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Topics - obesebear

Pages: [1] 2 3
So, we had a thought to rearrange the forum so that each game FF7, FF8, and FF9 each had their own board.  Within each board would be the typical graphical, audio, gameplay boards (each of which would also have a child board for releases.)

It's definitely going to take a bit of time to implement, but is this even something people would want or find helpful?  General and Completely Unrelated and Troubleshooting would remain independent.
We would also need to have a catch all forum for the occasional FFX or Xenogears project. I figure all FF7 compilation stuff would fall within FF7.

Just trying to make the forum more user friendly.

General Discussion / Trailer for Last order dub
« on: 2020-06-18 01:54:30 »
Surprisingly well done!

These have been converted to DDS for use with the True Odin's FFNx driver
They currently need to be loaded directly, but I'm sure could easily be made into an iro.

This pack isn't complete.  Missing or poorly upscaled are battles:
60 missing
82 missing

So this pack will need to be substituted with another.  I suggest something like Avalanche Arisen as his seems to be most similar to this pack, or a quality upscale like Satsuki's SYW upscale

WIP / Before Crisis Remake
« on: 2020-05-19 02:15:10 »

Download BCC DEMO: HERE.
(Last update: 30/11/2021. Reason: Added Chapter 2)

Github: HERE.
Discord: HERE.
Tutorial Videos: HERE.
Twitch Stream: TUNE IN.
Compendium: BC OG material.
Trailer: YOUTUBE.

Make a donation: HERE.

What's Before Crisis: Cissnei?
Before Crisis: Cissnei is a passion project led by a team of Final Fantasy fans that aims to replicate and faithfully expand upon the original Before Crisis flip-phone game, which never came out of Japan and is nowadays unplayable.
The game is being developed on RPG Maker MV with skillful hand of Obesebear, founder of the project, that has painstakingly extracted and recreated all of the backgrounds (currently of chapter 1). While the tireless cyclone Devina did a meticulous job in restoring the portraits to be a 1:1 comparison of their phone counterparts, adding 2D sprites, implementing a battle system and was relentless in trying to always find the next programming solution and put it into place. Thanks to Rizzle, the full script is being revised and new lifed has been breathed into the dialogue. Last but not least, Xhris surprised us with some fantastic graphic and UI edits.
The game takes place six years prior to FFVII and tells the story of the Turks as they face the newly formed terrorist group known as "Avalanche".

Before Crisis: Cissnei and Before Crisis: Cissnei Final Mix

We need you!
     Please pop in if you want to join us:
  • Programmer
  • Pixel Artist
  • Multi-language translators

  • Windows
  • 500mb space

  • Totally revamped dialogues
  • Updated graphics
  • Widescreen
  • High-quality reproduction of sound
  • Voice Acting
  • Nostalgic UI
  • RPG combat system
  • Discover the untold story 6 years prior FF7

How to install
  • Double click installer, play it

Spoiler: show

Known issues:
  • Bug

To-do list
  • Chapter 2 to 25 backgrounds
  • Sprites
  • Try implement ABS

Spoiler: show
  • Final Mix 0.1a - Demo out


   Script writer
   Graphic/UI editor
    Resource Manager

VA Credits:

   First Avalanche member
-J.W. Richardson:
    Second Avalanche member
-Blackjack Gabbiani:
    Down with Shinra

Special Thanks:

   A ton of help (Gaia's Children developer and RPG Maker Wizard)
   Voice recruitment
   Support, BC original demo
    Video trailer

General Discussion / FF7 abridged
« on: 2015-08-22 20:45:01 »

I liked their dbz abridged episodes. I hope they do just as good a job on this

Graphical / How to add new textures to the modpath?
« on: 2015-05-17 02:55:35 »
So I'm importing a new potion model that is made of two parts.  The container, and the liquid.  I want the container to use alpha blending by way of the mod folder, but can't figure out how to force the game to apply it.   The model is ccha.hrc and its texture is ccha.tex

In mods/reunion/char/ I have put ccha.tex, ccha.png, and ccha_00.png.  But the app.log doesn't appear to be looking for it anywhere.  It seems to be that since the original ccha.hrc doesn't use a texture, that the modpath isn't expecting one, so it isn't searching for one.  Any idea how I can make it start searching?

General Discussion / FF6 Improvement
« on: 2014-11-11 23:16:06 »
So I stumbled on this  ALttP video a while back
and thought how awesome it would be to combine this technology with the FFVI Remastered OST FinalFanTim did a few years ago. 

I personally don't have the time for it, but I figured it would be a cool project that someone might be interested in.

General Discussion / Low Poly FF7 figurines for sale
« on: 2013-08-14 02:46:38 »
Title basically says it all.  These are pretty pimp

Completely Unrelated / Metroid: Other M Director's Cut
« on: 2012-08-04 02:41:03 »
So I don't know how many of you played Other M and were disappointed in the storytelling and how Samus was portrayed, but this guy is looking into editing the game so it will be a little more true to how Metroid should be.  If you're interested, please join up and contribute where you can :)

FF7 Tools / [FF7] Model viewer / animator - Ifalna (1.40)
« on: 2012-07-13 14:26:44 »
First off, this is ficedula's program.

Secondly, the original and backup links are both dead.  Thankfully I made a personal backup of a lot of older programs a year or so ago.

Anyways, here's the link

Taken from the readme
Code: [Select]

Ifalna - FF7 Model viewer / animator

v1.40 - Updates
-Preliminary support for battle models & animations

v1.36 - Updates
-Fix comments in HRC files causing issues

v1.35 - Updates
-Included render to export an animation sequence to a BMP or PNG collection of files
-Set background colour

v1.30 - Updates
-Included NeutopiaW's updated P format; fixes some corrupted models and displays textures properly!

v1.25 - Updates
-Uses NULL reader which allows you to read in models from folders on disk as well as LGP's
-Fixed ratio stretches in OpenGL window
-A few changes to P rendering code
-Frame copy command

v1.21 - Updates
-Filter setting saved to INI file
-Ifalna can display multiple polygroups per bone correctly (fixes some models, like Aeris' Don Corneo scene costume).

v1.20 - Updates
-Redesigned interface
-Added model details
-Added animation filtering - ie. show only animations which *really* apply to a particular model
-Window remembers its position and size

v1.10 - Updates
-Now runs correctly on non-English systems (caused many crashes...)
-Simple editing of animations possible!

v1.01 - Updates
-Reflection view (not really useful, but it does look cool)
-Result cache (saves analysis of last opened file, to save loading time)
-No longer requires FiceLib (may solve crash problems?)
-Logs messages (look for LOG.TXT)

v1.00 - Initial release - Coded by Ficedula ([email protected])

Ifalna is a rather sw33t 'model viewer' for FF7 PC. Meaning? You can look at the 3d models from FF7 (only the 'field' ones so far, ie. NOT the battle models) and also view their various 'poses' - the animations they go through, if you like.

This is a rather big improvement on previous programs that only showed models one piece ('bone') at a time and couldn't animate them

How To Use
It SHOULD be simple (of course, if you've used my programs before, you're used to hearing that, right?). Just run IFALNA.EXE and you'll get the main window up. The first thing you need to do is open an archive containing model data. There's only one main archive in FF7 like that, CHAR.LGP, so (if you've got FF7 installed) the program will hopefully have that file shown in the Open dialog for you. Just choose the archive using the normal Open File windows dialog, by clicking on the "..." button.  (Incidentally, the world map archive, WM.LGP, also contains model data - for the 3d models on the world map, obviously. There's far fewer of them so the archive is much quicker to load).

Now Ifalna will scan the archive for model data. This can take quite a while because CHAR.LGP contains over 12,000 files, and even though it doesn't need to examine all of them, it does need to look at quite a lot of them.

Once it's done, the left hand list will contain a list of viewable models. Both the filename and the skeleton name will be listed. The skeleton name is usually fairly descriptive - the first skeleton should be AAAA.HRC, which has the name "n_cloud_sk" - obviously, that's Cloud.

When you choose a skeleton, the right hand list will fill up with a list of POSSIBLE animations to apply to this model. Now, Ifalna can't tell which animations were actually meant to go with this model, just which ones MIGHT.

(It's dependant on the number of 'body parts'. Tifa's model has 24 body parts, so when you choose her model, Ifalna lists all the animations that contain data for 24 body parts. However, more than one model in the game could have 24 body parts, so not all the 'valid' animations will actually look correct with Tifa - some could be intended for other models. Especially for people, most people will have a similar number of body parts. The exceptions are people with cool hair (seriously!) where additional body parts have been dedicated to the hair, so they have a different number of bones. So people like Aeris & Sephiroth are easy to find animations for

What then? To view, just choose an animation, and that model & animation will be displayed in the display window.

What happens if you select an animation that wasn't intended for that model? It depends. If both models (the one you're viewing, and the one the animation was intended for) were similar - both humanoid - then it might look "more or less" correct. Some parts would look a bit out of place.
At worst, of course, it'd be a animation intended for a totally different model, and the body parts would appear in totally the wrong places.

Ifalna does have a "filtering" mode. If this is on, only animations which really *were* meant for the selected model are displayed. At least, that's the theory - it should work, but of course, it's not guaranteed to. Generally, you'll want this turned on though.

When you exit Ifalna, it saves the analysis of the model files in a cache (IFALNA.CACHE) which it tries to load next time you run it. This saves loading time a lot.

The Viewer
To start off with, the viewer should show the model just 'standing' there.

There's a number of controls you can alter:

'Rotate X/Y/Z': Drag these bars across to rotate the model in different ways.

'Start/End draw': Select the body part to start and end drawing with. To draw ALL parts (normal) set Start to the beginning (far left), and End to the last (far right).

'Frame': Selects the frame of animation to view (when Animate is on, the program cycles through all the frame by itself of course. This lets you view the frames 'manually'.)

'Zoom': I think you know what this does

In addition, there are various viewing options that can be turned on or off from either the Options menu, or the Display toolbar.

'Crosshairs': When on, each body part has three lines forming a 'crosshair' showing that body parts' center. Not much use (I used it to test out different methods of model viewing).

'Wireframe': When on, polygons are drawn as outlines, rather than as filled shapes.

'Animate': The good one When turned on, the model will perform the chosen animation over and over.

'Bones': When on, the 'bones', or 'joints' within the model, are drawn. You probably won't see this since the body parts cover them, so either turn the body parts off, or put them into wireframe mode.

'Bodies': When on (it normally is), the body parts are drawn. You'd only need to turn this off so you could see the bones (skeleton) of the model.

'Lighting': Turn on to add some simple lighting/shading to the model. Doesn't look very good but its only a quick test.

'Reflection': Enable a spiffy reflection special effect.

'Editing': Enable editing mode - see below

The world map archive (WM.LGP) contains quite a few good models - don't think that CHAR.LGP is the only archive with models in it.

You can turn editing mode on now. This lets you edit the rotations of bones in the animation frames. When on, you'll be presented with a list of body 'bones' on the left of screen, and three slides - X,Y,Z - on the right. Select the bones to edit in the lefthand list, then use the three slides to rotate it. You can't MOVE bones around just rotate them - that's the whole point of a skeletal system (your arm rotates around the shoulder, but you can't just pull it off at will, can you? I hope not, anyway. Also, because it's a skeletal system everything behaves like a real skeleton - if you rotate the neck, the head obviously follows
Each frame is edited totally independently. No shortcuts (yet).
When you change to another animation (or choose File/Save, of course), you're asked whether to save the changes back into the LGP. It should work, there's not much to go wrong...

Firstly, make sure you're using a valid copy of CHAR.LGP. If in doubt, restore it from the installation CD.

Secondly, Ifalna uses OpenGL. Make sure
    a) You've got the latest version drivers for your video card
    b) It can run other OpenGL software. Voodoo's especially don't have full GL and GLU libraries, so if you use a Voodoo card, you might be best off getting a software renderer (eg. MesaGL).

Thirdly, try restarting it

Also please note that the P decoder (polygon files) isn't perfect. It reads a LOT of files well, but a few of them will look corrupt. It's not perfect yet.

If you still can't get it to work at all - or something doesn't work - or even if it's just comments or ideas on features to add - please email me at [email protected] . If Ifalna produced a LOG.TXT message log, it'd help if you included that as well as any error messages you saw.

Check for updates on my website @


Completely Unrelated / Obligatory Christmas Thread
« on: 2011-12-25 14:16:54 »
Merry Christmas everyone!

As part of my little project to put in Geno as an easter egg boss, I've decided the animations he best matches up with are Vincent's.   

I believe this topic has been covered before but was hoping for a little in depth explanation as to how to go about it. 

Speaking of... does anyone know if those extra Barret and Vincent and Yufie AA files are ever used and what for?

Gameplay / Geno
« on: 2011-10-07 17:10:45 »
Sooo...  I stumbled across a low poly Geno model on mediafire that seems to link back to a Smash Brothers Brawl forum.

My plan is to import him into the game one way or the other.  Maybe as a replacement of an ally, or even a possible optional boss.   My question to you all is...  if I can locate the other and gain permission to release it, would you rather him be an ally or boss?

Completely Unrelated / PSX scene
« on: 2011-09-25 22:03:52 »
Anyone know where Squarepusher2 went, or any information pertaining to someone continuing his work?

Completely Unrelated / America's Got Talent
« on: 2011-08-09 15:48:24 »
Anyone else think the very opening piece to this act sounds familiar?

Now they're sure to win

Archive / Textured Soul Fire
« on: 2011-05-26 04:12:12 »
For those of you in the know, texturing FF7 is the cool thing to do.   I've decided to surprise everyone by showcasing my awesome talents.

Yeah, that's right.  It's Soul Fire from the Gi Nattak boss battle.  Now be impressed.

Completely Unrelated / Post Count Research
« on: 2011-04-07 06:46:50 »
So apparently once you surpass somewhere between 500k and 16777215 (the most possible) posts your post count becomes I am a Geek!! 

Figured this was worth documenting.  It's pretty hard making over 10,000 posts a day.

Team Avalanche / RedXIII and Cait Sith
« on: 2011-03-31 15:17:08 »
Xeno seems to have finished the modeling part of RedXIII, so I'm in the process of putting him in the game.  The texture still needs some work though, but hopefully I'll have it completely finished by tonight and someone can add in his tattoos and whatever else is needed.

So far all his bits are cut up and converted into p files, all it needs is to be put on the model and arranged correctly.  Stay tuned.

Side note:  sl, I'm not sure if I have permissions to move and delete and add things on the repository, if so I plan to go through all of that stuff soon and organize it

Announcements and site development / The RULES
« on: 2011-03-26 13:09:13 »
This is the rules page. I welcome all of our older members and new members to read over these and familiarize yourself with them. All users (even brand new ones) are expected to know and follow these rules. Ignorance of the rules is not an excuse. You registered for an account on these forums and thus you should know these.

We Do Not Condone Software Piracy
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Asking for Help
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General guidelines on what should be posted where. These will be enforced. Obviously there will be some overlap between boards and there may be some confusion on which area a topic should reside in. Any gray area on where a topic should go will be decided by a moderator.

General Discussion
This is the "catch all" forum. Feel free to post anything pertaining to one of the Final Fantasies. If you don't think your thread really fits in any of the other forums, putting it here is just fine.

Audio/Graphical/Gameplay/Other Mods
These forums are for incomplete mods. Try to use common sense when creating threads; your custom Cloud model may be beautiful, but it doesn't belong in Audio mods.
     These subforums are for released mods. As a general rule these should be pretty much complete.

Aali's Custom FF7/FF8 Driver
This forum is only for Aali's driver. If you're playing FF7 for the PC, chances are you either ARE using this, or should be. Only Aali can post in the release thread. All questions/comments related to his driver go in the other one.

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For ANY problems or questions about the game. However, if your problem concerns a specific program or mod, it will make it a lot easier to help if you post in the thread where you downloaded it.

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This forum is about further advancement of editing the game. If there is something you would like to edit about the game (not concerning models), but can't find any info on how to do it, put your question here. If you've been exploring the game engine and found something new and useful, put it here.

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When posting a new thread, consider the subject header carefully. The subject is your opportunity to attract people to your thread, so it's in your own best interests to use it properly.

Stupid: HELP ME!!

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If you have a topic of reasonable discussion to post, then by all means, please post away and let the intelligent discussion begin. However, we do not want to see random posts of "I ate cookies today" or "My car is blue", etc. etc. Even within the Completely Unrelated forum, there is no place on Qhimm for such threads. They provide no topic for discussion and are generally useless and become filled with useless replies.

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If you feel there is something that needs changing, post it here. Any personal complaints should be taken to a moderator or staff member (Obesebear, sl1982, halkun, Bosola, Covarr, EQ2Alyza, Vgr) via Private Message.

Completely Unrelated / Apology
« on: 2011-02-25 02:26:29 »
So I just took like... I don't know... 2-3 hours pruning my inbox and realized I used to enjoy coming around here and actually had some friends until I was given THE POWER!  In my effort to get this site to be what it used to, I've started getting more and more frustrated with the slightest breaking of any rule, treating any and all "newbies" as if they were the same person repeatedly breaking the smallest rule.

I feel like there is no longer a warm welcome to newcomers, and I know I personally immediately look for what they're doing wrong.  And I don't like that...  So no more.   Tomorrow is Friday, which means no school.  I'm going to go back through the rules and completely revise them and put them in the FAQ section.  90% of newbies won't be reading the rules no matter how many places it's posted, so we'll just keep the one.

I hate that I've become so bitter towards this forum, so along with the new rules will be my new attitude.  Slowly but surely I developed an elitist "better than thou" persona and I really don't like it.   And also out goes the nitpicking.   If you guys see something happening you don't like, report it.  Otherwise I'll just be chilling unless I notice something EXTREMELY wrong.  These are your forums after all, and all the nitpicking I've been doing only serves to make me even more bitter.

So there it is. I'm sorry.  Now time to turn over a new leaf.  :?:

Let's get it started!  Thanks again, Aali, for all your hard work.

Actually, let me start by asking why all the modifications to .7 instead of a .8 release?

This is not the latest version of Aali's driver. Please see for the next release. - Bosola

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