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Topics - supercool330

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Archive / Buster Sword for all Weapons Patch
« on: 2008-04-09 03:08:49 »
So, I made this patch (since there were a few people looking for it), and I was about to put it up on megaupload when I realized it might be illegal since it contains modified copies of kernel.bin and kernel2.bin, which are based on the originals.  I know zero888 released his new spell patch in a similar method, but I was never sure that was legal either.  If anyone has any feedback or knows of a good way to distribute only the changes it would be greatly appreciated.

Edit: Here is the url for th the patcher http://www.megaupload.com/?d=ZOMOAMWM

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Hello,

First off I am totally new to FFVII modding, so I hope nobody is offended by my n00bishness.  Anyway, what I want to do is make it so that the characters don't blink.  From what I can tell there are probably several approaches.  From what I read on the Wiki, whether or not a character should randomly blink is regulated by opcode 26, BLINK.  Reading through the character scripts of a few field files with Meteor, I have yet to find this opcode used. I don't know if this is because Meteor doesn't recognize it or if it is just used to prevent characters from blinking during a few specific events and it just defaults to 0 the rest of the time, meaning blinking is on.  What I would really like to do is make a change to the exe such that regardless of the state of the switch, characters didn't blink.  I don't really know how to do this, my understanding of asm is (very) limited. I'm not sure if this would be as simple as changing a few jumps or if it would be way more involved.  If that can't be done would it be possible to simply modify the field scripts? Borde also suggested another method involving "adding a small model to the begging of the RSD files list for the head bone", but I have almost no idea what that means, and I would prefer to stay away from the models and just change the exe or the scripts.  Thanks in advanced for any help =)

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