Author Topic: (FFVII PC) The **ab files  (Read 23084 times)

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #25 on: 2023-04-20 16:47:09 »
hey quid just tested there, when attacking sometimes if i miss the zack stays in a forward position but animation i perfect, also there is no sound or effect when using an item with zack. just minor things though.

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #26 on: 2023-04-20 17:28:00 »
Also looking forward to the 2x and 4x cut, think they’re called sword of doom and quadra slice on soldier first class. Amazing work though buddy he’s just like the soldier 1st class now  :-D

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #27 on: 2023-04-20 18:22:54 »
Think maybe old item animation works better as he doesnt turn when using potion on allies anyway. but ur the one hexing so u decide lol

Quid?

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Re: (FFVII PC) The **ab files
« Reply #28 on: 2023-04-21 01:43:13 »
hey quid just tested there, when attacking sometimes if i miss the zack stays in a forward position but animation i perfect, also there is no sound or effect when using an item with zack. just minor things though.

Hm, I changed the AB sequences to simplify the attack, and because there was a double display on item use, I took some sequences I know work on ab enemies, but I must not have retested the items after or I would have noticed. And he should turn toward target, must have forget to put back the opcode. I will fix these later when I finish, no worry. 

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #29 on: 2023-04-21 01:47:59 »
Thank u quid, u really are amazing at coding, was beginning to lose hope till I met u lol I look forward to hearing from u again buddy.  :-D

Quid?

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Re: (FFVII PC) The **ab files
« Reply #30 on: 2023-04-21 02:29:30 »
Glad you enjoy, I am better at scripts than graphics and my animations aren't all, hm, perfect, but I did so many of them that sometimes I sure was burned out to work even more on them.

I spotted the issue with the attack after a miss, it is in one of the ab sequence I wasn't sure about what it is for, but it won't be hard to fix when my day is over.
Meanwhile I did a quick fix on the items command:
 https://ufile.io/c25j4766
 

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #31 on: 2023-04-21 10:47:26 »
yeh that fixed the item command now, looks much better also amazing stuff quid, and ur animations are on point, its really hard to do what uve done.

Quid?

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Re: (FFVII PC) The **ab files
« Reply #32 on: 2023-04-21 16:13:29 »
Almost complete, the only thing still amiss are the limits. A custom version of Braver is working, but I will have to do the others in the week-end. At least using a limit that isn't correcltly set up won't crash the game, in my test it just skip the anims it can't find, so before I put the last touch:
https://ufile.io/f6v9rxm6

Everything else is normally working, nothing jumped at me while trying most commands, as well as it could be done this fast.

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #33 on: 2023-04-21 16:16:00 »
Amazing quid will try right away, can’t wait to c the braver limit    :-D

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #34 on: 2023-04-21 16:37:18 »
hey quid everything is awesome the 2x and 4x cut work amazing, only 1 thing, i used another limit, meteorain and instanly won the match without killing enemy LOL  :-D

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #35 on: 2023-04-21 16:45:35 »
that braver is phenomenal quid ur amazing

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #36 on: 2023-04-21 16:52:27 »
n yeh all the other limits make me instantly win the match when i use them, braver is amazing though, also i dont know if u done this on purpose but at the end of 4x cut he does animation 11 instead of 15 for the final slash , also the 2x cut is animation 12 then 13 i think but is it possible to have it animation 12 then 11. Also noticed u changed deathblow animation to animation 11 amazing  quid

« Last Edit: 2023-04-21 17:15:16 by NicoChirry »

Quid?

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Re: (FFVII PC) The **ab files
« Reply #37 on: 2023-04-21 17:44:03 »
I thought 11 was maybe a little original to finish the 4X cut, but if you prefer I will change it to 15, and 12 11 it will be for the 2X cut then. Coming tomorrow with the other limits in working state. It's interesting that it is actually possible to have the limits ignore their special animations files in the magic.lgp and have them point to other animations from the da, interesting and cool.

This all exercise was cool, I noticed some possible use for opcodes I didn't know what to do with before, and I did a good general mapping of the playable versions af ab files which could come in as much handy, so thanks for motivating me at doing it.


NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #38 on: 2023-04-21 17:47:05 »
Absolutely quid I’m just happy to have met u, u didn’t have to do this for me but u did, thank u so much 🙏

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #39 on: 2023-04-21 17:48:41 »
N yeh the soldier first class does normal attack then animation 11 for his 2 x cut and he does animation 12 13 14 then 15 for the 4 x cut I’m sure, will double check though

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #40 on: 2023-04-21 18:36:40 »
I had a look at soldier first class animations and the 2x cut is the normal attack my Zack has into animation 11 and the 4 x cut is normal attack animation into animation 13 then 14 then 15 n that’s awesome about the limits quid at least u taught urself something new, a lot of people would love ur skills for modding

Quid?

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Re: (FFVII PC) The **ab files
« Reply #41 on: 2023-04-22 06:51:27 »
I turned the 2X cut strikes into 04 11, it give it something a little original but if you want it exactly like the 1st class, I will re-adust to 04 13 or 12 13. Replaced the finish of the 4X with 15 so that one should be close to the 1st class.

Limits braver, cross slash and blade beam are done and not so bad, though no pun intended, I have to work with limits when it come to limits. The special effects and cameras aren't all set in the ab file here, so I have to make sure the animations I choose synch well enough, also, this is the end of the file and increasing it's total size is a very bad move, invitation to unfixables glitchs or worse, so I have to work with very little space, can't try too many changes in the opcodes lengh to smooth the sequences.

Currently I am working on climhazard, meteorain and finishing touch, they should turn out good enough as well, but due to above limitations I am a afraid for Omnislash, not sure how this one will turn out, will do what I can though, I just doubt it will look even vaguely worthy of a 4th limit. Still, have to put something since Cloud's Omnislash won't do, the models having different geometry and bones number.

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #42 on: 2023-04-22 07:34:40 »
Wow quid that’s excellent, n don’t worry about it looking to good as long as the move functions it should be fine n can’t wait to try ur other limit breaks buddy n yeh whatever u feel would look best as u know by how frames n stuff, can’t wait to try this out quid!

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #43 on: 2023-04-22 07:43:35 »
N yeh 4 and 11 for 2x cut is good buddy also 4 x cut with 15 at the end is fine to buddy.

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #44 on: 2023-04-22 08:37:01 »
Is animation 11 the jumping slash? That’s the 1 the soldier does for his doom sword/2x cut.

Quid?

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Re: (FFVII PC) The **ab files
« Reply #45 on: 2023-04-22 09:37:52 »
The sword of doom doesn't use anim OB\11 from a look at it's ab sequence, in fact I copied this exact sequence to replace your Zack normal attack, and the high jump effect part is likely produced by the use of the opcode D0 there.
It must be the quadra-cut that use anim 11 but I didn't need to look at this sequence.

So, well, I think it's the best I am able with this customization for now:
https://ufile.io/mphwyrlg

Blade beam and meteorain are probably uninspired but they do the job, and I think Braver, cross-slash, climhazard and finishing touch aren't too bad at all, like this Zack, he isn't so bad at all at the end.

Err, I gave up on Omnislash for the current state of the model, I just can't see any way to produce anything that remotely fit the setup needs of the real Omnislash with the animations currently integrated and the lack of space in the ab file. Some new animations, at least one where this Zack make a equivalent number of slashs in 46 frames would be the best, and maybe the only way to have him perform this limit, well I will think about it but right now I don't see a alternative.
I still replaced the animations, maybe it will "work" to at least not bug the fight, and maybe it won't, didn't even want to try this one in game.
Fortunately, you don't have to use limit level 4 so...

Maybe if I decide to have a Zack fight of sort in my mod, I will make animations that could fit, but so far I am undecided on this. But if I decide it later, this repurposed 1st SOLDIER would definitely be a very good base for sure.

Well, in case it could help someone, my 'map' recent notes on the ab file of Cloud: (The real unmodified Cloud)
Code: [Select]
From offset 190h, after the 'header' section

00 FE C0: IDLE (00)
01 FE C0: WOUNDED IDLE (01)
10 FE C0: Some damaged pose, paralysis status maybe?
E5 06 F1: KO
B3 F9 03 ED E3 EE: Jump forward, change command (for under small status I think)
B2 F9 03 B1 03 B1 E3 EE: Jump forward, change command
B3 F9 04 E4 E3 EE: Jump backward, change command (for under small status I think)
B2 F9 04 B0 04 B0 E3 EE: Jump backward, change command
0F F2 E5 EE: damaged\regular hit taken
10 11 F2 E5 EE: damaged pose 16 (paralysis?) then go back to idle with 17
12 F2 E5 EE: damaged, like when taking a hand grenade for instance
05 E5 EE: Dodge, Evade anim
AB 90 01 00 00 08 F4 0F F3 FA E5 A6 EE: Cover
13 E5 EE: enemy skill learned
18 19 E5 EE: A other dodge? Not sure when these moves are done?
B4 02 F1: victory pose
95 07 FE C0: Escape
C4 90 01 06 07 FE C0: Escape vanishing I think
04 FA E5 EE: jumb backward again?, is it used?
E7 00 F1: No idea what this is for, the 00 is a byte, not a anim call
E5 C4 90 01 06 12 E7 00 F1: A other call to damaged anim 18 but that one should make the character move position while it happen
E8 FC 03 ED E6 EA 0C 0D EC 0E 04 FA E5 EE: magic cast
E8 FC 03 ED A4 EA 0C 0D EC 0E 04 FA E5 EE: E.skill cast
E8 FC 03 ED A5 EA 0C 0D EC F4 0F F3 0E 04 FA E5 EE: Summon cast
E8 FC 03 ED D8 06 15 00 09 EA EB F4 0A F3 04 FA E5 EE: throw curative item
E8 FC 03 ED D8 06 15 00 0A EA EB F4 0A F3 04 FA E5 EE: throw damaging item
FC F0 D8 00 1A 00 1A D1 B0 04 00 00 04 F0 1B F7 01 1E 1C FA F0 1D E5 EE: attack
FC 03 ED F7 10 1F 04 FA E5 EE: slash all\flash
FC F0 D8 00 1A 00 1A D1 B0 04 00 00 04 F0 1B F7 01 D8 01 D6 02 16 F4 06 F3 26 FA F0 1D E5 EE: Steal?
FC F0 D8 00 1A 00 1A D1 B0 04 00 00 04 F0 1B F7 10 21 28 FA F0 1D E5 EE: D.blow
FC F0 D8 00 1A 00 1A D1 B0 04 00 00 04 F0 1B F7 10 20 27 FA F0 1D E5 EE: morph? second level?
FC 03 ED F7 01 20 04 FA E5 EE: morph? first level?
FC 03 ED F7 01 14 F4 3C F3 04 FA E5 EE: sense
FC 03 ED F7 01 14 F4 5A F3 04 FA E5 EE: sense, which one is used? Both?
FC 03 ED F7 13 15 04 FA E5 EE: manipulation
FC F0 D8 00 1A 00 1A D1 B0 04 00 00 04 F0 1B F7 01 1E 9E 00 F7 01 22 23 FA F0 1D E5 EE: 2X cut
FC F0 D8 00 1A 00 1A CC 04 CB FF E8 03 FE FE 00 08 08 F0 1B 1E F7 03 F4 06 F3 1C FA F0 1D E5 EE: Mug?
FC F0 D8 00 1A 00 1A D1 B0 04 00 00 04 F0 1B F7 01 1E 9E 00 E5 BD B0 04 00 00 F0 F7 03 22 9E 00 E5 BD B0 04 00 00 F0 F7 03 24 9E 00 E5 BD B0 04 00 00 F0 F7 03 29 1C FA F0 1D E5 EE: 4X cut
E8 FC 00 E0 EA F4 19 F3 EC F0 D8 00 1A 00 2C D1 B0 04 00 00 04 F0 2D D8 06 30 00 2E FA F0 2F E5 EE: Braver limit. Limits note:I don't know how the game sort it out, probably through the exe, but here it consider that anim 00 01 02 and 03 from blaver.a00 are anims 44 45 46 and 47... 
E8 FC 00 E0 EA F4 19 F3 EC F0 D8 00 1A 00 2C D1 B0 04 00 00 04 F0 2D 2E FA F0 2F E5 EE: Cross slash limit
E8 FC 00 E0 EA F4 19 F3 EC 2C 9E 00 EC 2D E5 EE: Blade beam limit
E8 FC 00 E0 EA F4 19 F3 EC F0 2C D8 00 1A 00 FB 40 06 00 00 F0 2D D8 19 30 00 A8 26 08 2E FA F0 E5 EE: climhazard
E8 FC 00 E0 EA F4 19 F3 EC 2C E5 EE: meteor strike
E8 FC 00 E0 EA F4 19 F3 EC 2C E5 EE EC E5 EE 00: finishing touch
E8 FC 00 E0 EA F4 19 F3 EC 2C 2D 2D 2E FA E5 EE: omnislash
   
« Last Edit: 2023-04-22 11:53:41 by Quid? »

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #46 on: 2023-04-22 10:24:38 »
That’s amazing quid looking forward to trying it out, im just at work, will test when I’m home in 1 hour, n nice work on the breakdown buddy this will be very useful for people I’m sure, amazing work quid

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #47 on: 2023-04-22 15:35:47 »
Amazing quid, just amazing tested all the limits and  that cross slash is perfect
Climhazzard is a little buggy, makes Zack go off screen, meteorrain is perfect as it looks like a magic attack, finishing touch is the same looks perfect, also omnislash is amazing at the start of it he stand still for a little bit at the end but u made him hold sword up and stuff amazing m8 it works fine  :-)
Also that 4x cut is the best 4x cut of any character lol amazing stuff!
also think u were right about 2x cut it’s not the same the first class soldier does his normal jumping attack into big jumping attack for doom sword/2x cut,the first slash doesn’t look right  also on second hit of 2x cut the slash marker on enemy happens as he’s jumping and not when coming down is this fixable? Thank u quid

Quid?

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Re: (FFVII PC) The **ab files
« Reply #48 on: 2023-04-22 16:28:30 »
Yep, the level 2 limits in particular were a little bitchy to synch about right with the camera, Zack may be a bit off camera sometimes but he return to his correct row after, right? He didn't  move off camera one the limit was over in my test.

For the 2X cut, yes the sequence isn't adjusted to reproduce sword of doom, it was just faster, though I saw the slight bad synch with anim 11, which doesn't happen with anim 13 as the second slash:
https://ufile.io/i9mewjv1

Glad you like the rest, even omnislash? I will try it to see how it render in game then, maybe this will inspire me to make it better. Tomorrow I will give a other shot to level 2 limits, see if I can calm down the camera angle or something else, and since the rest is done about right, I will also experiment better on the  2X cut in sword of doom style.

NicoChirry

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Re: (FFVII PC) The **ab files
« Reply #49 on: 2023-04-22 16:35:51 »
nice quid and yeh omnislash looks awesome he just needs a few more slashes at the end and it would be like original omnislash lol its awesome and yeh thank u quid cant believe how much uve done in such  little time, it would take me years to even learn this LOL
« Last Edit: 2023-04-22 17:01:37 by NicoChirry »