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Messages - Jeet

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1
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2015-07-05 13:27:31 »
Yes i know, most of hacked characters dont have something that could match with a throwing animation, except dyne maybe, so they dont play any animation when they are throwing something.

2
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2015-07-01 13:17:17 »
Hi, no i cant upload the eboot, but the patch should work if you follow the instruction, if you play on the PSP , test it on psx emulator first, on your computer.

Verify you have the US version of ff7 , it wont works if you patch an already modified iso, or load a savegame from an untouched ff7, you have to start a new game once you installed the patch

But it seems your playing on psp, and the only blackscreen issue i noticed is if you created a MULTI DISC eboot, i wrote in the read me that a multi disc wont works and will result in a blackscreen at start, to solve this just create one eboot per disc, you'll have 3 FF7 in your PSP game folder, but it will works without problems since when u finish a disc, you can save, then quit and load the other disc , etc.
Dont forget to name all the eboot with the same ID, (not only the game save id) or your psp wont recognize your saves if you swap disc.

Tested on a 6.60 and 6.39 fat psp, and probably works on others versions.

3
1/You must open your ISO ( not the eboot) with CDprog
2/Changing the battle model:once ur inside  the iso browse the folders until you find BATTLE6 (or something like that, anyway its the last battle folder) u'll find a file named CLOUD.LZS , right click on it > insert file , now choose the modded cloud.lzs from lazy bastard
3/Changing field model: now go back in the main ff7 iso directory, u'll see a FIELD folder, go in , find CLOUD ( i dnt remember the extension  but there is only one cloud file in this folder u wont miss it), right click on it > insert file, and choose the modified cloud field model from lazy bastard mod
4/Changing the world map model: same as above but in WM folder instead of FIELD folder, there is 2 WM folders if i remember  u have to find the one with WM0 , thats the name of cloud world map model , ther two others are tifa and cid
5/ Close CDprog, convert your modified ISO in PSP format and ur done

This mod was the very first PSX graphical mod i saw, I could never release mine without the knowledge from his edited files thats why i remember it even if im not a big fan of cloud :D

This may be look tempting for a beginner to mess with the characters with CDprog but swapping already modded files is one thing, while editing them to be playable cant be done without knowledge in hex editing. But you can still swap sephiroth.LZS ( his battle model) with Cid for example, u'll have a playable sephiroth instead of cid BUT this the ' easy way' because he'll have cid 's limits break (it will be buggy) and since he will not be edited he will lack advanced animations  like 4*slash, and he wont have a field model (he have an existing battle model but the field model is compressed with many other npc, so unlike cloud and his team u'll never find him in the field folder) But at least you'll have a modded cloud and a playable sephiroth in the same party, without any hacking knowledge, thats better than nothing.

I had a fully edited and playable sephiroth who could replace cid and barret in term of compatibilty, for field and battle, but my hdd crashed some month ago and i lost these data, the sephiroth  from my actual uploaded mod is the real one,meaning he is not compatible with any other characters except maybe aerith, and more than that its an auto installer so its impossible to get 'only' him, so like i said ur best bet would be the easy way, by swapping only his battle model  with another team member

Edit: you can change his portrait too, in the MNU folder, if, for example, u swapped cid with sephiroth in battle , and u want him to have his portrait , u have to exctract sephiroth portrait, right clik and extract the file who looks like zephiros.MNU or sephiroth.MNU i dont remember well, then go on cid.MNU and insert sephiroth 's portrait. I think thats all about the basics with cdprog

4
I had a similar problem using a modification tool, after i edited the file it was corrupted for the psp platform, but working well on emulator, to solve this I manually edited the file with hex editing, like someone here suggested to, its look impossible to locate the desired value because the amount of data but this is donable using the 'look for differences' option, just compare the untouched save with the edited one,the hexeditor will show you all the values that have been modified, the trick is to change these values so they match with the hacked save, and ofc do note modify the value that made the file corrupted, again its not possible to localize it directly, but if you change the love points from 0 to 09, u'll be able to see the '9' in the hexeditor 's differences calculation, with this you'll be able to locate where are the love points, for values over '09' u must use a calculator to translate the number into hexadecimal.

That maybe look complicated or not accurate but i did this to edit manually the dat files of the game and its worked.

5
Its not really a 'psp' version , the psp only emulate the original playstation game,so its more correct to say psx version .

There is some things you need to know about the psp/psx modding.

Mods that import custom data like the ones in this thread are impossible  on psx, the only way to modify a psx version is with already existing models, as you can see here he created his own models and weapons, so there is no way you'll have this on console.PSX version is limited in memory, implanting too much detailled characters will result in a crash. In addition to that,unlike on PC, there is no tools for modding 3D models, everythings must be done with hex editing. For these reasons , i suppose, most of the mods that change characters graphics are for PC.

If you really a big fan of Cloud and psx version i remember that Lazy bastard uploaded a costume mod for Cloud in shinra uniform,in field,world map and battle, that looked really cool, far more detailled than the original cloud's outfit. I dont think the mod was uploaded here but must be easy to find on google

6
Completely Unrelated / Re: Dilly Dally, Shilly Shally
« on: 2015-05-02 14:50:43 »
If i remember well the  original FF7 team is different from the guys who made AC, if that was EXACTLY the same team i would accept that AC is canon , ofc i'll still be mad but i'll accept the fact(just like for star wars)

The guys who have made FF compilation thought FF7 was great because Cloud and sephiroth was cool looking, had big swords and superhuman powers. They dont give a sh*t about the story itself , the pessimist background, the personnallity of each characters,even Caith sith story  in the game is more interesting than any AC character's.

I remember these guys in a making of saying things like they spent TONS of time on the mouth's animations, visual is cool sure but theses money makers doesnt desserve the word canon on their work,even if they own the rights

7
Completely Unrelated / Re: Dilly Dally, Shilly Shally
« on: 2015-04-29 18:42:15 »
Totally agree with luke fight, intense, short and realistic, I never had this feeling in the prequels, ( It  looked more  like a cartoon movie with all theses retarded androids and jarjar), and its sad because i really liked the idea of retracing the story of such  interesting characters like vader, and obi. I personally think that  movies follows the same path than videogames, tons of visual and empty story/backgrounds, Of course there is still exceptions..

8
Completely Unrelated / Re: Dilly Dally, Shilly Shally
« on: 2015-04-26 22:32:40 »
Im glad im not alone to realize how fashion-emo ff7 movies(and sequels) are, for me the most important difference was with zack death ( not the movie but similar ) his death was sad to watch, no music, just the sound of the bullets killing a dying zack, he looked pathetic at this moment and that made his death even more awful, two guys shooting a young man full of dreams and projects.

In crisis core, he is smiling vs 65456776555 soldiers shooting at him, where is the sadness in this trash scene? they totally ruined one of the most epic moment, it was like watching a japanese remake of 300.

I  remember a pessismist story, musics and background for most of the game, if the movie was supposed to be fan service they failed

9
Agree, this costume is definitly the best, its really sad they didnt stay on this kind of design for all FF7 sequels, the new generation sephiroth really sucks compared to this, anyway good job , this looks really nice

10
lool , really fun message, but i think your in the wrong thread, this is for release only

11
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2015-01-23 00:29:40 »
Its PSX , not PC, we cant insert a file BIGGER than the original, with all the modifications i did, certains file was biggers, to insert them back in the game i was forced to delete some text, most of time its useless text like this one " enter the menu and select save", if i wouldnt delete this text the mod would not works, i dont understand why u care about something so trivial?

12
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2015-01-16 21:31:13 »
No, hi cloud is replaced by safer sephiroth, enemy sephiroth is still the same

13
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2015-01-14 18:22:07 »
np, the real important bug of this mod, is at the snowvillage,  when elena punch sephiroth,if you dodge it, the two shinra soldier with elena will make the game freeze, there is two solutions for this :

1/ dont dodge

2/if u dodge, dont talk to the two soldiers, go in any house of the village to refresh the map and come again, the glitchy soldiers will disapear

the other bug is in battle, using death blow with ultimate lifeform hojo will make a small glitch, but the game will continue to play.

I intend to fix these two bugs in the last release, in the month


Note that if u play on the V2 patch, and later, u install the V3 patch(that coming soon) u will still able to continue ur savegame, no need to create a new one.

14
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2015-01-14 18:12:03 »
well thats really look like he got caught by the water ball of bottomswell, since the safer sephiroth is big, he probably didnt see the ball around him, and think it was a bug, but in that case its a normal spell that prevent him from moving, the solution is to let equipped the jenova cells accessory on sephiroth, or simply do not transform vs this boss.

No other issue than this?

edit:no idea about the stat codes, but for the same  result , just hack the sources items, they boost ur stats to 255

15
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2015-01-14 18:06:24 »
Lol wait, u mean the game crashes? or just he couldnt use any command and the game was still working? The bottomswell have a bubble , if u get caught on it you cant do anything and since transforming sephiroth into safer sephiroth will absorb your team members, its a game over, because u ll be solo, so using sephiroth limits break vs reno ( pyramid) , bottomswell ( bubble), the submarine robot ( grab arm) is sucide, unless you equip the " jenova cells" , i made this item for sephiroth, allowing you to still play while captured, ( i didnt tested it on the armgrab robot), and immun him to every status in the game

Usually most gameshark codes will works, but certain weapons have been desactivated, like most of vincent's weapons, if someone use them via code or editor the game could crash, so its recomended to not use codes at all to prevent any problem,without hack its impossible to obtain theses unused weapons.

I tested two codes who are working perfectly : the "save everywhere code" and the " always limits break on code"

16
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2015-01-14 14:56:49 »
like i said in the description of the mod, in the video and in the read me there is an IMPORTANT note, i ll write it again:

1/Do NOT use transformation limits break (hojo: mako juice, and sephiroth: heartless angel) on the 3RD position, sephiroth must always be on 2nd position and hojo ( if u use him) on 1st position

2/Transformations limits break works only if u have at least 2 team members (it wont crashes, just the limit will do nothing, like caith sith transform limits)

3/when u patch the game, do NOT load a previous savegame before the patch, u have to start a new game

4/dont use gameshark codes/editors/other patches


So if ur limit doesnt works even if u followed the instructions, give me more details about this ( what was the position of sephiroth, what enemy u was facing, what weapon u had equipped)

I finished the games 3 times with this patch, using transformations limits break at most of the fights and never had a single freeze ( note that i did this with the V1 patch, maybe the V2 have a problem? i dont think so because the V2 consisted only of adding some small field animations and a new weapon in battle, but i have some free time soon and will release the final version anyway

17
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2015-01-09 10:55:41 »
for the psx version the spell is located in the magic folder, its called something like " lastboss1 , lastboss2 lastboss3" ( not sure, its been long time) one of them is stigma (this one is hackable via wallmarket) the other one is the japanese supernova, not hackable on wallmarket so u need to manually swap this file with another, for example, i swaped supernova with pandorabox, in the magic folder, note that unlike the longer version of supernova its located into all 3 disc in magic folder , so its usable for all disc

18
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2015-01-08 19:27:54 »
genesis> the supernova from the mod is the japanese version, usable in any background, for the "long" version it works only in spiral background , it can works everywhere if u modify the background to be spiral-like(only one value to change), but the look is awful

gardin> sorry i dont understand this patch work on my game and its the US version, its a simple application so i dont understand why its not working for you

19
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2015-01-05 10:37:11 »
Hi, thats strange the patch have been tested many times and works,but ur the second person who have this problem now, verify you have a clean ISO of the us version, delete your saves and start a new one, and do  not use hack/editor.

Verify your pff apply, use the one from my link in the video.

 If thats still doesnt works i cant give u the file one by one, since i modified something like 900 files in the game, thats why i created a patch for it. In that case u can try another emulator ( i tested this on PSP and emulator and have it works) of just use the old  all stars mod.

20
I did this on purpose, to summarize, swaping cloud's animations in field for sephiroth make the file a little bigger than the original,so sometimes ( lets say 10% of the fields file) i erased minor text like " aquired potion" into  " potion" to gain space, in order to insert the new file to the game, since on PSX u cant insert bigger files than original.

This is nothing fatal

21
Gameplay / Re: Sephiroth Masamune Mod???
« on: 2014-11-24 17:23:20 »
I think there is no special info about this because its an easy task, you will need the tool called " wallmarket"

-open your KERNEL file(in FF7 directory) with wallmarket
-go in weapon section, if i remember well in the very bottom of the weapon section, there is the masamune
-u will see that only sephiroth can equip it, but u can set any other character for this weapon ,check the box  "cloud"
-now go in initial data(still in wallmarket),u can choose any weapon that u will have from the beginning, just choose the masamune instead of buster sword for cloud
-patch ur kernel

Now when u ll start a new game cloud will have masamune equipped, this wont works if you load an old save game(before you patched it), you must start a new game

NOTE: this will works ONLY if you have a sephiroth patch,it wont works so easily if you have cloud's model ( in that case you need to edit the character himself)

22
Gameplay / Re: change limit break for another one?
« on: 2014-11-19 18:53:36 »
Yes, the file needed is the one u showed earlier ( vincent's script, red13 etc) , the key to  play as enemies is in this file, but there is a lot of things to change, thats very hard to explain in one post

Like Meesbaker said, u need to know  the listing of every animations ( standing, hurt, dead, attack, magic etc), you know where the limit break are since you modified them already ( in the end of the file, starting with E0 most of times)

But there is other things to change, called the animations offset, all players share the same animations script offset ( with sometimes small differences, like vincent , he have only 4 limits break, cait sith have less , etc)

On PC the file structure is  like this, its far more simple than on PSX :

1/model data information ( 68 bytes length if i remember well, not sure)no need to modify this part

2/animation script offset (u must copy paste a player animation script offset to make an enemy playable)

3/animation scripts ( since u erased the original offsets for a player script offet u need to modify the animations script as well, thats why u need to know the order of every animations) YOU need to know what value is what ( sry for my english :p ), like E8 = load effect, EE = end of animation, etc, i think NT1FC listed a lot of theses values somewhere in the forum.U need this to create your own animations script, because if u just copy paste already existing enemy' animation script that wontbe always exact,for shotgun like rufus, its more complicated u need even more values for the "fire" effect on his gun,the sound, etc.

Character like rufus can be played without problem, since they have the same size that playable characters, for huge bosses( like in my video) u need more steps.


23
Gameplay / Re: change limit break for another one?
« on: 2014-11-16 18:39:19 »
This is not exactly the same script that on PSX but , i can see that u made a mystake that why u dont see chaos script

Gigas is not :

E0 EA F4 19 F3 D8 01 29 00 E2 C5 F3 C9 F4 01 F3 CA A2 11 F1 AC 02 FC

It is :

AC 01 E0 EA F4 19 F3 D8 01 29 00 E2 C5 F3 C9 F4 01 F3 CA A2 11 F1

It mean the starting value of the script is AC XX, not E0 (unlike most of others playable characters)


24
Gameplay / Re: change limit break for another one?
« on: 2014-11-16 12:42:05 »
Thats the problem, the model ID you call are limited to only one of vincent's model, but even if u set one of them into an unused pyramid it wont works, only character from SJAA(and the others vinsents) can be summoned

its simple, on the script the first id : 00 is gallian beast, after 06 ( vincent model with rifle) all others models  will be "clones" of the summoner

25
Gameplay / Re: change limit break for another one?
« on: 2014-11-15 20:47:38 »
The problem is that vincent script only works for vincent's models (the 7 models i cited earlier)

I even tried to use some of barret's model and its impossible, even if both barret and vincent change their entire 3D model depending on their weapons , the value that follow AC , only concern one of the 7 vincents.

I tried to use the script of the nibel wolves, they summon another wolf, so i thought i could summon any entities in the game using the same method than vincent script, but looks like this only transform the summoner into a clone, without texture

To summarize i dont think you can combine vincent's animation script with other model that vincent's.

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