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Messages - Ansem

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51
And mine was dissing the logic of the Galbadians. So?

52
Except that the soldiers never even use guns, they use swords. Only the officers use any sort of firearm and even then it's just some sort of integrated gun in their wrists.

53
Tifa's affection value is still relevant because it is used one last time to determine which dialogue you get in the hill scene at the end of Disc 2.

54
Do you have a fix?

I do, actually. Here is a neat package. Do take note that these are specifically adjusted animations for Kaldarasha's Hojo, so it might look silly if used with the chibi model. Anyway, these will fix the bouncy behavior in the conference room and lab cutscenes. It will also affect any other scene using these specific animations, but I haven't gone through all of them so there are likely to be more instances where Hojo will derp up.

55
The Hojo bouncing up and down thing is actually simple to fix. It was caused by editing his root height in some of his animations while leaving the others untouched. The height is very easy to fix using the propagate frame option in Kimera.

56
Oh. Is that what the flower model is for in the char.lgp?  I was just looking through it and wondering where it was used at

The flower model is used at Gongaga for one of the gravestones. So it wasn't entirely unused even in the vanilla game.

57
I believe the animation is "broken" in the sense that whichever act you interpret it as, there's no denying that he's using the wrong arm. His right arm is the gun, but he's using the gun to point at/steady his left arm, which is the human one.

58
Yes, AB files also contain all of the model's animation sequences. Although, if you wish to add an entire new sequence you'll need to do more than edit a single byte here and there.

If you feel you're up to it, you can use this table to identify which does what. Generally, I have found Animation Scripts will only start at bytes in multiples of 4, but I don't know whether or not it would work on every byte. I have no further understanding of the file structure itself. In fact, I'd appreciate it if someone could tell me if there are pointers to each script in the file, or are the scripts just picked up on the fly?

59
You can change the death animation by hex editing the battle model's AB file. From the top of my head, I think it was the third byte.

DLPB once listed the values in one of his posts. Use the search function to find it.

60
Basically, he was asking if it was possible to get the short Supernova animation from the original Japanese version (not international) but that won't happen since the animation was never ever ported to any PC version to begin with.

61
Gameplay / Re: Speedhack
« on: 2016-08-30 17:24:30 »
IMO it won't be a proper speedrun if even one tiny hack is used. Anyone can cheat their way through a game. A good speedrun (read: RTA) is one that is done using only the player's skill and knowledge. The same applies to TAS, basically, but the point of TAS is to demonstrate what a "perfect" speedrun would look like. Again, a perfect speedrun does not include hacking the game in any way; that's cheating, and speedrun cheating is for the sissiest of sissies.

62
Gameplay / Re: [FF7] Disable name change
« on: 2016-08-25 23:44:21 »
Actually, there is a pretty simple but ugly workaround. :P Simply use the forced rename function right after the traditional name screen.

63
Gameplay / Re: [FF7] Disable name change
« on: 2016-08-25 23:07:57 »
Alright, gentlemen, I just tested my theory on a clean save file (and a clean Debug Room, which I have repurposed for my own experiments), and I was right. The one thing that creates the data for Cait and Vincent, is the name entry screen. That's just how it is. Opcode CD unlocks a character, but it doesn't change their data in any way. You need the name screen operation to create the data for Cait and Vincent, or they won't work.

64
Gameplay / Re: [FF7] Disable name change
« on: 2016-08-24 21:54:54 »
Why would you need to change it in every field though?  He only wants to remove the naming screen of the character on one field. The field for each character in question.  So you'd only need to change around 9 fields?

Just for shits and giggles? I never said you need to do it, I'm merely stating that it's possible.

65
Gameplay / Re: [FF7] Disable name change
« on: 2016-08-24 21:06:39 »
No, that isn't how it works - the names can be set from text and then they are ok for the entirety of the game.  You are setting the name from text using an operation that was only used originally in the debug menu.  You can choose when to use it.  Just before getting Cait and Vincent, you'd use it.

If you take the time to use that function in each and every field, that's exactly how it works. :P I know which function you are referring to, I've used it many times. In that context, when you say you can choose when to use it is also what I meant in my previous post. If you want Cloud to be called, for example, John in one field and Elizabeth in the next, it is possible with this.

@sithlord

I don't suppose you'd be able to tell me how make the field script force the character ID to change, then? Because the Create/Delete character opcode, which is commonly used to make characters available, is definitely not what activates the ID change.

66
Gameplay / Re: [FF7] Disable name change
« on: 2016-08-24 14:25:03 »
See my post above. The name screen is not needed.

Sure, you can make the names change for each and every field in the entire game, I know what you meant.

What I meant is the characters sharing slots. If, for example, you put Vincent in the party while he still has Sephiroth's data in his slot, you will end up with an invisible character that dies instantly upon entering battle. I think the name entry menu is what makes the game update his character data. The same is true for Cait.

67
Gameplay / Re: [FF7] Disable name change
« on: 2016-08-24 01:46:53 »
Don't quote me on this, but I think the name change menu is necessary in order to make Young Cloud and Sephiroth become Cait Sh*t and Vincent respectively. At least I couldn't make this happen by any other means, and the debug rooms don't achieve this either. It's either the name change menu or some hardcoded crap for the relevant fields, I believe. Again, don't quote me on this.

On another note, the name change menu appears to be what initially calculates the party's average level. This became apparent when I removed the name changes for Cloud and Barret; Barret was level 1 at the first reactor mission because the party's average level had not been calculated yet, thus he was left with the defaults from kernel.bin.

68
Team Avalanche / Re: [FF7] Recreating scenes in 3D
« on: 2016-06-23 19:57:16 »
What a sight for my sore eyes. Your fields are absolutely magnificent. :)

69
General Discussion / Re: Modded ISOS for Emulators
« on: 2016-06-06 18:56:44 »
You can mod ISOs to an extent, but what you want to do is no small task. First off, I don't think the PS or any emulator for that matter can actually use .ogg files. You'd have to convert it to an XA track, I think, and then... Well, then you'd somehow have to fit it all into the ISO and program FFVIII to be able to use it. Like I said, it's one hell of a task for little profit.

Unless I'm wrong, and ISO modding has become easy these days. :P It's not like I've kept track of things lately.

70
General Discussion / Re: Where is this played?
« on: 2016-06-06 18:44:30 »
I'll double check when I get home, but I'm pretty sure that's used at the end of disc 2 as you're walking around in g garden.

Nah, I thought so too, but after checking a walkthrough of the PS version, it's plain obvious it uses the regular track without any sort of intro.

71
General Discussion / Re: Where is this played?
« on: 2016-06-05 07:43:17 »
I may be wrong, but I have a feeling this particular version plays when you infiltrate Galbadia Garden towards the end of disc 2. The music literally starts the moment you're given control to start exploring the garden, and it might be this track. Then again, I have no means to check right now, so...

72
Really? I guess I haven't paid all that much attention. I'll be sure to try it out when I get the chance.

73
Other problems that exist with the "driver":

2. FF8 controller support is lost when focus is lost.
4. Small graphical glitch with ff8?  The hand cursor being transparent in battle.  I can't remember if this is so with PSX.

For number 2, I want to add that since 0.8 I have been lacking any and all controller support to begin with. I'm using a normal USB controller which works perfectly in FF7 but not in FF8.

For number 4, I can confirm that the cursor should not be transparent. It very much put me off when I switched from PS to PC. It makes targeting such an irritating task without the menu because the cursor is barely visible.

74
Is it possible to move the models on the walkmesh when creating a position instead of typing in the cords (maybe as a advanced option)? Ideally it has the walkmesh placed over the BG.

I second this. Also if the move model command could be given a target position in the same manner.

75
3. Currently, you cannot copy paste script from one map to another.  It would also be good if you could copy paste between different instances of Makou Reactor.

I must agree. It would be an awesome feature, and would most likely ease a lot of frustration with moving scripts about.

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