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Topics - Jeet

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***********************NEW VERSION********************

*******************************************************
The mod have been fully updated, every glitches have been fixed, there is new playable characters and new features

This is the ultimate Sephiroth mod, with the real Sephiroth model in field(not cloud's skeleton and animation anymore)

Safer and Bizarro have now their owns dynamic camera

The installation is now a very simple, just patch your NTSC US iso with PPFomatic.

You must own the NTSC US version ( not working with other versions) , only for playstation and psp

Here is the new video and download links of the patch (now V2):

https://www.youtube.com/watch?v=q0utdzX_49U&feature=youtu.be

Direct link

http://www.mediafire.com/download/0b68folrxkfnsjj/sephipatchV2.rar

UPDATE: the V2 is up with new changes:

-sephiroth now have the masamune sound impact/critical for all his weapons
-some weapons of sephiroth have now the ultima weapon's design
-some field animations(jump, climbing) was missing in the midgar chapter, this is fixed
-an unused/useless materia appeared in elena's starting equipement,this is fixed too
-enemies in the junon area  was too stong and have been nerfed(they was able to one shot a player)

This is the changes of this update only, for the main changes of the mod check the readme, I dont think i will make other updates so it will be probably the last version.

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I was wondering how the game set multiple characters like " hellectic hojo, emerald weapon" and others, that have multiple parts,(separate legs and arms) I know they are independant enemies, but how the game "link" them together so they play their animations in the same time etc.What in the game ,for example,says" enemy331 will be combined with enemy332" ?

 

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Graphical / PSX/PSP Sephiroth and Shinra MOD
« on: 2013-07-29 20:43:06 »
***********************NEW VERSION********************

*******************************************************
The mod have been fully updated, every glitches have been fixed, there is new playable characters and new features

This is the ultimate Sephiroth mod, with the real Sephiroth model in field(not cloud's skeleton and animation anymore)

Safer and Bizarro have now their owns dynamic camera

The installation is now a very simple, just patch your NTSC US iso with PPFomatic.

You must own the NTSC US version ( not working with other versions) , only for playstation and psp

Here is the new video and download links of the patch:

https://www.youtube.com/watch?v=q0utdzX_49U&feature=youtu.be

Direct link

http://www.mediafire.com/download/i11hkm2ndeeczi3/sephipatch.rar

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Hi,

I have many questions so i listed them,Im trying to modify my field models so and i  have a problems ( to begin with, i have no basics of hex editing i just started this recently, so i have some quesitons), in another topic LazyBastard talk about his CLOUD.BCX modification with a shinra soldier, when someone ask him how he did this , Lazybastard answer :

"I did all of this in raw hex, by first reverse-engineering the formats themselves (though the town and battle formats were already mostly mapped out)."

Then he shows 5 links saying anyone could do the same if they follow the instructions, so that what i found in one of the link:

"Using Akari's notes from Q-Gears, the source from Micky's BSX/BCX viewer, information from the wiki ,I've broken down MD1STIN.BSX (BSX file from the first field encountered in the game) as an example of BSX structure."

1/So my first questions are : What is a BSX/BCX viewer and what mean " i broken down the file" ( i need it seem to be basics questions but i need to understand to continue this)


Then he say this :

"'BSX Header Section' [at offset 0x00000000]:
Code: [Select]
30 07 01 00 9C F0 00 00

Breakdown:
30 07 01 00 - size of the (decompressed) file in bytes (little-endian, so 0x00010730; 67376 bytes)
9C F0 00 00 - offset to the 'Models Section' (little-endian, so 0x0000F09C) "

2/So my questions are : what mean  "header section"?  and what mean "offset to the model section?" (once again i suppose its beginners questions but if someone could explain me i ll appreciate)

Then i have a problems i compared the same file in my computer with his file, and the values are not the same, i have 30 07 01 00 like him but its not at offset 0x00000000 , it start at offset 0x00000005 and for the second code i dont have 9C F0 00 00, i have 9C F0 E8 F3 ( i wont list them all but all the others values he talk about are not the same).

3/ Why my values are not the same? he says " decompressed file" and i never decompressed any file so maybe its the problem? if im right, how can i uncompress a BSX file? if not i Wonder why my values are differents, i tryed with another ff7 version and its still different


Finally,Since i started this without having using an hexeditor before , i m not sure about what i must do to change a field model into another one, example : i changed cloud's field (BCX)model into vincent field model(BCX too), it worked, i didnt used hexediting i just swaped them with CDmage, but my really goal was to swap cloud's field model BCX with sephiroth's one, and sephiroth dont have a BCX, he is stored in a BSX, thats why i ask you all these questions i want to take the sephiroth data from the BSX of a nibheilheim area (NVDUN2.BSX) and write it into CLOUD.BCX.

4/My two last questions: What exactly i must take in sephiroth data for having a correct field model? the model data only? or i must remplace everything? animation , skeleton etc? i was thinking that if i remplace only the model i will have a sephiroth with cloud stance in town? (same way of walking, runing etc) or its not so simple? (even since sephiroth animation are cool, i dont really care about this ,if it can avoid me many hours on this, its the model texture that i want).

5/How can i  know where start the model of sephiroth in the BSX since  Lazybastard  BSX example dont have the same values as mine, i cant referr to his work to know what i must modify .


If someone have the patience to read all this and give me some answers, i  ll really appreciate,  im try Harding for nothing since many days , i need someone to explain me this, since LazyBastard was too lazy to explain how he realize such a nice mod for PSX (in fact he did it but a beginner cant understand everything)

5
Graphical / Swap Field models PSX problem
« on: 2013-07-16 18:49:34 »
Hi, i have a problem with the BCX and BSX format, ( field format for the psx) i wanted to " copy " the sephiroth  patch but for the psx version, since i have no basics of hexediting and modding , i just swapped the models( with CDprog): cloud battle model with sephiroth 's, its work , and he is controllable without code, but the problem is for the field texture, i can remplace cloud field model with anyone , barret , tifa, vincent, etc, without crash ( just some animation are buggy but its still work).

The reason i post here an help is because i DONT FIND sephiroth BCX, i supposed he dont have one , and his field model is  BSX probably, i know its must be easy on PC since all the field models are in one folder but for the PSX i dont understand, i spend 10 hours for this searching a solution,so now i ask for  help: Someone know how to find sephiroth BSX and convert it to BCX?

(i know playing on pc would resolve this but i only play rpg on psp,i really cant play ff7 on pc)

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