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Messages - nfitc1

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2976
Troubleshooting / Strange FMV cutscene behavior
« on: 2008-10-08 13:19:44 »
I'm running FFVII both on Vista and XP (not at the same time, but I'm playing on both machines off and on) and I noticed something the Vista one is doing that the XP one doesn't. It hasn't broken the game yet, but it might.

I'm not entirely sure how to describe this so I'll just give an example. Cutscene number 2, after the intro, shows cloud looking up at the No. 1 reactor. During this the camera is supposed to zoom down to him and show him looking up while the FMV plays. In Vista, the camera that shows Cloud never moves even though the FMV plays. When the FMV is over the game returns to normal. This happens in every FMV that has moving characters overlayed against the FMV: Junon Elevator, Gelnika taking off, Reactors exploding. The camera that should be moving the character's position, and even events like Cloud helping Jessie as the first reactor is exploding, doesn't act. It's like the game doesn't know that the FMV started, but it does know when it ends because the game continues as normal when the FMV is over.

I'm using the 1.02 patched with the Chocobo fix and Gypt applied. I also installed K-Lite to get the FMVs playing in the first place. Did I skip a step somewhere? Does my issue make no sense at all?

2977
Not 100%, no. That's why this will probably continue to be a WIP even after it's released. I need values for the unknowns, but every unknown that is not always null is editable.

Speaking of a release. I believe it is ready for public use. I have tested it several dozen times on all tabs and it continues to reflect all the changes I've been making. All I need now is a host.

2978
*sigh*

If I were at home right now, I'd do one more thing to this and upgrade it's status from Beta Phase IV to RC1. I think I've found and exterminated all the bugs. Even though there is still some missing information, it's fully workable. I just want to add a little bit of "bling" to it and it'll be ready for public consumption.

2979
For the battle crash, that occurs at 0x0000000000673EDA
Escaping happens in the same place.

Sometimes it does crash if I just alt+tab out, but not always.

2980
So, if you change the CPU affinity, you get a guaranteed crash when entering battle, and you get no crash at all when you're "just" alt-tabbing out of the FF7?
Correct

2981
The "crash when entering battle" will probably be corrected by installing YAMP + MGP.

I don't think this is the issue as it only happens when I Alt+Tab out, change the CPU affinity, and switch back to it.
If you think you know better :P

I didn't say that I did or that I wasn't going to, I just don't think that's what's causing the crashes. ;)
I can Alt+Tab out and back in with no problems otherwise.

2982
The "crash when entering battle" will probably be corrected by installing YAMP + MGP.

I don't think this is the issue as it only happens when I Alt+Tab out, change the CPU affinity, and switch back to it.

2983
I never looked into it, since I don't own a dual core CPU. There must be some kind of software out there, try looking it up on Google.

Otherwise you have to set the affinity to one every time you start FF7.

There are some programs out there that I'm going to try. Setting it to one each time is not good. When I open the task manager to reset the affinity the game will crash the next time I try to get into a battle or cast Escape. Regardless, thank you for identifying my problem.

2984
FF7 doesn't like dual core CPUs. If yours is dual core, set the affinity to one core only.



I think that did it! Thanks. Do you know how I can open it in a way that only sets affinity to one core? Every time I try to open it it runs on both.

2985
Troubleshooting / Re: I can't even get FFVII to start.
« on: 2008-10-05 05:58:12 »
We'll need a little more information before anyone can help. What version of windows are you running? What are your system specs? Are you putting the game discs in the same cd as the one you installed from?

2986
Archive / Re: I AM COMPLETLEY NEW TOO THIS!!NEED HELP!!!
« on: 2008-10-05 03:15:52 »
There are lots of patches and links on the wiki: http://wiki.qhimm.com/FF7/Technical/Customising

Ficedula's page (http://www.sylphds.net/f2k3/php/programs.php?category=ff7) has a LOT of editors for this if you want to do your own work.

2987
I updated the image of the "Attacks" tab with a modification of my own. And yes, it worked. XD

Image?

Check the first post.

2988
I'm trying to play this on my machine and I'm having a number of troubles with it. I installed the maximum setting and applied the 1.02 patch and the Chocobo fix and now I'm getting slow downs in hardware mode. It's really most noticeable in the music. It keeps studdering. If I go into software mode the studdering isn't as obvious, but the battles are about 30% too fast. I was using the NPC replacing mod, but changed it back and SOME of the studdering went away. This just shouldn't be. The computer I have is quite fast and I've never had this kind of problem before. I'm even running this off my hard drive via virtual drive because my first CD is corrupt (I've had it almost since it came out).

CPU: Athlon FX-60
GFX: ATI 1950X
RAM: 4 GB

It works fine on my laptop which isn't as good. Is there something I'm missing that could be changed to use less CPU or GPU while I'm playing?

2989
i have a completely different problem. my game doesn't "crash". "freezes ever 10 minutes" would be a more accurate description. i cant get anything done. does anyone know how to fix it?
This might be a stupid question since I don't like assuming people don't know what they're doing, but is your screensaver on, set to go off after being 10 minutes of idle, and are you playing with a joystick? For some genius reason known only to the developers at Microsoft, the joystick input doesn't count as "not idle"

2990
I updated the image of the "Attacks" tab with a modification of my own. And yes, it worked. XD
Now, I'm in desperate need of a PSX copy of the KERNEL.BIN file (I don't think they're identical). If anyone has one, please let me know or just email me. I have one now. Thanks.

2991
'Nother update made. Read first post again

2992
There has been an update. Read the first post.

2993
It's located in your registry:
Start->Run->Regedit
My Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Square Soft, Inc.\Final Fantasy VII\Data Drive
Change this entry to X:\ where "X" is the letter of CD drive you want to run the game from. You'll also want to change the MoviePath to include that drive letter as well.

Or you could copy all the movies (870 MB I think) to your hard drive, have the MoviePath entry point to the path to those movies and play them from there. That way there's no CD-lag and they'll play without skipping.

2994
I emailed the first two testers. Still accepting positions.

UPDATE: A lot of the original hypothesis I discovered about the Command Data was way off so I deleted it. Here's what I've learned from in-game experience:

Code: [Select]
Index - Data; Command
00 - 00 FF FF FF FF FF FF FF; Left (What's this?!)
01 - 07 FF FF FF FF FF FF FF ; Attack
02 - 01 FF FF FF FF FF FF FF ; Magic
03 - 02 FF FF FF FF FF FF FF ; Summon
04 - 03 FF FF FF FF FF FF FF ; Item
05 - 07 FF FF FF B8 00 B9 00; Steal
06 - 00 1F FF FF BC 00 BD 00; Sense
07 - 0B 17 FF FF C5 00 C5 00; Coin
08 - 05 0B FF FF C4 00 C4 00; Throw
09 - 00 1F FF FF C2 00 C3 00; Morph
0A - 00 1F FF FF C0 00 C1 00; DeathBlow
0B - 00 1F FF FF C2 00 C3 00; Manip.
0C - 00 00 FF FF FF FF FF FF; Mime
0D - 04 FF FF FF FF FF FF FF; Enemy Skill
0E - 00 FF FF FF FF FF FF FF; All:
0F - 00 FF FF FF FF FF FF FF; 4x: (that's just what it's called)
10 - 00 FF FF FF FF FF FF FF; Blank
11 - 07 FF FF FF FF FF B4 00; Mug
12 - 00 00 FF FF FF FF FF FF; Change
13 - 00 00 FF FF FF FF FF FF; Defend
14 - 06 FF FF FF FF FF FF FF; Limit
15 - 08 FF FF FF FF FF FF FF; W-Item
16 - 09 FF FF FF FF FF FF FF; W-Magic
17 - 0A FF FF FF FF FF FF FF; W-Summon
18 - 00 17 FF FF B4 00 B4 00; Slash-All
19 - 07 FF FF FF B5 00 B5 00; 2x Cut
1A - 00 17 FF FF B7 00 B7 00; Flash
1B - 00 97 FF FF B6 00 B6 00; 4x Cut

The first byte is what happens to the cursor. A menu is brought up (0x01-0x0A, but not 0x07) or is taken to the targets. If it is 0x00, then the second byte is treated as the target bit mask mentioned in Reply #10. Otherwise just perform regular cursor movement. I need to set up an attack that has Throw's target mask of 0x0B and see what happens. It's kinda strange...
The last four bytes are definitely single/multiple camera animations (Yes, a multiple mug DOES look like Slash-All).

I got Cloud to "do" All: once. It activated like a limit and gave him Darkness. I couldn't get him to do it again even after restarting the game.

Another curious note I discovered yesterday. There is a Coin Materia! It's in the kernel as being mastered at 20000 AP and only enables Coin when you equip it. I guess that command 0x07 was supposed to be coin on its own, but it was changed to switch between Coin and Throw and the Coin Materia was tossed out.

2995
Only Aeris's limit breaks Planet Protector and Great Gospel can grant peerless. A character with the status of Peerless will take 0 damage for the next three attacks.

2996
Imprisoned stops a character from acting and flags him/her as dead until the status is broken. It is the status caused by Reno's pyramid (in the sector 7 fight), Bottomswell's water polo and Carry Armor's right/left arm.

I thought Bottomswell's water polo causes "dual" since you have to attack the water bubble to free them.

2997
You're thinking of the Zeidrich, which is an armor, not an Accessory. Accessories either absorb or nullify elemental damage (or don't do anything). If they CAN half damage I would like to know about it. Or if they can affect any of the physical elements I need to know that too.
Cat's Bell officially has no data because it does not have an in-battle effect and the KERNEL.BIN only contains information about battle routines. I've also noticed that it only contains attack information on attacks available to the Player(s). It doesn't contain information on Aire Tam Storm or Ruby's tentacle attacks, etc. (not that I found anyway).

2998
Great! I'll add that to the interface later (today I hope). Are those the ONLY statuses weapons can inflict? If so I'll make it a drop-down list instead of the normal bit masking checkboxes.

I am, as you apparently notice, updating the first post with my progress instead of adding new posts. So all the people that come new to this thread need only read the first post to see how far I am into this.
I have noticed something odd already. For Weapons, the "stat increase" blocks aren't completely correct. Only two are used:
0x15 : 0x19
0x16 : 0x1A
The pair "above" these and the pair "below" these don't get reflected in the weapon. I've been wondering this for a while because weapons only increase up to two different stats. Thus, I'm confused as to their functions. Can anyone shed some light on this? Armors seem to be similar, but it's possible that they could increase more than two stats, but I'm not doing any game testing yet.

2999
Great! Now added. Only four are left: I think I know these now:

0x00 Nothing; occurs in one attack that's a filler
0x25 Only Cure 1, 2, and 3; Probably just Magic-based curative
0x50 Apply status temporarily. I still don't see a counter though.
0xB1 Slot based hit. Only shows up in Tifa's Limit Breaks. "Hit" "Yeah!" or "Miss". Need to test this

Also noticed: Inflict Status MAY be dependent on the percentage chance it has to succeed. Choco/Mog has an Inflict Status of 10, which is related to its chance of causing Stop.
I now believe this to be half the percentage chance of inflicting. I'm still not sure how it relates to percentage.

One more thing: About 0x0002 of Attack Properties. Could this be "Force Animation"? You can change the Battle Camera motion up and down in the config and not all camera motion stops. All the summons always take control of the camera. This will require a little testing as well.

Possibly Major find:

What's labeled as "Attack attribute" in Reply #1 and "Damage Type" in Wall Market I now believe to be a bit mask of targeting restraints:
Code: [Select]
0x01 - Enable target selection (Escape's target is 0x00 and target cannot be selected)
0x02 - Start target on Enemies
0x04 - Begin target as multiple
0x08 - Can toggle between single/multiple
0x10 - One side (Party or enemy) only
0x20 - unused
0x40 - All Active battle participants
0x80 - Random target.

* - 0x08 is never on without 0x04
If anyone can verify this or can think of a way to test it, please do and let me know the results. [Heh. I just made Choco/Mog hit both enemies and party. I may make an "unpredictable" mod that reassigns the attacks to do random things and the weapons with different stats. :D]
Come to think of it, the Item Target acts very similarly. I believe I may have found a match.
I believe now that these are the effects. When I changed Ice2 to hit twice (see below) and set its target to 0x87 it selected all enemies and hit two of them randomly each time. This doesn't seem to work for the summons. I can make a summon hit all members on both sides, but I can't make  them hit only one target.

I've also been looking at the Additional Effects. Here's the list of attacks that have additional effects in the kernel:
Code: [Select]
0 Comet2
0 Splattercombo
0 Knights of Round
1 Oden If all enemies are immune to Death summon Gunge Lance
2 Choco/Mog Sometimes summon Fat Chocobo
5 Escape No Reward?
8 Toy Box ??
9 Goblin Punch Damage based on Attakers level/target's level
E Phoenix Heal/Restore Dead allies
10 Transform (Cait Sith) Removes other allies from battle
1C Dragon Force Raises Stats
18 Satan Slam Cast OTHER Satan Slam
23 Remove Remove target from battle and kills
So WHAT does Comet2, KotR, and Splattercombo have in common?! I have no idea. And what else does toy box do? I think it sometimes hits all enemies or just one, but I try to avoid Cait Sith so I'm not really sure. :)

After some testing I think I figured out what is happening with Additional Effect 0x00. In Reply #1 made by LKM, he states the following information for attack values:
Code: [Select]
0x12    1 byte  "Special" 1. Again, there are a lot of these, and I have only tested one:
       14      Fills limit bar
0x13 1 byte  Number of hits
This is true, but not completely correct. 0x13 is ONLY number of hits when 0x12 is 0. This is what links KotR, Comet2, and Splattercombo. They all are multihit. If 0x12 is set to NULL (0xFF), then Comet2 only hits once. So 0x12 can remain "Special properties", but 0x13 will have to be changed to "Special Properties Modifier".

3000
Sorry, ignore this double-post. I hit quote on the above post when I meant to hit Modify. :(

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