Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - cloudiar

Pages: 1 2 [3] 4 5 6 7 8 9
51
Troubleshooting / Re: Quadramagic issue
« on: 2021-03-12 16:09:01 »
Hello man!

I'm sorry I'm not familiar with opcodes, but with this explanation I understand everything better, thank you for offering me the time to do it! I will try to do all of them without bothering you again (haha), but doing it correctly will cost me more time, I am willing to try it, you know that I have a huge job with the project, but at some point I hope to be able to do it.

Even if you don't need them, I will contact you privately with all this (if I am able to finish it without errors), and once I have finished the project I will make available to the community additional features that I have added in my game.

Thanks for staying here, master.

52
Troubleshooting / Re: Quadramagic issue
« on: 2021-03-10 02:43:02 »
I imagine that you are only talking about changes in offset 00000270, for some reason the hex values ​​are reversed (the ones you comment on), I don't know if it has the same relationship as the mega drive roms where the header is normally reverse, so I don't have to change anything in offset 00000380?

I have tried changes in 00000270 as you said, but I do not understand well for the above reasons, and because I usually get very confused by hex (and xD opcodes), I made these changes:

1A 00 1A D1 B0 04 00 00 04 F0 1B F7 01 1E 1C FA
1A 00 1A D1 C9 C9 C9 C9 C9 C9 C9 C9 C9 C9 "FA" FA
(Here you say that is where I have to cheat, but if not I run "FA" so that it returns when it will then?)

I made changes from BD to the 29 such with C9 (null) as you said, and then 1C for FA (I suppose the latter is wrong)

I think I did something wrong because it does not work, (it does not go back as before) I suppose that what worked for me (in offset 00000380) can create an error in the game and your solution is correct, but I am not doing this well, excuse me.

53
how do i add field model in this application?

Open flevel first --> tools --> map model --> "+" -> and XXXX.hrc -> "+" animations (if not registred anywhere, game crash)

54
Troubleshooting / Re: Quadramagic issue
« on: 2021-03-09 04:49:19 »
In the second attempt I have located at least the part involved in cut x3, after applying the hext the only problem was that the character at the end (after 3 strokes) stayed still without coming back, I thought a bit and then looked on the page you mentioned, I found something that is what I need to search, I speak of opcode FA (Return actor to previous position).

So I started looking for the FA of the rtab, I sensed that they would be below, so I did several tests and I believe that the code applies FA after cutx4 at the end of offset 00000380:

03 24 9E 00 E5 BD B0 04 00 00 F0 F7 03 29 1C FA (assumed place where it ends).

Try optimizing it, until you do with the following changes:

03 24 FA FA FA FA FA FA FA FA FA FA FA FA FA FA

I have not tried too much, but the x3 animation seems to be done correctly, and the combat continues normally, surely if you test you will say that there are some instructions left over, but this is the shortest solution I have tried, I imagine that it "swallows" the script x4 and instead executes FA at some point, returning it to the starting position.

I'm not sure this is final, but maybe with your help I'll know if I should continue, the AB animation files of the other playable characters are localized, right? I guess changing those would suffice.

This is all I can say, your link was useful to be able to locate it.

55
Troubleshooting / Re: Quadramagic issue
« on: 2021-03-06 11:06:37 »
I have been able to investigate but without success, the AB files that you comment, I'm not sure what they are, if I look at animations in kimera I get the .char ones, and in battle, cloud for example, supposedly the file that contains animations is "rtda" , but there I have not found anything.

The command for "cutx4" is 27 (1B), its animation 32 (20), but I have not been able to find hexadecimal strings with 1B and 20, I have not followed a long time because I do not know if it is the correct file.

56
Troubleshooting / Re: Quadramagic issue
« on: 2021-02-26 13:11:18 »
You say 0x5C9F54 (real addy: 0x1C9354) is the address I need to apply x3 cut, also edit in AB so that it only executes 3 times.

I'm working on a huge feature and can't look at it right now, but sure I will soon, I will look for the corresponding animation in kimera and try edition.

If you have the offset address applied by x2 then in that same attempt I will try to change both, I will tell you the results again.

Thanks!  :)

57
Troubleshooting / Re: Quadramagic issue
« on: 2021-02-26 10:39:09 »
The AB files are part of the information that includes the parts of the "model", correct?

I imagine this can be a good job, it really hurts me to change, how about cutting x3 and x5? possible?

Nearby in AB files there will also be the cut x2 I suppose, if you tell me the respective memory of x2 I will try to prepare both, although x5 would be secret.

58
Troubleshooting / Re: Quadramagic issue
« on: 2021-02-25 16:20:46 »
Oh, i didn't think it was virtual memory.

I congratulate you, this works! and being only such a singular value it will not be conflictive, now I only have to change x4 to cut x3 (I think this is much more difficult), but the rest works really well.

NTFC1 I'm going to give you credits not only for this, but for all the documentation and clarifications from years ago, obviously also for your applications, thanks again.

59
Troubleshooting / Re: Quadramagic issue
« on: 2021-02-25 01:18:31 »
Are you talking about ff7.exe? (98 1.02)

I use it, but am I doing something wrong? I can't find it, the value is out of range, the last offset of exe is 0059C3F0.    :?

Thanks in advance!

60
Troubleshooting / Quadramagic issue
« on: 2021-02-23 20:40:48 »
Hi guys

Does anyone know the access memory to the multiplier Quadramagic"?

I consider it to be cheat, I would like change the multiplier to x3 or x2  ::)

61
Troubleshooting / Re: How to remove critical "flash"
« on: 2021-02-14 03:40:53 »
Oh, thanks man!!!!!  :-\ :-\ :-\ :-\

62
Troubleshooting / How to remove critical "flash"
« on: 2021-02-13 02:26:20 »
Hi  :)

I have seen a video on youtube where it seemed that critical did not perform flash effect, so I suppose it exists, but I have not found anything in the forum.

I think they didn't think that "flash" effect could be epileptic, so personally I would like to be able to dim / eliminate this.

Thanks in advance.

63
Hello everyone, this comment is for those who edit ff7 with this great program, if some know me they know that my project has enormous modifications, in this aspect the work is colossal, I have massive modifications and additions with this utility, whoever uses this regularly should know one thing, probably the massive editing of the field in different places causes corruption, currently I made changes that caused this (not the first time), errors not caused by me that are complicating the development.

It would be good to help Myst6re with this, maybe places in the game are broken randomly, failed layers, music, texts, savemap values ... it will be better to communicate it, explaining what modifications were made before the problem.

Myst6re already has a private message with more details, when something else is known, it will be communicated.

64
Hello!

Does this work with version 97 exe? (ff7 1.02 english)

My question is logical, my exe has important modifications and I need to be sure of its correct operation, in any case it is an excellent job, if it works for me I have small changes pending with Vincent and Caith Sith, of course I would include you in the credits.

Regards

65
Releases / Re: Final Fantasy VII OVA REMAKE
« on: 2021-01-23 14:18:37 »
you should ask the creator of the models before putting them in your trailer

That you bother with a video (nor is it playable yet) seems like a joke to me, If someone related does not like it, contact me.

I provide fun, the graphics are only aesthetic, I am indifferent to having hd graphics or not, it is for the people, there will be fixed resources since I do not want them to turn my game into Frankenstein.

When Kugen stole the whole demo, where were you? We need more heroes like you, if you don't know the story, he stole when my project was demo. The same as people use resources, I also offer mine, but when it's finished.

PS: I only refer to graphics in the first minute of the six, thanks for recognizing my work.  ;D

66
Releases / Re: Final Fantasy VII OVA REMAKE
« on: 2021-01-23 14:00:15 »
OVA does not refer literally to the acronyms.

67
Troubleshooting / Re: 7hv bug?
« on: 2021-01-10 20:46:05 »
I have been investigating my problem with 7hv more and finally it seems that this program has a serious problem, really, if you plan to make a large project that handles models dynamically, this memory when it is not executed will create a kind of buffer with overflow, it will take much more time (x10 or more) to load any model anywhere that does not meet the conditions (even if it does not exist in place).

This does not happen because of the number of lines, it happens when you load any .hrc model with the other files, .rsd, .p, .tex.

Probably the massive use of directories is the cause of the overflow, but I warn it seems a major feature flaw of 7hv, and should be fixed, so that anyone can create and play it.

In my opinion that 7hv does not have a feature (return to assign in condition to avoid unnecessary reading) to prevent xml from being stupid is an error, any xml meets the conditions or not executes all its lines in xml, this is completely unnecessary and deoptimizes load.

68
Could this be used to edit layers in the future?

It would be great news, since fields like unused honey bee inn could work correctly, do you plan to achieve this?

Great job!

Greetings and thanks.

69
Troubleshooting / 7hv have error (bug and overflow)
« on: 2021-01-09 02:06:45 »
Excuse me, but I have already tried everything, I will try to explain it briefly, the problem is directly from 7hv and it occurs with my Triple Triad version of ff7, encoded mostly with makou.

Most of the main code, mechanics, optimization, menu, is very advanced, and it was time to load all of them in 7hv, but something very unexpected happened.

I try to load the 10 cards in game (first 5 yours, then rival), to choose between 100 possible ones, I ask in memory the ID and with that I load the corresponding card, to establish the correct order I use new .hrc written in makou reactor, and they will decide:

zaaa ---> letter 1
zaab ---> letter 2
zaac ---> letter 3
zaad ---> letter 4
zaae ---> letter 5
zaaf ---> letter 6
zaag ---> letter 7
zaah ---> letter 8
zaai ---> letter 9
zaaj ---> letter 10

In xml I ask for ten possible positions of the hundred cards, then I will know that ova_cart01 is ID of chosen card one, and corresponds to zaaa, the first card in the game, the same happens with 2,3,4 ... up to 10.

<Conditional Folder = "ova_cart_001 / zaaa">
    <RuntimeVar Var = "Cart01" Values ​​= "1" />
</Conditional>

<Conditional Folder = "ova_cart_001 / zaab">
    <RuntimeVar Var = "Cart02" Values ​​= "1" />
</Conditional>

(this until cart10, zaaj, and all this repeated until ova_cart_100)

Name of hrc is new to avoid conflict with any other existing model, but I am not sure if this causes some problems, although the created xml really works well in the game (triple triad field), I do not appreciate incompatibility. All cards load their own ID in memory, At the beginning there were +5000 lines in the xml, then the problem was the loading in the game, about 15 seconds to load is too much, but my surprise was that outside of there it continues trying to execute all the instructions of the xml, use other .hrc so that this does not happen, but it still happens even though none exists in any field.

There really isn't an instruction so that fulfilling condition allows to finish code? (like return)

It looks like a black hole to me, but that's not all.

Finally getting to reduce loading times in my version of Triple Triad, only about 5 seconds to load the game was incredible, but in other anywere site the loading time is exponential.

In field with 14 npc it may take about 40 seconds to load, and I don't understand why, the code is lost? The irony comes later, if I go back to Triple Triad it loads the xml, it takes the normal 5 seconds, and the same thing, you go to other sites the xml is executed again and the eternal load times.

I am doing something wrong?
Is it a 7hv limitation?

I understand that the code is huge, and I have optimized it, it still justifies the 5 seconds to load, but I don't understand why somewhere else without those .hrc it decides to load the xml like ten times, it's completely frustrating.

I cannot put conditions by field ID because I would have to put them in all, and they are a total of a thousand conditions (the ten possible positions of the hundred cards).

You can answer here and in private, any help would be great, thanks in advance.

70
Releases / Re: Final Fantasy VII OVA REMAKE
« on: 2021-01-04 14:37:29 »
Hehehe!

Yes, the project continue, but have to add some thing, coming soon news.


THANKS!!

71
WIP / Re: FF7 PSX HD Remake in Unity
« on: 2020-11-13 14:58:11 »
Awesome!!

You want port my remake to this?hahaha.

Nice job man! You think finish these proyect?

72
Can you share a field map file to reproduce the issue? thanks!


I have sent you the file with the label problem privately!

73
More mistakes

Autocorrection jump to label to 16 bits is corrupt, at least in my case, maybe due to the amount of code, in any case it takes a long time to find it, the makou reactor in addition to not warning 16-bit jumps, so this is saved broken, all the broken jumps, some labels disappear.

It also gives problems with variable editing, sometimes the program closes.

I think it has trouble handling a lot of cache memory (copy long code, etc)

When you spend a lot of time editing or writing code it can break.

When you copy groups too, it sometimes crashes.

I am continuing on 1.8.2 to help you, but I am worried about the corruption of my project, you will have to inform me.

You are a genius, but now you have more work haha, you have it difficult to improve the performance of version 1.6.2, it is without a doubt the most stable version in my case.

74
The offset for materia values? I didn't get that from Turboss, that's been community knowledge for years. If he originally found that offset and wants to be credited then I guess that can be done but I've no idea who actually reversed that information originally. The PC offset I was given by someone years ago and I used the default values from a PC exe to do a hextstring search in a NTSC English ISO to get the PSX offset (though this likely won't apply to non-NTSC English discs; it doesn't match the japanese original version's offset for instance; it's something I need to cover in the tool at some point).

When I did the video showing my version of that scene it wasn't in a public NT build yet; I'd incorrectly assumed at the time that your OVA project was abandoned but then I found out from you that it was actually still underway. So we had a conversation and you said it would be okay for me to go ahead and implement my version into NT on the understanding that I don't do it with any of your other stuff, which I agreed to; I would have absolutely removed it if you'd asked me to, as it is your concept.
Even if you use the concept of my scene, I know that is a lot of work, for that reason I did not want to reject you.

To finish I have to say, although I did not like the result, you did not do things wrong as Kugen, that is the truth.

Forget what happened, I feel sincere your mod is excellent, with my scene or without it, but you've also been in this for years, you will understand me when I tell you ... finish it now, man!

Accept the apologies, regards.

75
I know it is written in another language, but whatever you use, the logical thing is to credit even if the code used is offset.

Turboss deserved some mention, surely you saved time for its program, but I repeat, sorry if it has bothered you, I have deleted the message ..

With my scene you know that I prefer that they wait for me to finish it and that they take the code, but you plagiarized it without prior notice, I cannot ask you to remove it because it is rewritten by you, what am I going to say?

I have seen enough people play and people clapping for a scene that is really mine, without knowing the real author, but that is no longer important.

Forget this, sorry for what happened and good luck with your project.

Pages: 1 2 [3] 4 5 6 7 8 9