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Messages - cloudiar

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101
Forgive me, do not ask properly, decide to create topic and I think now better, you can answer here, thank you friend :)

http://forums.qhimm.com/index.php?topic=15648.0

102
Hello people!  ;D

I ask about two locations, these active event "Cosmo canyon" (buggy break) and "Zolom death" (active jump map),  not confusing please, do not want to edit tex or window boxes, I want to move the "line location", just need to know where is values for edit ​​(in hexadecimal I guess), think these values ​​are 32 bits (?) and will be difficult to assign.

Anyone know where can find these coordinates?

Thanks in advance!

103
Hello  ;)

DLPB your utility is fantastic, I apreciate  coordenate player in all moment and finally expand many options, better work friend!

Are you thinking about add the location info of the coordinates to the world map?

I have small question, you know many memory coordinates to create this utility..know where I can find location "Cosmo canyon" and "Zolom death" scene? I need move this locations, want move these coordinates via "hex", possible?

Thanks in advanced!

104
http://forums.qhimm.com/index.php?topic=14598.0

It's a bit old, because I haven't done much on it. I mainly interested for small improvements of the fields. If people say 'Hmm... something is different, but I can't tell what exactly.' then it's perfect.
Other things could be new side quests or events. We could make it very dynamical with 7th Heaven.

If you want to test it you will need 7th Heaven, the mod is here: http://forums.qhimm.com/index.php?topic=13960.0

This great work, congrats...I will see coming soon to, also want alternative "bso" with 7th Heaven...in finally aleatory music can be incredible....

Your Unshaded models be fantastic, I want use in my mod  :D

Go back to initial problem in topic, I upgrade to 0.8.1b with FF7 Music configured with Resuming ->always and emulate ramps + delay tops or obey stop, the result is "better", the song can be save in 30% or 40% chance( before 10% xD), but really continue the problem.

You can do it 100%?

105
Oh man, a fellow FF7Music user! We're probably a rare breed these days. There should be an option under the Playback Options tab called 'Resuming'. You want the 'Always' button selected for that. If that doesn't work, then you could try switching some of the other options like 'Obey Stop' or turn on Emulate Ramps + Delay Stops; there was definitely a way to do it though.

I try this before but not work :|

When a music is muted only the load of another song can reset it. So will simply play song A direct before song B which was muted by the script. See the community flevel project on my side.
I miss understood you... ;D  You have wrong settings in FF7 Music...

BUT if you would simply update your driver then you won't have this problem anymore.
You will also need the latest version of Anixios Heart.

Please link to topic flevel profect?  :-D

Because the REAL problem is version ff7_opengl-0.7.10b?

In this case I try upload the drivers...before of topic I try a lop with mention type, Obey Stop and Emulate Ramps + Delay Stops, but bad result.

Thanks for answer :)

106
Hello, first want congrats specially "Ficedula", "Covarr" and "DLPB" for big contribution to play in this game with external and HQ music :)

I read a lot pages of FF7 Music Patch and try change configuration of FF7 Music but not solution...for this reason decide comment in here, also topic FF7Music Installer is closed, the problem:

Example, I playing in makou reactor and listen music, finally go on to battle...go back to makou music and this is "reset", restart to 0, not continue in before moment of song...I think this cause FF7MUSIC and be impossible continue with previous state of music, but can see some people can play without this problem, for you understand better can see the video.

https://www.youtube.com/watch?v=pMyAJMV6Qyw&feature=youtu.be&t=13m2s

I in same case not continue the music, try a lot battles but finally always return restart to 0, in video this person play all bomb mission without problems, and I have this problem in others scenes, in rare chance save moment of song to later continue.

What is possible solution? I try change configuration of FF7Music but never good result...I try in ogg but same case in psf...

Tested in Windows XP 32 Bits with ff7_opengl-0.7.10b, and use FF7Music 1.51.13

Sorry for molesties and thanks in advance :)

107
FF7 Tools / Re: [1.6] Makou Reactor - a FF7 field editor
« on: 2013-08-01 11:34:05 »
Quote
Can you be more specific? How I can reproduce these bugs?

You can check fails moving code between "groups" without being specific, I happen to anywhere, just do that, but if you remove all code for "main" normally can fail, erasing lines one to one also very easy to fail, if you insist you can check all these errors, I assure you that in all these cases eventually fails, doing this in 1.5.1 makou never fail, great code to move, copy, or delete code by lines or masse without any type of problem, if I find more specific information back here to comment.


Quote
onna_1 is already referenced by the "maplist" file. The only thing you need to do is add a field file called "onna_1" in the lgp archive (use the new archive manager: file -> Archive Manager...).

Edit: I have not yet written the code to update maplist quickly, but this is planned.

I try to put new ID there but not updated, now understand, everything then I expected :)

Quote
Yes I have thinking of many things, like play background animations :).

Excellent  ::)


Edit: My question by arrows refer to add extra "arrow" in the fields, it works fine now?



Thanks for answer :)



108
FF7 Tools / Re: [1.6] Makou Reactor - a FF7 field editor
« on: 2013-07-30 02:37:29 »
Congratulations myst6re, I am currently testing your upgrade, first problems:

Some problems to delete all contents of a dlc (also deleting a line if you continue erasing eventually crash)
Some problems also copying content dlc to another (main or any script)
Some problems copying groups (minor)
Problems managing animations that version 1.5.1

In many of these cases makou crash, otherwise it's a great job, very useful to see models and locations in walkmesh, icons to define and differentiate by color groups "label" and "go to label" is really comfortable to use.



Moment of questions haha!

Last espio show onna_1 importing of "psx jap" but it has to be original ID "215", the ideal would be to add the original ID without replacing any file of the game, I could only replace the file.

Unable to import could be added to the original ID?

Imagine that you still have something to work for correct import of layers, think end all ready in next version?

Continuing without knowing what variable explanation why [7] and [15] to be same?

Actually possible can add new arrows in any field correctly?

To end tell one thing, you have created a universal editor fields in this great game, option to import PSX fields be completed I seriously think build a statue haha, but...you ever thinking about adding some function for background animations?

I think if you definitely add option to add new field "ID", is to have everything tools already, except one thing, the only tool that would be something to add new "background animations", knowing that all fields have a lot slots free, could be great!


Thanks newly, nice work myst6re!

109
http://www.youtube.com/watch?v=0W6GDXsbbqY

 OH MY GOD  ;D

You think create system to add new ID "manually" or think use this to reemplace original field ID?

110
This is an incredible surprise!

So better to wait for your application to possible port layers / background / animations for pc, right?, you are my God  :-D

So should I expect?

I hope they offer soon, you really will finally end makou reactor as best hacking program in FF7, I want your improvements soon please, haha​​!

Some good questions .. ask at this time:

1. Assignment of ID, do you think that could be assigned in the original ID? For example this case "onna_1" uses the ID  215.

2.You are planning to enable same with the other cases? Example other unused fields, onna_3, onna_6, etc ... this could be incredible!

3.Then you are thinking application to import directly the necessary parameters of unused ID from makou reactor? Please do not take, I hope you soon to release date, I'm hopeful :)

In my current mod not planned remake honney bee inn, be reason to hope that one day could import the unused scenes to make the "real" honney bee in, many thanks in advance sir myst6re, is fabulous.

111
I want try porting unused scene of FF7j to FF7 pc, special case "onna_1".



Its the current possibilities of project:

Original field code -> OK (porting)
Fields DLC-> OK
Walkmesh -> OK (also camera range/doors/arrows/gateways/camera range/miscellaneous)
Music ->  OK (original or external load)
Background -> OK (original or external load)
Field ID -> OK (using new ID, unused or reused debug rom)

Actual problems:

Layers -> Assign layers of original "TileMap", specially for hide models
Background animations -> Porting of this animations to PC field, or creating this exactly sprites in and assing in Field ID


The issues

Most necessary modifications can be made successfully, but main question is to know how the parameters of the layer port to FF7 PC, same case about adding background animations in their proper place.

I was looking where be the code that handles the parameters and assigning the layers for example, contain this in .MIM of FF7jap, and you can read information in wiki:

http://wiki.qhimm.com/view/FF7/Field_Module/DAT/Tile_Map#Section_1

The big question is...really possible port layers/background animations PSX to PC ?

Not really knowing where to start being compressed file. LZS ... maybe be impossible to decompress.

Its possible load layers/animations externally?
Any suggestions?

Thanks for read!

112
General Discussion / Re: Unused jump map
« on: 2013-05-10 19:00:57 »
I'm curious. Are you using a 'jump to map' or have set a new gateway?

Its original jump to map ;D

113
General Discussion / Unused jump map
« on: 2013-05-10 12:37:04 »
Demostration of unused jump map in Final Fantasy VII:

---> http://www.youtube.com/watch?v=f-baawCDlJI

114
General Discussion / Sage chocobo glitch
« on: 2013-04-18 19:32:35 »
I recently discovered this glitch and want to share with everyone, made the video of the exploit in both languages​​, I hope you like it!  ::)

English -> http://www.youtube.com/watch?v=e3RojSI0eEk

Spanish -> http://www.youtube.com/watch?v=I4rTDsFI0fQ

115
FF7 Tools / Re: [BETA] Ochu (FF7 Trainer)
« on: 2013-04-16 19:46:30 »
This is a utility brillant, very useful for working in Final Fantasy VII mod, million thanks for continuing to help this forum, I want to dedicate an event in my mod, just as the sage of the chocobos, but do not forget your help  :roll:

116
FF7 Tools / Re: [1.5.1] Makou Reactor - a FF7 field editor
« on: 2013-04-16 19:36:42 »
Hello!

Have a question for you Mr. myst6re haha!

I have located all the memory addresses used by the makou reactor, but with some contradictions.

The memory bank [9] and [10] does not appear anywhere in makou only says that the variable is used [9] [2], but I can not see, either from memory hacking, any reason?

The memory bank [15] be clone or same as [7] and [8]? Sample values ​​exactly the same, for example:

I put [15][0] = 100 and same as [7][0] and [8][0] = 100

You not plan to access saveslot (Character Record)  from makou? I really think if you can access to see their value (and modify, for example you have some module, example in memory 0x10EC Message Speed or PHS Locking Mask and visibility mask...) may also be accessed to ask questions like "current level" charater & others  :-X


Finally comment for some problems in makou, with the case in mathematics-> binary operation ->"addition":

Var [3] [255] = Var [3] [255] + 1 (8-bit)

Add this is dangerous, makou crash some times, also for some reason is assigned to 16 bits when actually be 8 bits, if you change some may crash...the rest in makou reactor normally works great.


You think in future update makou reactor or this latest version forever?

Thanks for your time  :)

117
FF7 Tools / Re: FF7 Coordinate Locator
« on: 2013-04-12 20:54:55 »
Can that even be done?

I only can do this during the game (asign in makou), but I am obliged to assign coordinates to new recharge  :x

118
FF7 Tools / Re: FF7 Coordinate Locator
« on: 2013-04-12 17:33:27 »
I understand, perhaps the most important tool for creating a "reload map" I really am very interested to do in the game I have to copy code indivudual recharge in all fields, very annoying, it would be interesting tool for testing events.

Thanks again for your contribution :)

119
FF7 Tools / Re: Official Proud Clod 1.5.0.α_4!
« on: 2013-04-12 17:16:42 »
Quote
If you're saying what I think you're saying, it does not work like that. Were Recently discovered the death animations. The boss death animation causes all enemies to die like a boss if the current boss dies (Sample: H0512 does this along with His "options"). The battle ends as soon as the boss enemy dies UNLESS there's a link in Their script to move to a new battle.

Thanks for answering!



Previously looking in Sample: H0512 (and Gi Natakk) but not luck, the enemies needs to wait end turn off (and finish battle).

In the image can see the battle, based in special event of my mod (yuffie stolen in Kalm), in this moment you have 5 players in character party, and I thought it might put the 5 characters in battle, although two are really enemies (Barret and Red, not target xD), if you kill Yuffie then Barret and Red cant attack and end of turn is "desactive" and declared victory (all, the real problem is mentioned earlier) if it interferes the "real" players before then enemies turn to run, although visually the combat is over, I try several solutions with no luck.

For off Barret / Red use the condition (based in the some code H0512):

(these in respective main)

{
0x00D Self.Flag: Unknown (00000001) <- 0
0x017 Self.Flag: Enabled? <- 0
0x021 Self.Flag: Unknown (00000004) <- 0
0x02B Self.Flag: MainScriptActive <- 0
0x035}

The condition for this is activated from death counter of "Yuffie", but same problem, if allies perform action before then make red and barret, although visually the battle be terminated, this case also if Yuffie escapes T.T

Coming soon post event and battle in youtube, but I think now you understand better.

In reference to that fight (and others) I have also another question, there is some value that allows attack "no animation"? Mean escape yuffie example, the animation is "empaler" (animation magic), not like, preferring only make animation model (Yuffie) without animation magic (to escape), ID attack animation is something not show anything?

Other example is my friend has battle with Turks and they go at the end, but besides animation to escape self needs to put magic animation (requires attack) to escape, you need to specify to not display animation or need any opcode to ignore? (In this battle same problem with turn of allies in moment death boss, need wait false allies to desactive and finish battle).


For finally, ask if this topic (and qhimm wiki), but information specific of opcodes not exist?

I search all over the internet but did not find any information do not have database with "opcodes" identified, documentation?

Sorry for the annoying, and thanks again.

120
FF7 Tools / Re: Official Proud Clod 1.5.0.α_4!
« on: 2013-04-12 04:50:33 »
Hello  ;D

First congratulations to NFITC1 for this fantastic tool!


Have some questions, I try show debug message window (for testing) in battle but cant see  :-(

Its really possible print debug window message?

Is possible show values (global var,local var, etc..) in window?

For example in IA Aeris have debug print:

Debug.Print: "LOVEPARA CHR:%d, %d->%d" ; Self.FormationNumber - 16; Unknown(2018); GlobalAddress

The opcode to print debug message is opcode A0 and Argument 03 "LOVEPARA CHR:%d, %d->%d" and A0 opcode in proudcloud is refuse, not possible?


And other question...its think its hard, created IA battle with special event, in moment you kill the boss others enemies already died.

Imagine that cloud kill boss, the others enemies died (these cant target, wait for the turn died, if he dies boss orders them die), but if you have previously be turn of allies (aeris and yuffie for example) they do so (for example if aeris prepare magic cure do), until "other enemies" end turn (for disabled and end battle), really dying boss "other enemies" also, but need wait their turn to die, but allies should not "try" turn (no enemy target), this being the problem.

The question is:

Anyone know OPCODE for cancel / suspend / end automatically turn allies?

Otherwise some solution to allow boss battle end when he dies without waiting turn of "others enemies" or allies to end battle?

Any suggestion to be good!

Sorry for english hard to explain T.T

121
FF7 Tools / Re: FF7 Coordinate Locator
« on: 2013-04-12 03:08:53 »
Quote
np Cloudiar.  This may help you placing your models :)  Apart from myself, I had you in mind specifically.

Does anyone see the Soldier  ;D Just a test.

For place field and also awesome for trace locations  ;)

Thanks for share, I have debuger integrated with coordinate but sometimes calculation fail  :cry:

If you think increase the chances of the program or another I have some suggestions, debug the game are fantastic, but a program would be better (for size and accessibility), I personally think that these are necessary tools to create a great mod:

(ff7trainer and blackchocobo know, helpful in many cases, but not utilities to test and create mod)

Disable / Enable random battles
Disable / Enable PHS
Disable / Enable Save
Reload map (to test makou scenes for example)
Debug teleport (for home workshop in game xD)
Gamemoment editor (selector gamemoment)
Battle editor (by selecting the desired battle)

I use many utilities like this, but have some in an application would be great, imagine having gamemoment many maps with integrated editor, only this size of 2660 lines (in previous version makou reactor greater than 6000 xD ), this being a problem size, but if necessary for game control.

If you think of any suggestions for future would be great, in any case I can give you my game tester (may be good for you ^ ^)

include:

Take control of the game
Characters
Leader
Teleport
Lovepoints editor
Gamemoment editor
Boss tester
Sound test
All shops
Others

Also (should know) memoryhacking use tool to control the variables and memory correctly, for example to test the auction.

Anyway thanks for this utility, sure I'll use.

If I can help you with new debugger for tool or just to test your work please send me MP and send you  ::)

122
FF7 Tools / Re: FF7 Coordinate Locator
« on: 2013-04-11 17:20:24 »
It's really fantastic tool, ¡¡thanks!!!  ;D

123
Gameplay / Re: The first auction in Final Fantasy VII
« on: 2013-03-19 20:13:26 »
Thanks for the coment Jenova's Witness!

The event is created with Makoy Reactor 1.5.1 and need long days (very long xD) for finish the auction in real time, but finally run ok, this also requires long planning, including bidders the field has a total of 44 groups (from 47 field may begin to fail), about 20 groups that control the operation of the auction, from numerical counters up priorities buoyant in future add new video for finally see the result.

124
Gameplay / Re: The first auction in Final Fantasy VII
« on: 2013-03-15 20:11:31 »
First thanks to all, the opinions are important!

I'll try to be specific with answers, I hope you understand, otherwise comment me again and explained.


The game Allows four windows (0,1,2,3) at the same time, very difficult to manage.

0 -> Ask for approving price Cloud (also see your GP)
1 -> People and seller
2 -> Cloud window (numeric price)
3 -> Numeric bid

The fun in this minigame also in "observation", you have to see if people will not bid at that time, otherwise, if
your offer later and be less (or equal) is canceled, if you do that you can not try the latest offer.

Example of interfering bid:

Bidder offer first (200)

You can offer after having several cases

If it is equal or less (= 200 or <200) then (surprise, look at animation) and cancel your bid.

If bid / offer very afternoon and new stored value, then your character may not attempt to offer (if equal to or lower).

The reason to continue moving your bid is prepared to offer in case of another time immediately after higher price,
when the variable then takes on new value (after amount) you can new offer.

NFITC1 I can add to Cloud indicator window "be your last bidder" you asking for it? but you may know, if you just comparing numerical value equals vendor bid.

Ofcourse, NPC have intelligence, example for that reason some do not bid at any time (not interested), everyone has to ask the ID code of the item on auction, also time of auction.

First and really important is the stable functioning of auction, then I will give the most vibrant personality, examples of the future:

They decide to try or not to bid depending on the total number of bids.
They decide to try or not to bid depending on the maximum bid value.
They decide to try or not to bid again depending on whether cloud bid with them (then they upset / angry).
They decide to try or not depending on luck bidding.
They decide to try or not depending on gamemoment bid.
They decide to try or not to bid depending on the leader (eg do not bid if Johnny be above Tifa XD).
They decide to try or not depending on whether bid won an auction before.
They decide to try or not to bid depending on other conditions.

I accept suggestions :)

The auction has a total of more than 50 different items, 30 independent auctions (with random exceptions), again depending on the auction gamemoment be better, but very important part above, new gamemoment other items but also ask auction number, if you exceed 30 auctions following be totally random.
The sale magic level can have a "random" (spirit + magic example can be in level 2 or 3)

Also for new auction have to wait 30 minutes for this auction Also be totally in real time.

We have several cases for the seller to end auction:

Exceed the maximum value of article
If the question does anyone give more? if no new price offer.
If seller assign fixed value to sell and no thriving put new price then sell for above price, otherwise new value

I hope you understand

Sorry for english.

Thanks for the comments, displaying video when being 100% complete.

125
Gameplay / Re: The first auction in Final Fantasy VII
« on: 2013-03-14 19:19:07 »
Yes, is in beta testing, but in this moment finally ¡works fine!  ;D

And want retranslation to english, but I hope somes members help me to correctly retranslation  :)

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