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Messages - nfitc1

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76
General Discussion / Re: Questions about FF9?.
« on: 2020-10-05 15:11:14 »
These are more questions for GFAQs or similar game site. These forums are usually devoted to mods and reversing. However, I'll answer these questions since they were posed and no answer has been given.

1. What does Odin's Sword do?
   -It makes the Odin summon do the damaging summon rather than the insta-kill summon. In FFVII and VIII it was based on the death immunity of the enemies. This is a toggle to do damage always do the damaging action.

2. What does "Eidolon" Trance do?
   -Dagger has damaging summons while Eiko has the support summons. Dagger's summons have two animations; A long animation where the Eidolon appears and does some fancy motions and a short animation where only the damaging effects appear. The first time you summon an Eidolon it's long, after that there's a larger chance for playing the shorter one. Eidolon guarantees the longer animation.

3. The friendly monsters.
   -Aside from the massive rewards you get from them, they will allow you to do short-range actions against Ozma. Zidane and Steiner I believe have the "Long Reach" skill which should allow you to hit him, but getting all the friendly monsters will either move Ozma closer to you or move you closer to Ozma. That will allow you to physically attack with your weapons and makes a few skills that are not long range be viable actions. It definitely is helpful if you have lots of not-ranged actions that are strong. Otherwise you're stuck with Magic and Summons as your primary damage output.

77
No. Shadow Flare's an E.Skill and can't be accessed through the Magic menu so it won't be granted by a magic materia. Green materia only grant access to actions with IDs no greater than 56.

78
I don't believe there is any documentation. This is all from memory of the time I was curious about the ways the maps change (only the overworld really changes). I wasn't interested in the sub, but the vehicles in general did get my attention. I found some values that I assumed were terrain types, but since I didn't know enough about the wm I couldn't verify what they were or how it all worked.

79
I looked into this briefly once. This is how I remember it:
The world map is divided into polygons, each of these polygons (or tiles if you prefer grid naming conventions) has its own terrain type. Each vehicle (including the player) has a set of terrain types it can traverse. I don't remember where the list of terrain types each vehicle can cross are. Sorry. :(

When it comes to the sub it works in a similar fashion. The sub is always over a tile in the "underworld" which is flagged as "can surface". If it is flagged as "can surface", it maps 1:1 with the deep ocean tiles on the overworld. The tiles in the deep ocean on the overworld are flagged as "can submerge". When the sub surfaces, it comes up to the corresponding tile on the overworld and vice versa. Extending where the sub can/can't surface or submerge would mean linking all new underworld tiles with the overworld tiles. I actually don't know how to do this. ;)

80
Removing the mouths would involve finding their mouths%u2019 textures and making them transparent. Not super hard. I guess replacing the avatars would be a similar matter of converting the tim file to a tex file.

81
The shadow is virtually impossible. It’s done in a completely different way on the PC. One of the biggest issues with the conversion is the PSX didn’t have partial transparency capability. So fades were done as meshes if transparent pixels. The PC can do transparency and fully used it. I believe this is also partly the cause for the weird mouths on some of the NPCs and the dead-pan eyes of the rest.

82
Take that discussion to another topic, please. This is about WM. If we’re convinced that WM is not the cause then the solution would be found easier in a new thread.

83
There's just that that much done with the WM because there's not much that can be done with it. There is one script editor which is limited primarily on the lack of information of the format of the scripts themselves. The bulk of the game takes place in fields or battles so more time and effort has been focused there.

84
Modification is not illegal. Reversing and extracting assets for the purpose of using in another title is. Square knows what's going on here, one of our members works at Square (or at least did). If I own a copy, I'm allowed to make changes to it (or any other byte on MY computer) so long as I don't pass those changes on as my own personal work. Original content (custom models, etc) is also completely legal to pass on so long as no actual copyrighted code/files are passed along with it.

The PC port is a different license from the PSX port. A different team handled it and published it even if it is the "same game". I paid to own the original PC port, not all iterations of FFVII classic ever made ever. Some studios will allow that, but those are almost always the choice of the publisher. Squenix does not do that. As such, there are four or more Playstation editions and three or more PC editions for each region. You pay for one, you get one. Want another? Buy that.

85
There have been false positives in the past. It might even detect my copy as a false positive since I’ve rewritten big chunks of it.

87
That document takes me back. I read through that some 15 years ago. It was the first time I learned of the MDef bug. I had never noticed before.

88
Bit confused, you tell me I'm wrong about something I didn't claim and then repeat the instructions I made about setting an animation to the attack's ID? The spell does need to be in the scene anyway, because the enemy needs to have the ID in one of the attack slots to set an animation to it; the attack data can be whatever, but it does need the ID to be in there somewhere.

You are correct. I read what you had entirely wrong. I thought you were talking about something else and I was getting distracted. Sorry for the confusion. The action in question doesn't directly need to be in the scene. It's a limitation of PrC that requires it to be there. That really should be changed. A great deal about that tool needs to be changed. I've washed my hands of it the way it is now and the new tool I'll eventually make will be way better.

89
@Sega Chief. That's not entirely correct nor do I believe that is the issue. Kernel.bin actions (player-accessible magics and E.Skills) are always loaded and don't actually need to be in the scene. Only actions with indexes greater than 255 look at scene data. That's the way it is on the PC anyway.

What I believe the issue you're having, Abashi76, is that you haven't set the animation of the actor you want to change the action from to react to the new action. It's the exact same issue that the Adamantaimai softlock has. It is actually trying to perform Cure, but it has no animation assigned to Cure so it doesn't work and the battle engine softlocks.

Go to the Animations and Formations menu of the enemy in question and change the dropdown that says Bolt2 to Fire2.

Not all instances of actors have to be the same. I have a theory as to why the are the way they are in the scene.bin file, but as far as the battle engine cares each scene is entirely isolated from all the others. Every actor in the game can have the same name and appearance and still behave entirely differently. There are some issues with some animations cooperating with certain actions, but you could replace every actor with the model of a Tonberry and have them do the "knife animation" for every action those actors do and the game would "work just fine".

Unfortunately, the AI Editor of both WM and PrC is sorely lacking in...consistent workingness. You shouldn't see a 22 in that code.

Why did Yuffie break? You need to be more specific. Did you verify the KERNEL.BIN's SLUT when you saved?

90
Instead of insulting "idiots", there are three things you can do that would be infinitely more constructive:

1. Listen to the "idiot" and keep an open mind. Unless they are saying verifiable fallacies as truths then they might actually be right and YOU might be the "idiot".
2. Teach them the truth in a way that can be independently verified by providing mutually agreed upon sources of authority.
3. Walk away. Some people will choose to NOT adhere to the above two directives and are choosing to remain idiots. If you've done the above two your work is done and you need to move on with your life rather than let the troll take over.

Exceptions to this are opinions. Everyone's opinions are valid. Even loathing and hatred are valid opinions. If someone doesn't like something you did they're not wrong, but neither are you (inherently) for what you did/do. Grow up and keep living.

91
I can tell you the addresses on the PC version (0xCFF45C). I don't think it translates directly to the PSX. That points to the data in memory that you're looking for. I think the memory structure it points to goes something like this:

0x0 - word; overall encounter rate
0x2:0xD - words; 6bit encounter chance/10bit formation value. There's a chance that these can be encountered "preemptively".
0xE:0x15 - words; special formations in same format as above. Checked first in order. I believe they are two preemptive followed by one back attack and one side attack. Those formations cannot be overriden by preemptive, but can go up/down in probability of encountering with preemptive materia.
0x16 - word; probably nothing. Likely an alignment buffer.

92
I don't buy into the whole "brand loyalty" mentality that the boomers were dedicated to, but EA does have a blanket-ban on my shopping list. I can't remember the last thing I bought that was EA. Mass Effect 2 was probably the last thing I bought on purpose. Some other things came in bundles. I've seen that Dead Space 3 is now on "Steam". In reality it's a proxy purchase through Origin apparently.

Eh-hem; FFXIIZA is still expensive even with the 50% discount. The port was handled so awkwardly that SquEnix have probably pushed it to the side hoping people forget the state it's in. After hacked license boards were "patched" (they weren't) and running like a yam on my laptop I gave up on it too. I guess IX is still the price it is because it's one of the most recent re-releases.

So far I've picked up Tales of Vesperia and Darksiders III Deluxe (which is cheaper if you buy it in the bundle with the other Darksiders stuff). Considering other things too. Maybe FFVIII (I don't actually own my original copy any more :( ). Not taking recommendations because my backlog is now ~6 months long. :P

93
It's six of one and half a dozen of another the way it is now. We have dedicated boards for project types which are subdivided into games. You're suggesting boards for games subdivided into project types. I've thought we need to further divide the subboards into release, WIP and actual support of each of these categories. That way all releases can be found in one place not cluttered by people asking questions or WIP projects. I like the flow of the idea that you've got pictured

Code: [Select]
FFVII
|-> Graphics
|      |-> Release
|      |-> WIP
|      |-> Support
|-> Audio
...

I'm voting yes for this.

94
You may have either too long of a string or an invalid character on either an item or a materia. I don't recall the limit (or even if there is one) and the characters don't work past code 240 or so. Double check your texts. If they aren't too long (16 for names and probably 40 for descriptions) then PM me.

95
Yup. If you're able to play the game you have that file. This file exists on all versions in the same location. You won't likely get it from the downloaded PS store edition without some unpacking which I'm not qualified to walk you through.

96
The ONLY file you should open is the KERNEL.BIN in the INIT folder.

97
Troubleshooting / Re: Mega-All removing functions
« on: 2020-06-17 19:52:10 »
This is why I always put copious amounts of addresses in my posts. So I can refer back to them and find what's what. :)

In this case, if you want to remove functionality to commands, you can make a similar change to 0x001CC3C3 from 7D to EB. This will bypass the command-level assignment of the mega-all. Combine with the change in that other post and there will be no modifications to commands.

98
Announcements and site development / Re: Forum upgrade
« on: 2020-06-16 19:15:49 »
Might I suggest more strict adherence to topic relevance? I believe a lot of the trolling and such could have been avoided if people had just stuck to discussion of the topic and not deviated into digging up past events or side projects. Personally, I see a lot of posts in the WM and PrC topics that ask more of how to do things with the tools (like asking for help on blocks of AI) rather than questions about the tools themselves. Such questions belong in their own topic.

99
I found it at one point. At least the base colors. I imagine the gradient wouldn’t be too far from that. I’ll have to take a look later.

100
Only the initial stats/equipment are hard-coded for Vincent/Cait. Their growth curves and limit data are pulled from the KERNEL because Sephy and little Cloud don’t have limits.

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