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Messages - your evil twin

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Archive / Re: Good soundfonts for normal FFVII midis
« on: 2007-01-27 01:55:11 »
Yeah FF7Music is cool but I figured that if I could get the midis to actually sound OK then everything would be a heck of a lot simpler. I'll look into that Yamaha S-YXG50 WDM, as well as stormmedia's emulator thingy.

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Archive / Good soundfonts for normal FFVII midis
« on: 2007-01-26 20:54:17 »
I've heard people say that the midi files in the PC version of FFVII don't sound so bad if you have good soundfonts installed on your computer. Can anyone point me to some good soundfonts that have worked well with the FFVII music?

I have a Realtek AC94 sound card, and it says the device for midis is the "Microsoft GS Wavetable SW Synth". Don't know whether any of that makes any difference, but just thought I'd mention it in case certain soundfonts work better on certain soundcards or something.

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Archive / New version of FF7Music
« on: 2005-11-03 19:00:35 »
My MIDI music playback is done by a Microsoft GS Wavetable SW Synth ... would Soundblaster soundfonts work on that?  Or do you actually have to have a Sounblaster device?

Thanks though -  have 1gb of RAM so it should work fine. :D

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Archive / New version of FF7Music
« on: 2005-11-03 09:46:23 »
Seriously?  Any suggestions as to where to get those high quality soundfonts?

Has anyone else had a bug where the motorcycle chase music doesn't stop, or after it stops you just get silence?  In the bit after the bike chase and battle you have the characters standing around on the road, then jumping down to the ground and talking before setting off on the world map - when I do that bit of the game I just get silence when using FF7music.  When you step out onto the world map, suddenly I hear one second of the battle fanfare, then one second of the music you hear on the world, and then the world map music.  Very strange.

Also, I replaced the bombing mission track and then when I started a new game I didn't hear any music after the intro movie, when Cloud and everyone jumps off the train.  Just sound effects.  Music worked fine everywhere else.  Any suggestions?

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Archive / FF7 - Music Reloaded Project
« on: 2005-11-02 13:55:39 »
Eleantor, I like the fact that you have improved the Shinra music, did a great job enhancing it will basically keeping it the same, but you've cut out the opening notes at the beginning, and that means that when Shinra stuff turns up in the game it will be rather shocking and unsubtle. ;)  Would be great if you put those opening bars back into the music.

Quote from: NeoS
now THIS is a remix...  :wink:


Wahh, the link doesn't work! (cries)

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Archive / IS THIS A BUG?
« on: 2005-10-24 21:50:28 »
Limit Breaks have 4 levels.  If you press the menu button in-game and choose Limit, you can activate the 2nd or 3rd level.

Is it that you have to defeat 80 enemies?  I thought your limit level increased depending on the number of times you used the limit break attack, so just defeating an enemy without using a limit break on them would make no difference.  Maybe I'm wrong.

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Archive / Extracting Lyrics in One Winged Angel
« on: 2005-10-24 20:38:16 »
Well, even if it does not sound totally 'real', it does sound like a slight improvement on the original.

What I would absolutely love is a remix of the main Shinra theme music (which plays whenever the President/Rufus is talking and stuff).

I've got one remix called Antitrust by SubstN, but it's very industrial/technological remix and it doesn't sound very appropriate for board-room meetings or confronting Rufus on top of the Shinra building.  I love everything Shinra and would like the to have the same tune but a little more 'real' sounding rather than sounding totally synthesised.

A remix of the Mako reactor music would be pretty cool - I've got a couple but they change the original sound too much and it no longer sounds appropriate for inside a Mako reactor!  Just using the tune to make a whole new sort of song, really.  The Turks music is my other favourite.

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Erm, the High Resolution patch comes with an extra patch to increase the resolution even further, but what is the 'normal' resolution that the High Resolution patch makes the game run at?  Nowhere in the readme or the patch does it say what resolution it makes the game run at.

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This looks like a brilliant strategy... I never bothered defeating Ruby weapon, as the reward was a Gold Chocobo, and it seemed the only way to beat him was with Knights of the Round which you could only get with a Gold Chocobo.

I was planning on replaying the whole game, but as dreading doing the whole cocobo breeding thing again.  I was considering using a savegame editor to give myself KOTR, but I'd much rather do it this cool way without cheating.  Except the W-Item trick is kind of a cheat, isn't it? Though I thought it was fixed on the PC version of the game, I thought the W-Item cheat only worked on the playstation.

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Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-10-22 12:46:22 »
Quote from: ice_cold513
Ok here is v0.2 i redid the readme and fixs them bugs/glitches.
I SD them this time and did a nonSD but little model and made backup's



I will some pics of what Changes in SD and NonSD

EDIT
link down
working on it


Please, I need these SD/smaller models, as the normal-sized ones have crashes like in the sunken Gelinika plane and stuff.

I'm planning on lending my FFVII to a friend, but he is not very good with computers so I want to be able to give him all the patches and everything in one big file so he doesnt have to worry about anything.  It is a bit awkward if I have to say "when you get to the gelenika plane, you have to uninstall the models so it will work".

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When I try to do the patch it says CRC32 check failed, nothing patched.  Is this because I already have the chocobo patch installed and the upside down video patch installed, and the patcher is looking for the original 1.02 version without the chocobo patch?

(Heh, I don't think I even needed that upside down video patch - at first I cuoldn't get the videos to work, turned out it was to do with soemthing that matroska video stuff had installed.)

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Archive / ff8 models
« on: 2005-10-17 23:57:20 »
What an awesome idea!  I hope it is possible.  Could be pretty cool.  Since FF8 has detailed NPC characters, could use them to replace all FF7's NPCs.

Heh, could even replace Zack with Squall!  That would be interesting...  Also, doesn't Rinoa look a little like Tifa in Advent Children?  My favourite was Quistis though.  Mmm, Quistis.  Shame she wasn't important to the story after the first 1/4 of the game, no sub-quests or character development.

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Releases / FF7 - Reasonable difficulty mod[1.1]
« on: 2005-10-17 23:56:07 »
I dont' even remember what L3/L4 suicide is... is it one of the Enemy Skills that you can gain using the Enemy Skills Materia?

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Quote from: hay
You don't have a choice. Harder battles requires some more time it could be 'tons' of time more or just some minutes :)


Well of course the actual battles will take longer if the enemeis are tougher, I mean I don't want to have to go and do extra running-around-the-world-map-levelling-up as well before I can dare attempt the battles. :)  Easy battles should be made hard, battles that are already hard should be left pretty much the same.

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Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-10-17 21:33:22 »
I was just going to try installing the SD models pack... but I don't inderstand the instructions!  (Even though I succesfully installed the normal reunion pack.)


Quote
SD Models: FF7 v0.1:
========================================
Ok there are 2 models not to setup 1st is
Tifa - Parachute (aggb) 2nd is Turks - Reno - Normal (aodd)
i have missed 1 or 2 of there P files



HowTo
==========
load the SD models like the NPC's
and if i missed any model but reno and tifa tell me
i have made a backup folder it anyone need to put the old one's in


Erm, there are 2 models NOT to setup 1st?  Huh?  Is this a typing error, does he mean there are 2 models that you have got to setup 1st?
Or is he saying don't install the Tifa parachute model or the Reno model because there is something wrong with them?

He says he has missed 1 or 2 or their p files... does this mean that they could crash the game or look strange?  Am I supposed to do something to fix it?  Aargh!

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Hmm, I'm wondering whether to go for Skillster's 'hardcore' mod or hay's 'reasonable' mod.

I consider myself pretty 'hardcore' but if in the 'hardcore' mod you have to run around loads more doing random battles just so that you are tough enough to take on the enemies then I don't think I can be bothered.  I never enjoyed running aroud the place to level up, I just wanted to progress through the game and enjoy the wonderful story.

I want a tough timebeating the regular enemies but not have it so tough that I dont' have a chance to beat them unless I'm a much higher level.  I guess I want to replay the game again and have it be harder... but not have to spend a longer amount of time playing it. :)

Heh.  I think its cool that we are getting a choice of different game modifications though.

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Archive / Help with monster data
« on: 2005-10-17 21:17:39 »
Heh, it's actually a really good idea.  I occasionaly play Dungeons and Dragons with some mates of mine, and also my girlfriend is into FFVII, so if the two were brought together she'd probably get into it as well!

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I actually rather like Kiggles' suggestion of improving the items that you can steal from enemies/morph them into.  Would justify the fact it is even harder to steal from an enemy because their level has been increased.

I hardly ever used steal when I played the game... if I had thought I could get some cool weapons or armour for free then it might have been worth my while.  Obviously not awesome items... just things more useful than simple potions or elixirs or whatever.  (Heh, would be cool if you could steal materia, don't think that's possible.)

Alternatively... isn't it impossible to increase the HP and attack damage of enemies without actually increasing their level?  Would mean that the chance of stealing/morphing an enemy would remain the same (but stealing/morphing the enemy would be twice as risky due to the increased health and dangerousness of the enemy).

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Archive / Any way of making Sephy ALOT harder?? (HP wise)
« on: 2005-10-17 20:42:09 »
Quote from: Kiggles
Supposedly it is above level 70, his HP doubles, he starts off casting Wall (barrier+m.barrier), and will utilize his higher damage attacks. In otherwords, it becomes like the last half of Safer Seph fight, all the way through, and twice as long... could be wrong about the double HP, though.


What I heard/read in the past was that if Cloud was at level 99, Sephiroth became 3 times stronger.  I was never sure about this, but it seemed like if you were level 98 or less, the Sephiroth didn't become stronger - it seemed like a special 'reward' for totally levelling up to 99, you got a boss that had 3 times more health or something.

Having him become stronger above level 70 makes more sense though.  Is 'Safer Sephiroth' the 'One Winged Angel' that uses Supernova and stuff like that?

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Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-10-17 01:57:00 »
Erm, on page 2 there is a link to an image of a new Shinra uniform... does the Reunion patch replace the Shinra soldiers?  They aren't mentioned on the list, or in the list of characters replaced by the seperate NPC pack.

Or does Cloud have a Shinra-skin and all the shinra soldiers use that same model?

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Archive / New version of FF7Music
« on: 2005-10-16 12:12:18 »
Aha!  I managed to get it to work.  Had to disable my windows midi volume though cause the programme wouldn't do it.

Erm, perhaps this is a dumb question, but where do I get the plugin for playing MP3s?  I only have the in_psf.dll for playing the playstation music.  Do I need to download and install winamp and use a plugin from that?

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Archive / ATI card malfunction
« on: 2005-10-15 18:35:54 »
I've got an ATI card, it's an X800 XL... and the game works fine with the version 1.02 patch.  Tick the nvidia box and the TNT box, even though it isn't an nvidia.

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Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-10-15 17:34:02 »
Ah, I see there is a new downlod link for the NPC patch, but not the SD version?  (Haven't actually tried it out yet, so perhaps I'll prefer the normal version to the SD, but I thought I'd mention the fact that there is no place to download the SD version from).

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Archive / New version of FF7Music
« on: 2005-10-15 17:13:22 »
I only just re-installed Final Fantasy VII for my PC yesterday after having not played it for many many years... had a look online for patches to make it work in XP and I found all of this wonderful stuff!

But all this stuff to do with plugins is rather confusing to me, and the FF7Music programme doesn't come with them.  It's useful for people familiar with the old versions, but to a total newbie its frustrating as it seems that the programme doesn't have all the required elements that it needs to run.

I've tried using the plugin dlls that come in the FFSF PSF package, and the FF7Music.ini, I've tried altering the paths, all sorts of things...  but when I run the programme, I still hear the original PC midi files instead of the PSF files that I got.  I'm using an FFVII install that has the 1.02 patch (and the flip videos patch, thuogh I'm not sure I actually needed it as I discovered it was my matrsoksa stuff that was stopping the videos from working).

So, should I keep messing around with the files, or shall I just wait a few days and hope that someone releases a super-easy thing that will just install everything that I need?  I really can't stand the PC's midi files and am looking forward to playing with a mix of the playstation music and the orchestral tracks.  (At the moment I'm just trying to get the playstation ones to work though.)

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