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Topics - cloudiar

Pages: [1] 2
1
Hello everybody!

Please if any moderator can delete other topics (repeated) it would be great, thanks

After many problems I have been able to finalize the base of the unused field of "Honey Bee Inn", which consists of three field IDs, the main entrance was undoubtedly the most problematic (onna_1), in the other two I had to do some " fixes ", but they work really well and it's almost a miracle that we can enjoy this on the pc version

-Fix list-
Spoiler: show
-Layers that were broken by the import of PS1 format, they have worked enough to do this, it is clean, the layers that were broken in onna_1 were fixed by [email protected] (thanks friend!)
-Walkmesh, steps on the sides did not exist, they made the field very orthopedic to move
-Errors of animation, text, windows, scripts, etc
-Map jumps
-I changed an npc because it was repeated
-Code link so that all events are ready, and more inconsistencies
-Some minor memory changes


-Demostrations-

True Honey Bee Inn (English) (HD)
https://youtu.be/DgB8sGEqAXE

True Honey Bee Inn "Original' (Spanish)
https://www.youtube.com/watch?v=1MqD4FRyFn8

True Honey Bee Inn "HD" (Spanish)
https://www.youtube.com/watch?v=UDPsJVQS1Vw


-Credits-
Spoiler: show
I want to share the honors with [email protected] (https://forums.qhimm.com/index.php?topic=20418.0), he solved the problem of the layers that prevented me from working with everything else, also with Satsuki who was in charge of converting those backgrounds into HD, Tsunamods by the FFNx (without forgetting TrueOdin!), Either I forget about Mystare, well you already know that this is my kitchen: P

Mystare (Makou Reactor)
https://forums.qhimm.com/index.php?topic=9658.0

Chibi models (NinoStyle)
https://www.nexusmods.com/finalfantasy7/users/6598180

Satsuki (Backgrounds HD)
http://forums.qhimm.com/index.php?topic=20434.0

Tsunamods (FFNx)
http://forums.qhimm.com/index.php?board=54.0

Sacepi
For the english translation (I love :-\)



Finally, I am thinking that we should be able to play this all, my intention was to add it to my FF7OR project, normally I would not want them to use content before finalizing the project, but this deserves to be added also in the original game

Download True Honey Bee Inn 1.0 (english)
https://mega.nz/file/3NowBZaY#gvkMvEUOz38CsxcHyMNpdWnzUxY7BRa8htmAtroJNzo

If you plan to include this in a mod that is a joke, you do not have my consent to add this

Mainly I agree to include it in Vanilla versions, anyone who wants to include it in public versions should contact me, and also give credits to me and my colleagues [email protected], Mystare and Sacepi (if you think use English version)


The english is corrected as much as possible, please respect the translation, if there are any code problems comment it and I will review it


Greetings and thanks!

2
WIP / [FF7 PC-98/Steam] True Honey Bee Inn
« on: 2022-02-15 08:49:16 »
Hello everybody!

After many problems I have been able to finalize the base of the unused field of "Honey Bee Inn", which consists of three field IDs, the main entrance was undoubtedly the most problematic (onna_1), in the other two I had to do some " fixes ", but they work really well and it's almost a miracle that we can enjoy this on the pc version.

Fix list:

-Layers that were broken by the import of PS1 format, they have worked enough to do this, it is clean, the layers that were broken in onna_1 were fixed by [email protected] (thanks friend!)
-Walkmesh, steps on the sides did not exist, they made the field very orthopedic to move
-Errors of animation, text, windows, scripts, etc.
-Map jumps
-I changed an npc because it was repeated
-Code link so that all events are ready, and more inconsistencies
-Some minor memory changes

Below you have the videos, it is in the original version, also with the graphics in hd.

Links below!

True Honey Bee Inn (English) (HD)
https://youtu.be/DgB8sGEqAXE

True Honey Bee Inn "Original' (Spanish)
https://www.youtube.com/watch?v=1MqD4FRyFn8

True Honey Bee Inn "HD" (Spanish)
https://www.youtube.com/watch?v=UDPsJVQS1Vw


-Credits-

I want to share the honors with [email protected], he solved the problem of the layers that prevented me from working with everything else, also with Satsuki who was in charge of converting those backgrounds into HD, Tsunamods by the FFNx (without forgetting TrueOdin!), Either I forget about Mystare, well you already know that this is my kitchen: P

Mystare (Makou Reactor)
https://forums.qhimm.com/index.php?topic=9658.0

Chibi models (NinoStyle)
https://www.nexusmods.com/finalfantasy7/users/6598180

Satsuki (Backgrounds HD)
http://forums.qhimm.com/index.php?topic=20434.0

Tsunamods (FFNx)
http://forums.qhimm.com/index.php?board=54.0

Sacepi
For the english translation (I love :-\)


Finally, I am thinking that we should be able to play this all, my intention was to add it to my FF7OR project, normally I would not want them to use content before finalizing the project, but this deserves to be added also in the original game.

What do you think?

I'll upload these fields soon, but maybe it would be nice to be able to do it as something more of a "catalog" with the mods for example.

The current progress is 95%,  I shared the content soon, all can play with this tresure :-X

Greetings and thanks!

3
General Discussion / FF7 - True Honey Bee Inn
« on: 2021-06-27 19:08:47 »
This topic has been move to gameplays mods, and now have demostration in english, this work can bee finish soon.

https://forums.qhimm.com/index.php?topic=21062.0

4
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  ::)

5
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.

6
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.

7
Troubleshooting / Texture problem, 0 as transparent
« on: 2020-10-19 10:47:12 »
I have a little problem with kimera, option 0 as transparent unchecked, but it doesn't work.

What should be black looks transparent.

Any suggestion?

Thanks in advance.

8
Hello guys  ;)

I publish this in graphics support, the main request is about this, but with nuances, sorry if this is not totally for this section (I did not really know where to publish this), if moderator considers a better place, you can move this topic.

I am currently working on triple triad for ff7, finally this is starting to go well, I will include this project in my OVA Remake mod, I will publish this when the game is finished, it will also be in English.

The code is very advanced, but it would be great if someone could collaborate with some visual aspect, obviously it will be duly credited.

-Main reason-

If someone is good with photoshop / gimp and is able to create a new background for me for this (style similar to original), please contact me privately.

If someone can provide numbering font similar to triple triad ff8 (remastered version is great).

This is difficult, but if someone wants to collaborate with the design of specific cards, same case, I say the same about the song of the game.

-Other reasons-

If someone wants to propose a specific rule (don't say impossible things please) I can listen.

Regarding states, I will create a different concept (not only +1 or -1)


Thanks for reading, I will try to upload video when I have something very advanced.

9
Troubleshooting / Texture mapping problem
« on: 2020-08-30 22:23:32 »
Hi all  ;)

I am trying to create triple triad in ff7, but I have a major problem, making the cards differ from the opponent's (color)

Is there a way to paint only a piece of the model?

I have tried chunk card without texture, but any filter or palette change affects everything.

Maybe solution can be done using the "change state eyes" module, and put here if the card is yours or the opponent's

The problem is that it does not work, it does not show the other texture, it only shows the original texture, the card does not have "bones", it is only a simple 3d model, unique texture.

Any ideas?

Some help or documentation would be great. Thanks  :)

10
Troubleshooting / Battle model not dissapear later death
« on: 2016-09-11 01:55:49 »
Hello guys !!

I have a very advanced battle with one serious problem, fighting has 3 different enemies, everything seems to work fine, but Rufus model does not disappear when he dies. (not possible site for helicopter)

If he dies (Rufus) maintained normal animation, not disappear with "red" effect, or other, this be a serious problem, looking all own animations, and magic animations, but none do this !!

Also try OPCODES enemies like Rufus case (Sample H0512...), but these seem to have a condition itself to disappear :(


Somebody know solution?

In any case if someone can give me information to find solution I will be very grateful.

Thanks in advanced

11
Hi to all  ;)

Go back with question, I want to change size of main window battle and position of cursor, to small expand, same case in window size of change or defend, anyone can help to find what file contain this information? Its for US version!

Thanks in advanced  :lol:

12
Hello people!  ;D

I ask about two locations, these active event "Cosmo canyon" (buggy break) and "Zolom death" (active jump map),  not confusing please, do not want to edit tex or window boxes, I want to move the "line location", just need to know where is values for edit ​​(in hexadecimal I guess), think these values ​​are 32 bits (?) and will be difficult to assign.

Anyone know where can find these coordinates?

Thanks in advance!

13
Hello, first want congrats specially "Ficedula", "Covarr" and "DLPB" for big contribution to play in this game with external and HQ music :)

I read a lot pages of FF7 Music Patch and try change configuration of FF7 Music but not solution...for this reason decide comment in here, also topic FF7Music Installer is closed, the problem:

Example, I playing in makou reactor and listen music, finally go on to battle...go back to makou music and this is "reset", restart to 0, not continue in before moment of song...I think this cause FF7MUSIC and be impossible continue with previous state of music, but can see some people can play without this problem, for you understand better can see the video.

https://www.youtube.com/watch?v=pMyAJMV6Qyw&feature=youtu.be&t=13m2s

I in same case not continue the music, try a lot battles but finally always return restart to 0, in video this person play all bomb mission without problems, and I have this problem in others scenes, in rare chance save moment of song to later continue.

What is possible solution? I try change configuration of FF7Music but never good result...I try in ogg but same case in psf...

Tested in Windows XP 32 Bits with ff7_opengl-0.7.10b, and use FF7Music 1.51.13

Sorry for molesties and thanks in advance :)

14
I want try porting unused scene of FF7j to FF7 pc, special case "onna_1".



Its the current possibilities of project:

Original field code -> OK (porting)
Fields DLC-> OK
Walkmesh -> OK (also camera range/doors/arrows/gateways/camera range/miscellaneous)
Music ->  OK (original or external load)
Background -> OK (original or external load)
Field ID -> OK (using new ID, unused or reused debug rom)

Actual problems:

Layers -> Assign layers of original "TileMap", specially for hide models
Background animations -> Porting of this animations to PC field, or creating this exactly sprites in and assing in Field ID


The issues

Most necessary modifications can be made successfully, but main question is to know how the parameters of the layer port to FF7 PC, same case about adding background animations in their proper place.

I was looking where be the code that handles the parameters and assigning the layers for example, contain this in .MIM of FF7jap, and you can read information in wiki:

http://wiki.qhimm.com/view/FF7/Field_Module/DAT/Tile_Map#Section_1

The big question is...really possible port layers/background animations PSX to PC ?

Not really knowing where to start being compressed file. LZS ... maybe be impossible to decompress.

Its possible load layers/animations externally?
Any suggestions?

Thanks for read!

15
General Discussion / Unused jump map
« on: 2013-05-10 12:37:04 »
Demostration of unused jump map in Final Fantasy VII:

---> http://www.youtube.com/watch?v=f-baawCDlJI

16
General Discussion / Sage chocobo glitch
« on: 2013-04-18 19:32:35 »
I recently discovered this glitch and want to share with everyone, made the video of the exploit in both languages​​, I hope you like it!  ::)

English -> http://www.youtube.com/watch?v=e3RojSI0eEk

Spanish -> http://www.youtube.com/watch?v=I4rTDsFI0fQ

17
Gameplay / The first auction in Final Fantasy VII
« on: 2013-03-14 18:13:31 »
Hello ;D

I want to present the best event created for me, want also of course I want to add it in the OVA Remake (but in finally, I do not want that some person to steal  :-\), the money use in auction Loveless is "GP", the event is totally real-time (but some special case, can see in video)

¡I hope that you like!

http://www.youtube.com/watch?v=iUEoMiV6Jy0

18
Gameplay / The BIG secret of Shinra soldiers
« on: 2013-01-19 11:23:04 »
The very BIG secret of Shinra corporation hahaha, in this case I think not a problem the languaje all is easy to understand, to see the result of this scene go to minute 5 in video, is event in my mod FF7 OVA Remake, also upload video to show again but who is the real "author" of this and many other scenes.

http://www.youtube.com/watch?v=xhAAZbDaNtU

19
Gameplay / Caith Sith Death
« on: 2012-12-29 00:06:27 »
This death its dream for somes players ::)

http://www.youtube.com/watch?v=r7M5gvYx0hU

20
Hi everyone!

To begin, I'd like to say that I don't want to create any controversy,
 but I'd like to discuss an issue which is important to me.

The community is here to sharing, thanks to their members we have a lot of tools to edit FFVII, the work of the people is amazing in practically every aspect, I have to say I'm proud of it, because I can make a very complete mod thanks to this people, but Is really right that you publish a demo of my own mod (which cost hundreds of hours)  for another who steals my hard work and days later publishes it without my permission?

I'm annoyed not with the community, but with a member,  he makes me think about what's the limit of "sharing, I'd like to protect future mods to evade problems like my mod.

If any admin doesn't take actions I'll stop making updates, but the problem doesn't end here, in the future this will be happening.

I support sharing (with the creator's consent, of course), I allow the use of my work in a private form, but if I don't give any permission to publish my changes in other project until I finish my work I think it shouldn't be allowed.

21
Gameplay / Lose MP with death
« on: 2012-10-09 22:34:15 »
I try the new system for battle, to expand difficulty.

To try character loses all MP in case of death, somes problem but finally to obtain, this change its possible in IA of player!
(run in Death Counter)

-- OPCODE

    12 2060
    12 4140
    80
    02 2060
    02 4140
    80
    02 2060
    02 4140
    80
    31
    90
    73



-- ASM

    0000:   PUSH (2060) Type (12)
    0003:   PUSH (4140) Type (12)
    0006:   MASK
    0007:   PSHA (2060) Type (02)
    000A:   PSHA (4140) Type (02)
    000D:   MASK
    000E:   PSHA (2060) Type (02)
    0011:   PSHA (4140) Type (02)
    0014:   MASK
    0015:   SUB
    0016:   STRA
    0017:   END



-- C STYLE

    Self.MP <- Self.MP - Self.MP
    SCRIPT END



The opcodes run very nice, first problem in case lose PM limited to 255, though this problem is solved and can reset PM to 0 even 65535 :-D

The really problem?

Only run in Cloud...try in Barret and Tifa, ¡not effect! death and MP not change :|

Anyone know possible reason? The opcode in other character is some of Cloud.

Thanks

22
Gameplay / Break 255 MP cost
« on: 2012-10-08 16:35:47 »
Hello everybody, first of all thank you for your time.
I would like to receive help of someone, because I want to increase the PM cost limit more than 255, I don't need to make it to 65535 (nice to 999 for example), but it's important not only for mine, for everyone that is making a mod will achieve ths goal.
If someone knows the offset to make it, please tell me out.

Thanks

23
Gameplay / Index (ID) locations of inventary
« on: 2012-09-25 02:54:26 »
Hello!

Want to change the positions of the items in inventory, and would like to know how to identify them to exchange for other!

Example:

Potion
Hi-Potion
X-Potion


for:

Hero Drink
elixir
Megalixir


Looking qhimm wiki but did not find the exact location of kernel (offset) to access and to create new list of the 127 objects with changes

Thanks in advance

24
¡HELLO EVERYONE!  :roll:

-Basic features-
Spoiler: show
- Reconstructed scenes
- True Honey Bee Inn is back (soon in english)
- Fixed bugs and glitches
- Special menu, for example here you can change from classic graphics to HD
- New battles and sidequest
- Extension of some events
- Characters have passive abilities, and something else
- Huge amount of secrets, but sometimes it won't do just to explore
- My new soundtrack which is the music with FF8 "Sound Font" (experimental)
- Attribute rebalancing
-Integrated difficulty modes
- New objects, matters, key items..
- Leaders in their own history
- Other modes, minigames, guide...
- And long etc :-[


-Trailer-
https://www.youtube.com/watch?v=9Ef9HYchYTI

-Page official-
https://ff7ovaremake.com

-Credits-
Spoiler: show

TurBoss (installer/launcher/programming concepts)
Mystare (Makou Reactor) https://forums.qhimm.com/index.php?topic=9658.0
nfitc (ProudClod/Wallmarket)  https://forums.qhimm.com/index.php?topic=8481.0 / https://forums.qhimm.com/index.php?topic=7928.0
Aali (opengl)
L. Spiro (Memory Hacking Tool)
Satsuki (Upscaled fields)  https://forums.qhimm.com/index.php?topic=20434.0
NinoStyle (Fields models HD) https://www.nexusmods.com/finalfantasy7/mods/4
TrueOdin (FFNx) https://github.com/julianxhokaxhiu/FFNx
Martin (7thHeaven/Tsunamods)
Borde (Kimera) https://forums.qhimm.com/index.php?topic=4194.0
titeguy3 (White Chocobo)
Sega Chief (Battle documentation/fix issues) https://forums.qhimm.com/index.php?topic=14938.0
luksy (touphscript) https://forums.qhimm.com/index.php?topic=11944.0
[email protected] (True Honey Bee Inn layers fix) https://forums.qhimm.com/index.php?topic=20418.0
Villodres (Game testing)
Joaquin (Game testing)
Sacepi (Honey Bee Inn english version)
Jusete (3D fields/fix issues) https://forums.qhimm.com/index.php?topic=17791.0
Jesulito (Documentation/fix issues) https://www.youtube.com/user/VaYneruEl
Bonez (alternative avatars) https://forums.qhimm.com/index.php?topic=20400.0
DLPB (Ochu/fix issues)
Shampignon (Alternative maps) https://forums.qhimm.com/index.php?topic=18458.0
Panteleimon (Base alternative font)
Bosola (Limit break editor)
EQ2Alyza (support issues help)
ficedula (documentation)
sl1982 (documentation)
Traducciones XT (This inspired me for retranslation) https://traduccionesxt.blogspot.com/

25
Troubleshooting / Death with lose PM
« on: 2012-05-15 02:10:35 »
Hello friends!

Have a question in FF7 for add...I want a special condition in death's, in time of kill player automatically pm to 0, its really possible add this modify IA of player? I try change IA of Cloud with Wallmarket in death counter (uses for final attack) but can't apply effects :(


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