin. That's a violation of the EULA and literal piracy.

If you own the CDs you should be able to copy the file from any of them. If you bought the digital version from Square you should be able to download it again (though it'll probably be the whole thing). If you bought it on steam you just need to delete the errant file and revalidate the download.

Always make backups. I've always said that.

208
If you mean the minimap, I'm sure it's somewhere. There is a grand LARGE picture of the rendered world map (state 0, before WEAPONs are summoned) somewhere. I got linked to it by someone, but I can't remember who. You can search through my posts, but there's over 100 pages there. :)

209
Gameplay / Re: [FF7PC-98/Steam] editing row penalties?
« on: 2018-08-05 02:12:56 »
what row bonuses/negatives do you mean? LIke front row/back row? You'll have to do some exe editing for that, but it'll depend on what you want it to do.

210
Completely Unrelated / Re: Linux n00b. Please gentle.
« on: 2018-07-03 12:31:08 »
...I am sick and tired of all the false "solutions" people are posting online.
This is a "feature" of Linux, though. Because literally everyone's configuration is different (It does a lot of behind the scenes config for your specific machine even as far as the chips that drive the bridges) there may be several solutions to one problem or there may be a step that was automated that made or broke a solution for some. It's particularly annoying when Linux just has generic drivers for specific hardware. My current machine has some new-age USB controller chip (that Win7 doesn't support) that was made for Win10. It does work under Linux's generic drivers, but I didn't have the USB 3.0 functionality of them. My point is there might be a combination of solutions for you that doesn't work for everyone.

How do you get a Internet connection with this? Because having to salvage my files from the virtual machine before the end of the month, following reinstalling XP afterwards because of this damn 30 day activation thing is a total pain in the ass.
That really depends on the VM.  Oracle should have some config that allows Internet access. Not helpful, I know. It works out of the box in Windows.
You could make a virtual image of the machine (if you have the hard drive space) and restore it if you can't find the solution before the activation period expires.

211
Completely Unrelated / Re: Linux n00b. Please gentle.
« on: 2018-06-20 13:21:29 »
Common symptoms of switching to Linux include migraines, fatigue, extreme nausea, mood swings and, in rare cases, spontaneous combustion. Sounds like it's going well so far. :)

There is a STEEP learning curve piloting Linux of any kind for personal use. It wasn't originally designed to do what individuals do with it. It was designed to be a GUI for a Unix environment and just evolved from there.

As for emulators....there aren't that many options to choose from. Start here for some reasonable gaming experiences with Linux. You'll find a lot of game clones that are just as good, if not better than, the game they are clones of. It also has sections and forums dedicated to emulator use. The answer you want is sure to be there somewhere.

212
Completely Unrelated / Re: Linux n00b. Please gentle.
« on: 2018-06-18 03:00:18 »
If the installation file is on my computer do I just put "127.0.0.1/[directory or install file]" in place of the <repo DNS>? If so, would I use the IP address 127.0.0.1 or the actual IP my ISP gives me?

I do know it would NOT use your ISP's IP. I think most things you'd want to install would already be in some repo somewhere else. If you download an install file it should self install (through double-clicking or just running from the terminal) without needing apt-get.

213
Completely Unrelated / Re: Linux n00b. Please gentle.
« on: 2018-06-17 02:48:34 »
This'll be a "test your rememberance of Linux" for me so I might not get it all right.

Firewall/antivirus/anti-spyware....I never considered it for Linux. Most viruses were designed with Windows in mind so it targets the registry. Linux has no registry (at least not in the way Windows does) and is WAY less vulnerable since running almost anything that could harm your data takes at least one additional approval from the admin. Linux has a lot of built-in firewall configuration settings that you don't have to fight the OS to set any of it. Spyware is browser specific (usually) and I never got any.

I believe the command for adding repositories is "sudo add-apt-repository <repo DNS>" to add a location to search for apps from. Then "sudo apt-get <app name>" to install. Linux does the rest.

WINE is not included with an approved Ubuntu distro. You can, of course, get it separate from central I think. I do think that it will come with a few compilers though. Mostly C++ and Java. If you want more there are probably dozens in central.

There are media players in most if not all varieties of Linux, especially personal editions. I would recommend VLAN for all users for media. I think there is a Linux flavor of it.

I don't think you can "train yourself off" of Windows. You'll have to take the plunge and sink or swim. You can emulate either version you wish, however. But don't expect the VM to have much power over the system. You might want to keep the VM if you plan to use Office products. I'm not certain if WINE will handle those or not. Especially the recent ones. Though if you're emulating XP the best you'll probably be able to get is Office 2003.

Be prepared to use lots of third-party hardware drivers since most companies don't keep their Linux drivers up to date. By nature of Linux, most of it is open source so the communities have modified the drivers for their specific configurations.

214
I could CRY that is so helpful!

I can fill in those blank kanji since I'm using the font texture to reference the characters.

The battle text can't use "sheet" FE because that's a special code to change the color of the window. That does explain why there was an extra sheet.

215
I have a minor in Japanese and understand kanji just passibly (like calling someone "baka" literally means "horse-deer" and has several possible origins). I had not come across the word "shouki" before and wasn't sure how to interpret it, but I know it has to do with "correct mind" and not "10 duodecilion airs". :) Also any good anime watcher knows that "ki" refers to spiritual energy and thus could represent "awakeness", but that would be a bit of a stretch.

SO! I have learned three things from this:

1) My theory on how the Japanese game handles kanji is correct (though I'm sure someone could have clued me into this :) ). Kanji entries are prefixed with a value between FA - FD (hex) and probably only range between 0 - 209 (maybe as high as 230) per "sheet".

2) There are several texts that are in the KERNEL.BIN file that are not used, but still exist like this one. These need to be added to the tcrf.net page on FF7 (which makes no mention of battle texts that aren't used even though materia is and the source file would be the same).

3) There is an entire "sheet" of unused kanji in the texture file. At least, the battle texts don't use it. I don't want to take the time to parse all the field files to find if they are used in there. It's possible that it's just some standard kanji table of the most used kanji (just over 840 or so) that got dumped into a single image. Maybe they are all used in field files.

216
Full disclosure, I wanted to make sure this phrase made sense because I'm trying to make sense of the kanji character set in the Japanese version.

There's a few more of these that the cutting room floor makes no mention of. I might make some entries with these when I get the text "extracted". :)

217
I was digging through the text of the original Japanese version and found this line in the battle texts:

正気にもどった
shouki ni modotta
"Consciousness was recovered"

It looks like it should be prefixed by an actor's name/title, but there's no reference to it. There is no text in the English version (maybe not even in the international version), possibly because it never got used in the game. What's further interesting is there is a verb in japanese that means this:

覚める
sameru (or sameta in past form)
"wake up/regain consciousness/sober up"

However, "shouki" can also mean "sanity". Perhaps this was intended to be displayed when a character left the confused status. Anyone have better knowledge of Japanese that can explain the differences in these two?

218
Gameplay / Re: Mod idea for ff7, would it be possible?
« on: 2018-05-31 13:09:23 »
"Killing" of a character would wreak all amounts of havoc on the field scripts that depend on certain characters being in the party at certain times (like if Tifa and Cid were killed during the events of Disc 1).

219
Good to know, but I don't even have the older versions to archive. I'm not supporting older versions so if they're dead links I'm just gonna remove them.

220
... the function that contains the Ultimate Weapon formulas seems to hold a lot more besides.  Haven't looked into what other stuff it has.

If you're talking about what I think you're talking about then that's the Additional Effects handler function.

221
...the Conformer and Morph are conveniently in the same place...

No they're not... Conformer is in the Gelnika and Morph is in the Temple of the Ancients. However, the Gelnika is where all the enemies that morph into sources reside. You wouldn't know that unless you were trying to morph anyway.

222
No, the damage formula is really one part. The actual damage consideration is a single byte with two distinct nybbles. The upper nybble (X) determines a few considerations, but not damage directly. The lower nybble (Y) is what actually chooses which damage function to use.

Accuracy Checks are a two-stage look-up process. There's an array at 0x7B7700 that defines which accuracy checks to use with which accuracy consideration. The values range between 0 and 8 with 8 being the terminator of the sequence. These check methods are located at 0x7B77A8. There are 8 of them with three of them being pointers even though they are called. They determine three other things: whether the action is physical or magical, whether to use the special formulae (or stat-independent formulae if you want to be really specific about it, but that's a mouthful), and whether to apply the ultimate weapon modifiers. These are determined by a bit mask located at 0x8FF068. There is a single byte for each accuracy value and it follows this mask:

Code: [Select]
0x0=Magical
0x1=Physical
0x2=Secondary Formulae
0x4=Multipliers

There IS an entry for a magical action that uses the special formulae, but it is unused. Seems a shame to me. Due to some weird memory handling, secondary formulae cannot be combined with the multipliers.

Check out the look up table at 0x8FF1F8. That's where the pointers to the different damage calculations are. It even has the special formulae starting at 0x8FF238.

The AY accuracy function has a secondary effect of setting a special effect to the action based on the damage value provided (this array is located at 0x7B7720) then uses the standard X1 damage formula.

223
I had a discussion with DynamicDJ on GFAQs about a Conformer-related issue. Specifically reintroducing the Morph reduction to it. My proposed formula would correct this issue that you're encountering:

Code: [Select]
Power = 1 + ((Power * Avg_Targets_Level) / 16)
This follows most of the other ultimates' power modification calculations and would limit Morph's power AND would prevent power from being 0 or lower.

That check CANNOT be skipped as it is used during every action that has a 0/0 damage calculation. This is used primarily with actions from enemies that have no direct effect on a targets' HP (think Guard Scorpion's Search Scope is the earliest example of this), but it can include status changes. That flag is used to skip the part where the target is to play some reaction animation. Since reaction sounds/damage indicators almost always happen in the reaction animation scripts then nothing typically happens.
Oddly enough, the status changes magics (Toad/Sleepel/etc) typically use 2/2 with a power of 0 rather than 2/0 which would prevent damage completely even if a power were a non-zero value.

224
I've encountered this error on Windows 10, but don't remember it happening in Win 7. It's weird. I'll have to look at it when I get time. I'm not sure there's a work-around.

225
In vanilla there are four "categories" of magic: Restore, Attack, Indirect and "Forbidden". Each magic action is assigned to one of these categories in a specific order. If a character has even one of these actions in a category, the entire category is added to the magic menu for that character including the not-enabled magics that will just appear as a blank in the menu. If a character doesn't have a magic action in a given category, the entire category is omitted from the magic menu for that character. The categories can be rearranged in the options menu, though Forbidden will always be last.

eg.
Aerith has Cure1, Cure2, Poisona, Barrier and MBarrier on her. Cure1, Cure2 and Poisona belong to the Restore category and the Barriers belong to the Indirect category. Her battle menu would then look like this:

Code: [Select]
Cure1    Cure2
Poisona




Barrier  MBarrier



Those blank lines fill out the Restore category and pad the beginning of the Indirect category.

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