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Topics - Tenko Kuugen

Pages: 1 [2] 3
26
We all know Throw and Coin switch between both commands when the Throw materia is level 2.
Of course this is gonna be handled in the .exe again, but is this another too_much_work thing to change?
Essentially I want all those command materia that replace their first level command with another one to actually fluctate instead of just override


27
I tried various things with DLTP yesterday and at least I think that somewhere has to be a table the game pulls IDs from
essentially it would look like this

to the left, a row of MAP ID ( has to be a 16 bit )
above, a row of Music ID ( the number called when Play Music # ) is used ot CMUSC forces a different music ( should be 8 bit )
where the two meet, the ID of the actual track ( there are less than 256, so it should only 8 bit )

opcode CMUSC can be used to force different music in places but apparently nothing that is not already pre-loaded on the map.
Most maps only have Play Music #0 ( BGM ) and Play Music #1 ( Normal Battle ) as music, so most maps have only loaded two tracks at a time
Since Music #1 is almost always the same track, the entry for that ID should be nearly the same for all fields where enemies can be encountered.


trying to mess around with AKAOs did absolutely nothing, regardless of what was done. so I can say for sure that AKAO does not set music.

28
Deactivate the movability of the playable character
Disables access to the main menu
Play sound #57 (position=64/127)
Play animation #5 of the field model (speed=1)
Wait 100 frame
Game Over
Return

Is a script on cloud, triggered when you go above a certain number of steps in the glacier
it works fine as is, but if I try to add
Wait for Fade
Fades the screen to the colour RGB(0, 0, 0) (speed=12, type=1, adjust=255) ( typical sleep-at-inn fade )
in-between wait 100 frame and game over, it just skips straight to game over.

any ideas?

29
essentially, stuff like this
Execute the script #6 in extern group cloud (No24) (priority 5/6) - Waiting for end of execution to continue

that is one of the scripts that makes Cloud collapse and wake up in the Hut at the great glacier
I want to change it to make him collapse and then fade to game over ( or just switch to game over after the collapse. fade would be great though )
are those scripts part of flevel? or are they stored elsewhere? please don't tell me they're also hard coded into the exe

edit: god am I stupid
external group = same group in the flevel sub file, but another file
so if 00 main calls a script from group 24, which is cloud, it's clouds scripts it calls
* KuugenTheFox facepalm

30
I know quadra doesn't work with KOTR. is that hardcoded into the .exe or some kind of flag set on the actual attack?

31
I changed the combination but didn't really change anything else in the script which is what confuses me.
where does it actually store the time for this?
( if I can't get it to work right, I'll just set it to 30 minutes. the hard part is finding the new combination anyway )

32
is there any easy way to go about this? i hope this is not as crazy as my sense-overlimit thing

33
Completely Unrelated / How hard do you need it?
« on: 2012-08-20 09:59:00 »
I mean GAMES of course :D
Pfui whoever thought differently

For me, just below the eat-your-keyboard/controller-whole threshold is 'good' in difficulty

34
N7 has been shelved and I have no desire to support it anymore. For the amount of work required to make things work, there just wasn't the motivation to make it for a dozen people.

Code: [Select]
[sse][size=24pt][color=red]Nightmare 7, Total conversion of Final Fantasy VII[/color][/size]

New features, new OST, new difficulty and a lot more! Now with streamlined install.
The custom OST is [color=red][b]MANDATORY[/b][/color]. Your game audio will be a mess if you do not install it.

Main Features:
[hr]
New Scenes ( Ultima Espio )
[hr]
New OST ( Nightmare ) - OGG OST conversion by Covarr.
[hr]
Rotating Battle BGM in fields ( Not world map ). Rotates between 4 BGMs.
[hr]
New Difficulty. This is different from Hardcore. It is a hard mod but it is also completely different from regular FF7. ( Gjoerulv & Nightmare )
[hr]
Jobclasses for everyone. Every main character now has their own, unique stat growth. ( Example: Aerith would be a White / Black Mage )
[hr]
Total overhaul of Items, Weapons, Armors and Accessories ( Nightmare )
[hr]
Total overhaul of Magic, Summons, Enemy Skills and Limits ( Nightmare )
[hr]
Total overhaul of Materia, including completely new Materia ( Nightmare ) (Now able to use Poison Element spells against enemies that are immune to poison status!  Credit to NFITC1)
[hr]
Total overhaul of equip stats of Materia ( Nightmare , NFITC1 )
[hr]
New Mechanics ( No materia split at master, extended stat growth, X-3 Limits, Hidden Items) ( NFITC1 & Nightmare )
[hr]
Total overhaul of Items found in field ( Nightmare )
[hr]
Total conversion of Save Points to a unique style ( Nightmare )
[hr]
Overhaul of Fort Condor minigame ( NFITC1 & Nightmare )
[hr]
Overhaul of world map encounter rates ( Aali & Nightmare )
[hr]
New Start Menu / Prelude / Game Over screens ( White Raven )
[hr]
Numerous bugfixes in Aerith Revival ( Nightmare )
[hr]
Total overhaul of the Gold Saucer Minigame rewards ( Nightmare )
[hr]
Overhaul of the music system ( needs the new OST ) ( Nightmare )
[hr]
Other things I can't remember at this time.

Already Includes these Mods:
Menu Overhaul (9999 Break & Others )
Gjoerulv Hardcore by Gjoerulv ( additional enemy and boss models )
Aerith Revival by Ultima Espio ( Flevel changes and Animations. Includes manual code fixes by Kuugen )


I will post about progress occasionally
CD2 is now being worked on!

Download Links, all files are required.
(Core files - Unrar and paste into FF7 folder )
https://mega.co.nz/#!OZtm0ABI!K9sZUmT0xoHJ855B7wNb5bkhxuGHfeQda8Oi7c8Slq8

(Battle.LGP - Paste into FF7/Data/Battle )
https://mega.co.nz/#!eR8CDRqR!svp3RGI-aI2McpEMUqWRyysLr8rJy65Jbp_7AAR-KTM

(Char.LGP - Paste into FF7/Data/Field )
https://mega.co.nz/#!nAVwjSCS!Ij2Vf1qxQt_LWrvmY5dTxVrwLBAEhkrnYBngiEu3cds

( Nightmare OST ) (Compatible with Steam. Put these in the music/vgmstream folder in the ff7 directory. Also works that way with Aalis latest driver)
https://mega.co.nz/#!6QsBlThS!lRNIHIp5iSXAJRzmV5M-h7R8FnyWotGBJk51CPFQVEQ

(Full Flevel, which is required but I can't link here for drama reasons, on my twitter profile, twitter.com/KuuTenko )

[color=red][b]Custom models: You can run bootleg to install custom models after you installed this mod. But only install models or textures, installing any gameplay or music related mods will cause extreme issues.[/b][/color]


Installation: Unrar everything. Core files comes with it's own folders which you need to merge with the existing FF7 folders.
Char.lgp goes into FF7/Data/Field
Battle.lgp goes into FF7/Data/Battle
Flevle.lgp goes into FF7/Data/Field
The OST goes into FF7/Music/Vgmstream folder
Yes, the .exe from the core files is supposed to replace the game's original .exe

Bug: There's currently an issue with the transparency battle menu that I am looking to fix.

Credits:
[b]Aerith Revival Mod Animations and Scripts by Ultima Espio
Gjoerulv's Hardcore Mod Enemy models by Gjoerulv
Menu Overhaul by DLPB and Kanmer[/b]
Nightmare compilation by Kuugen
Nightmare 7 OST converted to  looping OGG by Covarr

Tools used:
Libre
[b]White Chocobo[/b]
Black Chocobo
[b]WallMarket[/b]
Loveless
[b]Makou Reactor[/b]
[b]ProudClod[/b]
toughscript
XVI32

Detailed changelog would be insanely long, so there won't be one.[/sse]

35
General Discussion / How to make a patch?
« on: 2012-08-20 03:18:54 »
I'm about halfway done with my own overhaul ( includes kernel, kernel2, scene, flevel, world_us ( for area names ), and ff7.exe. I have bootleg installed below this overhaul, so I'm not sure it even works without those. )
obviously I can't distribute the files ( well, I personally don't care for any copyright violations but as long as I'm in here, I stick to the rules. Your forum, your rules )  on here, and a patch would be more comfortable ( and space saving ) anyway, so I'm looking into how to make some sort of patch. Granted, my actual coding knowledge moves towards zero, which is not good.

is there any 'for dummies' way to do this? Otherwise I'll just state that I have this mod, can't distribute it here. But the internet is a big place.

36
Gameplay / Edit starting equip of Cait Sith + Vincent?
« on: 2012-08-19 10:49:47 »
Tried to do that with WallMarket but couldn't find a way to switch from YoungCloud and Sephiroth to the other characters
If their starting equip is handled somewhere else, I'm blissfully unaware of it.

37
Troubleshooting / Lost Number not transforming
« on: 2012-08-18 07:59:44 »
Been pummeling him with Aqualung and Limits but he does not seem to want to transform.
I checked his AI and the counters to transform are there but I can't quite make sense of why he's not utilizing them.

Main script ( dont worry about the not matching attack spell ID, it works fine. replaced bolt2 with twister and updated the values in question )
Code: [Select]
0x000 If (LocalVar:0060 == 0)
0x000 {
0x008 TargetMask <- RandomBit(AllOpponentMask)
0x010 Perform("Punch"[0185], EnemyAttack)
0x016 If (Not  (Random MOD LocalVar:0080) )
0x016 {
0x01F TargetMask <- RandomBit(AllOpponentMask)
0x027 Perform("Punch"[0185], EnemyAttack)
0x02D If (Not  (Random MOD 3) )
0x02D {
0x035 LocalVar:0060 <- 2
0x03B }
0x03B Else
0x03B {
0x03E LocalVar:0060 <- 1
0x044 }
0x044 Else
0x044 {
0x047 }
0x047 Else
0x047 {
0x04A If (LocalVar:0060 == 1)
0x04A {
0x04F TargetMask <- RandomBit(AllOpponentMask)
0x057 Perform("Punch"[0185], EnemyAttack)
0x05D If ( ( (TargetMask.Status:Death == 0)  And Not  (Random MOD LocalVar:0080) ) )
0x05D {
0x071 TargetMask <- RandomBit(AllOpponentMask)
0x079 Perform("Punch"[0185], EnemyAttack)
0x07F If (Not  (Random MOD 3) )
0x07F {
0x087 LocalVar:0060 <- 2
0x08D }
0x08D Else
0x08D {
0x090 LocalVar:0060 <- 0
0x096 }
0x096 Else
0x096 {
0x099 }
0x099 Else
0x099 {
0x09C If ( ( (Self.MP >= MPCost(Bolt2 [0031]))  And  (AllOpponentMask.Status:Reflect == 0) ) )
0x09C {
0x0B5 TargetMask <- RandomBit( (AllOpponentMask.Status:Reflect == 0) )
0x0C4 Perform("Bolt2"[0031], EnemyAttack)
0x0C9 }
0x0C9 Else
0x0C9 {
0x0CC TargetMask <- RandomBit(AllOpponentMask)
0x0D4 Perform("Punch"[0185], EnemyAttack)
0x0DA If (Not  (Random MOD LocalVar:0080) )
0x0DA {
0x0E3 If ( ( (Self.MP >= MPCost(Bolt2 [0031]))  And  (AllOpponentMask.Status:Reflect == 0) ) )
0x0E3 {
0x0FC TargetMask <- RandomBit( (AllOpponentMask.Status:Reflect == 0) )
0x10B Perform("Bolt2"[0031], EnemyAttack)
0x110 }
0x110 Else
0x110 {
0x113 TargetMask <- RandomBit(AllOpponentMask)
0x11B Perform("Punch"[0185], EnemyAttack)
0x121 If (Not  (Random MOD 2) )
0x121 {
0x129 LocalVar:0060 <- 0
0x12F }
0x12F Else
0x12F {
0x132 LocalVar:0060 <- 1
0x138 }
0x138 Else
0x138 {
0x13BPOP(LocalVar:0060)
0x13CSCRIPT END

general counter
Code: [Select]
0x000 If ( ( (Self.HP <= Self.MHP / 6 * 3)  And  (LocalVar:0080 == 4) ) )
0x000 {
0x01F LocalVar:0080 <- 3
0x025 }
0x025 Else
0x025 {
0x028 If ( ( (Self.HP <= Self.MHP / 6 * 4)  And  (LocalVar:0080 == 5) ) )
0x028 {
0x047 LocalVar:0080 <- 4
0x04D }
0x04D Else
0x04D {
0x050 If ( ( (Self.HP <= Self.MHP / 6 * 5)  And  (LocalVar:0080 == 6) ) )
0x050 {
0x06F LocalVar:0080 <- 5
0x075 }
0x075 Else
0x075 {
0x078 LocalVar:0080 <- 6
0x07ESCRIPT END

physical counter
Code: [Select]
0x000 If ( ( ( (Self.Status:Paralysis == 0)  And  (Self.Status:Stop == 0) )  And  (Self.Status:Sleep == 0) ) )
0x000 {
0x023 If ( (LocalVar:0080 <= 3) )
0x023 {
0x02C TargetMask <- Self
0x033 Perform([0120], EnemyAttack)
0x039 LocalVar:0020.Flag:Unknown(00000001) <- 1
0x043 LocalVar:0020.Flag:Enabled? <- 1
0x04D LocalVar:0020.Flag:Unknown(00000004) <- 1
0x057 LocalVar:0020.Flag:MainScriptActive <- 1
0x061 TransferStatus(Self, LocalVar:0020)
0x068 Self.Flag:Unknown(00000001) <- 0
0x072 Self.Flag:Enabled? <- 0
0x07C Self.Flag:Unknown(00000004) <- 0
0x086 Self.Flag:MainScriptActive <- 0
0x090SCRIPT END

magic counter
Code: [Select]
0x000 If ( ( ( (Self.Status:Paralysis == 0)  And  (Self.Status:Stop == 0) )  And  (Self.Status:Sleep == 0) ) )
0x000 {
0x023 If ( (LocalVar:0080 <= 3) )
0x023 {
0x02C TargetMask <- Self
0x033 Perform([011F], EnemyAttack)
0x039 LocalVar:0040.Flag:Unknown(00000001) <- 1
0x043 LocalVar:0040.Flag:Enabled? <- 1
0x04D LocalVar:0040.Flag:Unknown(00000004) <- 1
0x057 LocalVar:0040.Flag:MainScriptActive <- 1
0x061 TransferStatus(Self, LocalVar:0040)
0x068 Self.Flag:Unknown(00000001) <- 0
0x072 Self.Flag:Enabled? <- 0
0x07C Self.Flag:Unknown(00000004) <- 0
0x086 Self.Flag:MainScriptActive <- 0
0x090SCRIPT END

38
I checked everything in the Kernel and I tested various combinations ( effect + time, accessory, armor.. etc ) that make immune to either status and I always end up not getting Haste from spells or items
I dont remember this being normal, so what exactly could be causing this?

39
Usually it's displayed like this
Magic
Summon
Enemy Skill

with each category displaying the currently available ones
however, I can't get the summon thing to show up. What I assume ( that means I have no actual idea ) is happening is that the flag to make this visible is not set correctly due to Gjos hardcore mod. When you receive the chocobo materia, you're immediately thrown into a fight and I think that somewhere in that, the flag isn't set. I tried throwing away chocobo and getting shiva but the flag isn't set then.
I couldn't find anything like that with makou reactor and maybe it's set somewhere else. I dunno. Anyone else ran into this? ( I KNOW this was displayed correctly on the PSX version )

40
Gameplay / Make sense work regardless of HP?
« on: 2012-08-17 09:58:17 »
Can this be achieved by simply taking out the part of it's function that displays HP? If I understand it right, the sense fail works that way because it can't accurately display values above FFFF aka 65535.
so it would just display MP and status stuff.

41
see last post


aka HMPMAX1, HMPMAX2, HMPMX, HMPMAX3
Currently, they all do the same with the exception of HMPMX which also remedies status effects and targets characters not in the active party. the numbered ones refill HP/MP for the active party, the other one is basically the Inn function
I want to change this so HMPMAX1 only affects HP, HMPMAX2 only affects MP, HMPMAX3 affects HP and MP, while HMPMX stays the same

I assume the function is handled in the .exe and hardcoded in some way. Is it feasible ( not gonna bother with 'possible' ) to change this?
On that note, something else.

I want to disable whatever function triggers when a materia hits master and then splits itself. Essentially, I want to stop the split so that specific materia are essentially unique and remain unique / lost forever if you sell / lose / trash / merge them.

42
Not only are the names completely wrong in places ( not even consistent with the original spellings of the games version ) but they also have horrible spelling errors in places
Last I heard, these item names were either coded into the .exe or the .lgp for the minigame. I know the actual rewards and the text for item received are in the flevel.lgp and I already edited them, however, that makes the item names massively inconsistent.
Is there any non-absurdly high level way to edit these names?
"last Elixir" = Megalixir = Mega Lixir
/facepalm Square

Using http://www.youtube.com/watch?v=9HyNmzo3Anc as BGM might not be super fitting but it sure makes playing the game again and again easier

43
I've seen that PrC can set a status effect and then a modifier, for example, double damage, nullify, or Death
if I use this with an element, death happens unless I also made the boss immune to the element
with status effects, I haven't been able to get it working. I tried several ways,
 enable status = death, inflict the status while it's allowed
 enable status = death, try to inflict status while it's not allowed
 enable status = death, give monster resist, try to inflict status while it's generally allowed
  enable status = death, give monster resist, try to inflict status while it's generally not allowed
 enable status = death, cause status effect with a status defense breaking spell ( easy to set such in WM )  while the status is allowed
 enable status = death, cause status effect with a status defense breaking spell ( easy to set such in WM )  while the status isn't allowed

NONE of those have yielded an actual result of the monster dying as it's supposed to
I tried this with both negative and positive status effects ( poison, haste, berserk, confusion )
Is it just not working correctly? If so, do the status effects in PrC serve any purpose with their modifiers?

This can probably be done via AI but that's a bit too much effort for the type of thing I have in mind
 

44
In Libre, 15 is shown as "Boost stats by M-100 percent"
In Libre, 1C is shown as "Modify Def/Mdef by M-100 percent"
In WallMarket both 15 and 1C are shown as "Raise Base damage and defense by 100-M percent"

which one is correct? I first tested effect 15 and set the modifer to 0, reducing base damage and defense by 100%
150 damage -> 1 damage happened as a result. 550 taken damage turned into 730, too. So this appears to do what WallMarket labels it at. I could not, under any circumstances, see a drop in speed, so "stats" are not affected.
Testing with 1C, and the same modifier, damage remained exactly the same even after taking the attack ( and the modifier always hits )
Defense took a similar dump as before, except that magic defense also seemed to drop. Thus leading me to believe that WallMarket is wrong here and Libre is correct. WallMarket labels both of the functions as 100-M percent which would mean ( 100 - 25 % = 75% boost ) where as what really happens is that with a modifier of 25%, you get 25-100, resulting in -75% instead.

Anyone else some insight in this?

45
Just throwing that out there
Essentially, I'm thinking about deep ocean for the bronco, landing on rocky land for the highwind, not sure what can be done for the submarine. theres probably no underwater data for the area outside the regular 'center' of the world

Where is the data for the vehicles stored? in the .exe?

PS: changing the blue chocobo's ability from "traverse shallow water + rivers" to "traverse all water" would be useful. still no KOTR since it can't scale mountains.

46
www.youtube.com/watch?v=hEUOOgNzOv4

heavy metal chocobo? that's gonna be my next chocobo race replacement

47
Completely Unrelated / +5 Happiness daily dose
« on: 2011-10-07 22:01:46 »
http://www.youtube.com/watch?v=RbNecvGYzoY

This is from the last ep of an otherwise pretty terrible anime
it's SUPPOSED to be unsettling but it's just hillarious

48
Pretty much what the topic says. Ultimately, theres 12,000 files something in my battle.lgp right now and it's a pain in the butt to find which file is exactly what. Is there any way to find out which files amount to which model ( I assume most are models ) without going through every goddamn file with bitburn?


edit: figured it out with the battle.lgp ( wasn't so hard with bitburn after all ) but I'm really despairing over the char.lgp
it just doesn't make a lot of sense to me :/

49
The basic principle is easy and already in the game. The wonder pots take 0 damage until they got an elixir. Diamond Weapon is immune to weapons. What I want now is to make an enemy that changing immunities based on what attacks it executes and is hit by
Basically
-> On hit: physical weapon -> Immunity to X
-> On hit: magic:fire -> Immunity to Y, remove Immunity to X

the question is, can I do this in any elaborate way without making the script huge as hell?

50
Completely Unrelated / Riddles-chain
« on: 2011-02-19 00:23:05 »
It's a little game that originated an etrernity ago in a emulation forum I was a mod at.
Basically, someone posts a riddle ( it doesn't matter if it's copy-pasted or self-made ) and others try to solve it. ( you have unlimited guesses but you need to keep them all in one post to avoid massive clutter. edit button is your friend )
if it isn't solved after 24 hours, the riddle poster choses the poster who was the closest and edits his name in his post. Then, the one who got it can post the next riddle. If he doesn't post one within 24 hours, whoever feels like it can post one.

I'd like to start

Quote
I stretch across the Horizon - Time is everywhere
Bind down the earth - Even the most indstructible things will decay after millions and billions of years
Yet I am uncatchable - Thats pretty self-explanatory
For you, for him, for Gods as well - Same thing
No one has ever seen me - How could you 'see' time?
No one has ever touched me - Same thing
And yet, you struggle to escape my grasp - We all always want 'more time' or stay young, etc
No end, no beginning - At least none we can prove
I am always and never at once - same thing
For I am watching over all things" - Time is pretty much relevant to absolutely everything


Hit-and-homerun:
Time

Reasoning behind the riddle added

LostWing gets to do the next riddle

Pages: 1 [2] 3