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Messages - PeanutReaper486

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1
Lol I've been at this for days, ffs.

The only other thing I'd considering tinkering with is character dashing. They look like they're interpolated, despite 60fps being set to 1.

2
Omgggggg it worked. Numbers are perfect now. I've been messing with the wrong value this whole time.

Is 8FE1E8 literally the damage indicators frame locations?


3
As for the original PSX damage indicators, I don't have a PSX just laying around, so I'll refer to this longplay on YT. https://www.youtube.com/watch?v=BOUMiEbkZUM&t=3h40m32s

They're certainly 1:1 with my 7H gfy.

4
I personally use steam input to rebind all of my DS4 buttons to keyboard keys, so that I can use my dpad too.

You can download community bindings for them as well, I use the config "Final Fantasy VII DS4" binding by Ottman.

5
Here are two gfys of both R06c and 7th heaven's Animation 60fps modules:

r06c: https://gfycat.com/amazingmixedhake

7th: https://gfycat.com/firmpoliticalguernseycow

Please click the gear icon for HD mode. The focus here is the damage numbers. 7th heaven's are basically vanilla, but R06c's seem sped up.

6
Adding to this. The newest 7th heaven mod manager has an animations mod authored by...apparently the entire qhimm modding community. But it includes a 60fps battles module with perfect damage numbers. Trying to re-use this code for R04, R05, or R06 ends in failure, the addresses probably do not line up with the newer ff7_en.exe, resulting in it crashing before it can ever get started.

The 7th heaven module actually covers up a lot of the code that Reunion relies on:
Code: [Select]
#fix numbers array by NFITC1
5BB464 = 2C
5BB5E8 = 0F Bf 52 0C C1 EA 02

#faster numbers
{5BB464 = 16
#-401600
{8FE1E8 = 00 02 04 04 02 00
#-400C00

So the 7th heaven module gets perfect 60fps menus, with vanilla damage numbers, but I can't understand why it works for 7th heaven, but not for any of the reunion builds.

7
I wouldn't use any of those with R06 if that's what you're planning.

I've decided to just use R06 since that's what will be supported. I can't find any of the specific files used for 60fps battles though. Except the 60i folder, which I trust is the interpolated animations/models. Should I still be using hext to edit damage numbers?

8
Hello all,

So I wanted to start up a relatively pure run of FF7, collect all the achievements on steam and do all the fun stuff before FF7R comes out (25 days left, hype train.) Using Reunion with just the 60fps battles option ticked, for smooth menuing. However, there's a really weird anomaly that I've failed to resolve by myself:

Damage numbers are drawing too fast, they just look weird. It's such a minor thing, but I've spent too long on it just googling around and trying to figure this out. It used to be a setting back in R04, the checkbox was removed in R05, in favour of it just being added. Using hextedit to remove the segment that I thought was causing the numbers to be too fast, instead breaks them. It will make them go even faster, or draw twice, or draw twice in some WACKY spots, and wiggle up and down all over the screen.

R04 has perfect damage numbers when the faster numbers tweak is disabled, but character dashes and monster zooms are pure 60fps, clashing with everything else at 15fps.
R05 has swift damage numbers, perfect character dashes and zooming.

Now I'm not sure if one can't live without the other, but I really just want to see if this can be fixed. Here's what I've found in my googling:

This value, 005BB464, was noted by obesebear in 2014, as it affects damage number displays. Upon editing it, he was met with the same issues that I had. HFITC1 later fixed it with this excerpt:
Code: [Select]
0x5BB464 (0x1BA864) 0B -> 2C"
In R05, their code still exists;

Code: [Select]
#fix numbers array by NFITC1
5BB464 =  2C
5BB5E8 = 0F Bf 52 0C C1 EA 02

#faster numbers
5BB464 =  16
-401600
8FE1E8 =  00 02 02 04 04 02 02 00
-400C00

Humbly inquiring on some insight of what I could be missing here. R06 also has damage number shenanigans, but if there's a fix available there, please let me know!


------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


SOLUTION:
Quote
What you need is to create a plain text file and place it in The_Reunion\global\hext folder

Then in the text file:

5BB464 = 2C
8FE1E8 = 00 02 04 06 07 08 08 07 06 04 02 00

This should fix to make it slower when using 60fps mod with Reunion R06.

Many thanks to DLPB!

9
are you just trying to turn 60fps battles off?

No, I just gripe about the damage numbers disappearing too fast. It's like four frames of numbers, sometimes the number doesn't even draw. I was messing with some of the configs with hextedit, but the fix I had in mind is more complicated than just removing that segment I mentioned earlier.

Iunno what any of these codes do. Removing the #faster numbers segment makes numbers appear twice, one after the other. I know I can have it just right, R04 didn't have this issue, but then in R04, character zoom speeds look weird because they're actually playing in 60fps, on this 15fps playground. Anyone else notice stuff like that in R06? I really only want 60fps battles for the smoov menus, 15 fps battle animations are quite charming anyway.

Code: [Select]
#fix numbers array by NFITC1
5BB464 =  2C ← Dunno what this does
5BB5E8 = 0F Bf 52 0C C1 EA 02 ← Like what even

#faster numbers
5BB464 =  16 ← Same code as above, if I remove this, damage numbers will repeat twice.
-401600
8FE1E8 =  00 02 04 04 02 00 ← I thought this was some kind of raw frame output for the damage numbers themselves. I still don't really know.
-400C00

Tried using cheatengine to find the original values in the base game, but that hasn't really led anywhere. I feel like I've spent too long on this insignificant speck of a gripe, but now I just want to solve it.

10
C'mon lad, it's a setting in one of the old builds. If I can remove the section in 03-Battle60fps config from R05's install, then my gripes are resolved. Is there a tool I can use to modify ff7_en.exe after installing Reunion?

11
I'd suggest taking this query to a new thread since it's not related to R06.

But it IS related to R06, as the issue is affecting it as well. 60fps battles is causing damage numbers to scroll too fast, I know what I can do to fix it on my end, I just need to know where the setting is. In either the legacy pre-R06 builds, or the current build. Faster numbers is not a setting in R06.

12
It was real tricky to rebind those buttons. Why's everything rebound to the numpad of all things?

The damage numbers are still too fast! Tifa's don't even draw, she just deals nothing. I'll wait it out to see if I can fix this another way.

13
although achievements wont work, i use steam's controller mapping on my ds4 in ro6 and it works flawlessly

Forreal? I should try giving it another go then. I'm 23 / 36 on achievements, but they're all major events like Ruby/Emerald and Lv99, I could just SAM/Black Chocobo those with screenshots, but the lack of controller sucked.


14
That's not the plan, since R06 is built differently. I'm choosing to not use R06 because I'm also achievement hunting and I need steam's integrations for controller binds on my DS4. Since the 60fps bit is all I want, I figure it would be easier.

15
So I'm trying to install just the 60fps portion of Reunion for a nearly-purist playthrough before 7R is released, but I'm having a few issues that should be easy to resolve.

Damage numbers are too fast, they fade immediately, or don't even show at all. I know what values in 03-Battle60fps config I could remove to fix this (this used to be a checkbox back in R03b), but I don't know how(or where) to edit any of these AFTER the Reunion is installed. You see the configs for mere moments during installation but they are removed afterward.

I'd use just the R03b version and call it a day, but there are some animation hiccups that the R05 version doesn't have, but then R05 has wacky damage numbers. Can anyone guide me in the right direction to fix the faster numbers variable?

This is the segment I need to remove from the config:
Code: [Select]
#faster numbers
5BB464 =  16
-401600
8FE1E8 =  00 02 04 04 02 00
-400C00

16
R04b installed. Thanks a ton DLPB.

(Also, thank you for the ULGP model swap tip.)

http://i.imgur.com/zHFxlEc.jpg  :-D

17
With battles playing at really low fps when you enabled '60fps battles' in The Reunion's installer, I fixed that by pressing Select+Up, to increase the game's speed, but it requires you to then press Select+Down after the battle is complete and you're back in the field, or else the field plays at x2 speed.

Just a little workaround for now I suppose.

(Btw, this shit is DOPE, DLPB.)

18
Do what you need to bud, release it when you's ready.  :-D

19
Not in Reunion, but it's fairly simple to add it manually using ulgp.

:o

Capital news! It's the only model I really wanted besides what you already included into the overhaul.

20
An appreciation/question post;

Huge thanks to DLPB and his crew for working on The Reunion. Super nice modpack, and wild dedication to make it available for steam users as well.

I just have a question regarding the model overhaul however, is it possible to use Bloodshot's alt field model for Cloud, the one with the Buster Sword on his back? Like the overworld model.

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