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Messages - Kranmer

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26
So there is a header of 6 bytes, with 2 unknown bytes followed by the full (compressed) file size. And data are simply LZS-ed.

Yeah after removing the first 2 bytes then decompressing the LZS you get the TIM

27
You just want to decompress the TIZ ?
here is your sample TIZ converted to PNG (atleast i think this is right)


EDIT - Forgot to post the TIZ converted to TIM (oops)
http://www.mediafire.com/download/1y9sbhpwmo5j3p2

28
Someone on that site has now posted the links again at https://app.box.com/s/b02715f2fe91cdc42fd1

29
Troubleshooting / Re: controll issues (cannot use D-Pad)
« on: 2014-04-02 19:24:31 »
I use a 360 controller and yeah the analog stick with the official drivers is a pain, so i use the unofficial XBCD 0.2.7 driver which allows you to remap the 360 controller so for FF7 i don't need Xpadder or any program like that (so you can just change the d-pad into the analog stick and also change things like the back triggers into normal buttons and change the dead zone on the analog sticks to make them less sensitive).
Also if the arrows and number-pad isn't the directions have you checked in-game by going into CONFIG from the in-game menu then going to CONTROLS then set to CUSTOMIZE and at the bottom you should "up,down,left,right" and try changing those if the above isn't helpful.

30
FF7 Tools / Re: [1.6] Makou Reactor - a FF7 field editor
« on: 2014-03-19 19:38:28 »
Thank you myst6re, i just saw 1.6.1 r260 code posted just now so i compiled it and it seems to be working now :), nice work thanks for this.
1 small thing though, when i use the English translation the text that is supposed to say "If $GameMoment" now says "Si $GameMoment" is this because the translation files haven't been updated yet ? (just letting you know, i know its probably because its a SVN and the default language is French but just incase it wasn't i thought i should say)

31
FF7 Tools / Re: [1.6] Makou Reactor - a FF7 field editor
« on: 2014-03-19 14:13:14 »
I just took a quick look at this crash and the same thing happens to me in 1.5.1 and 1.6 and when i compiled 1.6.1 from source and the same crash happens on all versions.
Here is a video showing the crash while using the default debugger in QT
http://www.youtube.com/watch?v=GNsPzYo0FT8

This seems to happen on Windows 7 but if you change the compatibility of the EXE to "Windows XP SP3" it doesn't appear to happen so to work around the problem you can just do that.

32
Troubleshooting / Re: Aali's Driver not working for FF8
« on: 2014-03-11 13:33:59 »
Ok when you installed Aali's driver did you copy all the files ? if certain files are missing like "ff7_opengl.fgd" you will get that error (yes i know its looks like its for ff7 but it is required of FF8), if all the files and folders are in the correct place then i am really not sure why this is happening. Maybe post a screenshot of all the files in your FF8 folder might help.

33
Troubleshooting / Re: Aali's Driver not working for FF8
« on: 2014-03-11 12:51:14 »
Have you installed the 1.2 patch ? to use Aali's custom driver for FF8 you need it, also make sure EAX is installed (usually comes with the 1.2 patch) before installing the custom driver, If this still hasn't fixed it, check to see if you have a app.log and if you do post it here. It could also be a UAC problem (if you are using vista,win7,win8) so you could also try installing the game to a non-system path (like C:\Games) and try that.

34
Troubleshooting / Re: Sq Logo Start Menu blending
« on: 2014-02-11 22:45:51 »
I just tested this quickly and changing both to 14h works great (13h just closes the game) for both continue and when the game first starts up (although if used on GAMEOVER the GAMEOVER music keeps playing on the NEWGAME+CONTINUE screen for me).
0x0082B8 is the one just for when the game first starts, also changing this value to 15h makes it go into new game automatically (starts the opening.avi as soon as you run ff7) and other values seem to do other things (like 19h plays the Ending video and 17h plays the test fight against triangles) haven't test too many values yet.
EDIT - tested more values, most values seem to make it crash but these ones work.
02h battle test
03h world map
06h bike minigame
07h chocobo minigame
08h snowboard minigame
09h condor minigame
14h skip credits
15h opening
16h opening
17h battle
19h ending
1Ah gameover

35
If you want to compile the source on windows into a EXE, first download Mingw (i recommend "mingw-get-inst-20120426.exe" you can google it)
Install that with options ticked for C, C++, objC, Msys (you can ignore the rest)
Run Mingw Shell from your start menu once. Then close it.
Now go to (by default or change this to where you installed it)
C:\MinGW\msys\1.0\home
and there should be a folder with your windows username, open that folder so you are in
C:\MinGW\msys\1.0\home\Username
now copy all the source files from SfxEdit to that folder (common.h, Makefile, sfxEdit.exe.cpp, sfxEdit.exe.h)
Now open Mingw Shell again from your start menu and type
make
press ENTER
Then it will compile the source into a windows EXE (this works fine with the original source, i recommend trying this with the original source first to make sure it works for you then trying it with your personal edits)

36
Troubleshooting / Re: FMV Brightness
« on: 2014-01-13 23:39:42 »
That's fixed it.  Star.  Weird though that with Kranmer it was being fixed by replacing the old plugin with new.  (Not shaders).
Well i did find replacing the "ffmpeg_movies.fgp" from 0.7.11 seemed to fix the problem in 0.8.1 but i suppose could have caused other problems since i didn't fully test it (only tested 2 movies at the start of the game), it was just a observation after testing a few things.
But looks like it has been fixed now anyway :)

37
Map the controller with keyboard keys.  :-P
I am currently having to do that using a old version of Xpadder (from when it was still freeware) but i really hate having to do so (i prefer native controller support)

38
Nice work Aali, gonna start testing it now quickly, works great on my laptop now as well :) thank you, Controller still not working in FF8.

39
The sound buffer error has been discussed on this forum before (can't find the old topic right now but i know it exists). At the time the conclusion was that the 2012 FFVII video's used a video format and container which wasn't fully compatible with Aali's driver and that caused the error,  if you convert the video into a different format the errors do go away, i believe there was even a FFMPEG script posted on the forum somewhere which converted the video's for you to remove the problem. I will try to locate the original thread if i can and edit this post if i find it.

EDIT1- Found 1 of the threads where it was discussed
http://forums.qhimm.com/index.php?topic=14502.msg203473#msg203473

40
I changed it to not accept input if the window doesn't have focus, that might be causing issues with the controller support, I will look into it.

OK thanks Aali, the controller works fine in FF7 just not in FF8, I have been playing FF8 for a short while now trying to get used to the keyboard in the mean time and got to the world map and noticed a few very small glitches, made a video here
http://www.youtube.com/watch?v=Qj3Otr1A_Qo
As i leave the town you can see the town itself is a little fuzzy and as you move so do the lines and a little around the outside of the forest, this isn't a big problem and the game itself seems to be working great so far. I tried changing settings on in the CFG and on my graphics driver config but nothing seems to make any difference.
Anyway Good work and thanks for this new version, such a big improvement from the last version.

41
Thanks for the new version of your driver Aali. Just got around to testing it and it seems to be working (after updating to the latest Nvidia beta driver from 327.23 which doesn't work right with your latest driver, on the old version all i got is a white screen when loading FF7). only problem i am having with FF8 so far is my controller doesn't work (works fine without the driver and with old version), i am using a official 360 Controller, i tried official driver and the XBCD driver, both have the same problem and just don't seem to work in-game when using this latest driver.

42
Solved Problems / Re: SOLVED: Mod save state?
« on: 2013-10-10 18:18:22 »
Ok, got my first ability and everything is working now.
Sorry 'bout that, if i had known i wouldnt have bothered to post. Just been using my old .exe before that information, since i encountered that bug right away and didnt wanna miss out on the abilities.
Good, i am glad its working.
And no problem, a few hundred people have downloaded this and you are only the 2nd person to post this (the first person being LeonhartGR who i responded to on this post http://forums.qhimm.com/index.php?topic=14214.msg198773) its always nice to see that people are still using my work.

43
Thanks for the new version Luksy, having problems making a LGP with sub folders using the GUI or command line, i tried using
dir /b thefolder | ulgp -c foo.lgp -eC thefolder
as you posted that previously but it still doesn't do sub folders,
Dan has told me that -r works with sub folders but -c doesn't.
But anyway other then sub folders everything else seems to be working great :) Thanks

44
Solved Problems / Re: SOLVED: Mod save state?
« on: 2013-10-10 16:25:55 »
I know i am necroing, but since this save anywhere patch is the only one listed, the bug is still on and the ability tool being kinda important..
I could imagine this could be easily fixed if one knows what he's doing, maybe not.
Yeah this bug has been posted a few times, and i will get around to fixing it one day (maybe) but to be 100% honest it isn't a bad bug,
The bug only occurs when you don't have any Abilities, as soon as you get 1 ability you will be able to use the ability section as normal so it really shouldn't be a problem.
(This is also the reason why i never knew about the bug when i made the patch, i always used a save that had 1 ability on it)
Next time i find my FF8 CD's i will take another look at this if i really need too. Let me know how you get on once you get 1 ability.

45
Thanks luksy i finally got it working, installed the latest version of MinGW from that link (i was downloading from their sourceforge site and it was downloading a old installer) and removed all my old environment paths and started fresh, in the end the final command i used to get it working was
g++ -I C:\MinGW\ulgp\boost_1_54_0 -std=c++11 -O3 main.cpp lgp.cpp *boost*.dll
Thanks again.

46
I'm still getting the same errors, i'm guessing its just me, i will just give up on building the source for now, thanks anyway :)

47
OK i have now put the source and the libs into the same folder, then typed "g++ -std=c++11 -O3 main.cpp lgp.cpp *boost*.dll" and it did this

EDIT- Sorry that was my fault, i corrupted my MinGW installation, reinstalled and now i get
Code: [Select]
C:\MinGW\ulgp>g++ -std=c++11 -O3 main.cpp lgp.cpp *boost*.dll
c:/mingw/bin/../lib/gcc/x86_64-w64-mingw32/4.8.1/../../../../x86_64-w64-mingw32/
bin/ld.exe: i386 architecture of input file `libboost_filesystem.dll' is incompa
tible with i386:x86-64 output
c:/mingw/bin/../lib/gcc/x86_64-w64-mingw32/4.8.1/../../../../x86_64-w64-mingw32/
bin/ld.exe: i386 architecture of input file `libboost_system.dll' is incompatibl
e with i386:x86-64 output
C:\Users\Kram2\AppData\Local\Temp\cccsYswN.o:main.cpp:(.text+0x27): undefined re
ference to `boost::filesystem::path::codecvt()'
C:\Users\Kram2\AppData\Local\Temp\cccsYswN.o:main.cpp:(.text+0x48): undefined re
ference to `boost::filesystem::path_traits::convert(char const*, char const*, st
d::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >&,
std::codecvt<wchar_t, char, int> const&)'
c:/mingw/bin/../lib/gcc/x86_64-w64-mingw32/4.8.1/../../../../x86_64-w64-mingw32/
bin/ld.exe: C:\Users\Kram2\AppData\Local\Temp\cccsYswN.o: bad reloc address 0x0
in section `.data'
collect2.exe: error: ld returned 1 exit status

48
I am kind of a newbie when it comes to compiling (usually i just follow directions and it works), so i don't fully understand what you mean but i have tried Compiling boost myself and using a precompiled version from http://nuwen.net/mingw.html and both fail to compile, i did try adding the libs to the same folder as the ULGP source but still got errors, guess this may be out of my league.
Also another small question but why is boost used on this version of ULGP but not on previous ?

49
Having trouble compiling the source in MinGW, i have installed MinGW GCC 4.8.1 and Boost 1.54.0 but i keep getting errors trying to compile main.cpp
Code: [Select]
C:\Temp\cc76I0PB.o:main.cpp:(.text+0x45): undefined re
ference to `boost::filesystem::path::parent_path() const'
C:\Temp\cc76I0PB.o:main.cpp:(.text+0x4c0): undefined r
eference to `lgp::Archive::Archive()'
C:\Temp\cc76I0PB.o:main.cpp:(.text+0x4f2): undefined r
eference to `lgp::Archive::addLgp(std::string const&)'
C:\Temp\cc76I0PB.o:main.cpp:(.text+0x6bf): undefined r
eference to `lgp::Archive::addFile(std::string const&)'
C:\Temp\cc76I0PB.o:main.cpp:(.text+0x79e): undefined r
eference to `lgp::Archive::write(std::string const&) const'
C:\Temp\cc76I0PB.o:main.cpp:(.text+0xed0): undefined r
eference to `boost::system::generic_category()'
C:\Temp\cc76I0PB.o:main.cpp:(.text+0xedc): undefined r
eference to `boost::system::generic_category()'
C:\Temp\cc76I0PB.o:main.cpp:(.text+0xee8): undefined r
eference to `boost::system::system_category()'
c:/mingw/bin/../lib/gcc/x86_64-w64-mingw32/4.8.1/../../../../x86_64-w64-mingw32/
bin/ld.exe: C:\Temp\cc76I0PB.o: bad reloc address 0x0
in section `.data'
collect2.exe: error: ld returned 1 exit status
any help you can give would be nice, thanks

50
Gameplay / Re: FF7 PSX Mass ISO update
« on: 2013-10-07 19:44:51 »
I have never had to do a mass update but i do remember seeing a tool in "Final Fantasy VII International all-in-one translation package" By Gemini.
It comes with a command line tool which you should be able to replace files in batch into the PSX ISO

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