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Messages - Prof. Coldheart

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Steam has its own controller mapper DS4 isn't needed if you lunch the game through Steam

As I said, I'm using the controller configuration option on Steam when launching the Seventh Heaven launcher as a shortcut. But some commands aren't taking: for example, if I map V for the inventory to a button, it won't open up.

FF7 is limited to by its input driver, that is based on Direct Input from DirectX5 1997. While this version did see improved support for controllers it does not support enough buttons or axis to read all the ones on a more modern controller like a ps3 or ps4 controller (iirc you can do this w/ ps2 only because you can toggle the axis mapping w/ the analog button).  The ps4 controller has 13 axis  d-pad x/y, L-Stick x/y R-Stick X/y trackpad X/Y L2,R2 and physical X/Y/Z and 14 buttons. When you computer uses them it will map them to various axis and button numbers for applications to use . FF7 can still only access, axis 0/1 and buttons 0-9. To Fix this I use an application like joy2key and just map keyboard inputs to the controller buttons externally of FF7, still not perfect but its much easier to map so i can switch between dpad and analog stick like i used to with a ps2 or ps1 dual shock but now over bluetooth.

3. See the ini config file for aali's driver in your install path.

4. Wanna skip the logos remove the movie files the game will fail to load them and move on


Is APP the ini file? Here's what it says:

Original resolution 640x480, window size 1920x1080, output resolution 1440x1080, internal resolution 3840x2160

I just want a 1920x1080 fullscreen resolution, if possible.

Where are the movie files located?

EDIT: I've solved my controller issues, turns out I didn't have the correct keys mapped. It works properly on Steam now.

The only problem I have left is the messed up menu UI during battle. I'm pretty sure this has to do with the menu enhancement, but I'm not seeing a way to keep that out when installing the Reunion mod files.

2
I've been trying to get this thing to work properly along with The Remako texture mod. The good news is that the game is playable and the background mod seems to work.

The bad news is that I've got the following issues:

1. The menu UI during battle is messed up in a few places: the ATB bar has glitched effects, the command menu for spells is massive (scrolls infinitely), and there are some other missing elements

2. I wanted to use my DS4 to play it, and I thought the easiest method would be to add the 7th Heaven launcher as a Non-Steam Shortcut, that way I can map the keys on my controller. Currently only a few commands work, like movement and selecting, but things like cancel (and thus run) or opening the menu don't work even though I should have the right keys mapped (V for menu, B for cancel/run, etc)

3. Can the resolution be increased, or it's meant to run at the default setting?

4. There a way to skip the logos?

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Archive / Re: STICKY: FF7 Music
« on: 2009-04-12 05:07:28 »
I still could use some help.

4
Archive / Re: STICKY: FF7 Music
« on: 2009-04-05 03:56:56 »
I'm not sure. I googled FF7music.ini, and downloaded it into the same directory, as shown here.



I wish there was a youtube vid that showed the whole process.

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Archive / Re: STICKY: FF7 Music
« on: 2009-04-03 19:25:43 »
I tried following the instructions given, but I haven't been able to get this working. So please allow me to post the steps I've done, so you can correct me on what I didn't do correctly or at all.

First, I downloaded the psf files, which were saved in the following directory.



I then loaded up the .dll files as shown here.



I also have a folder of the custom music that I WANT to use....



And then pointed to that path here.



So in this test, I'm trying to replace the opening Bombing Mission BGM with the song I want to use. I tried renaming it the same way as the psf file (as instructed), but it doesn't replace the midi music.

I'm certain I'm doing something wrong, but I would appreciate if you could tell me what that was.

6
Archive / Re: STICKY: FF7 Music
« on: 2009-03-20 18:14:56 »
I did read the first article, and I followed all the steps too. It doesn't say if you need to have the original midis replaced with the psx music first, and I can't find out what I'm doing wrong or haven't done yet either. Please help.

7
Archive / Re: STICKY: FF7 Music
« on: 2009-03-20 08:47:09 »
Hello, I'm new with this program, and I haven't figured out yet how to customize the music.

1. First, do I need to have swapped the original (crap) PC midis with the PSX ones? Right now I only have the former.

2. Second, am I supposed to take an mp3 that I want to play, but rename it with the song I want it to replace (example, rename an mp3 "ob" so it plays during the bombing mission)?

3. Will I have to run this program every time I run the game, or do I only have to do it once?

Right now, I tinkered with it, but the music hasn't changed. Please help me out.

8
FF7 Tools / Loveless - a FF7 text editor [v.1 - 2.5]
« on: 2009-03-20 03:39:33 »
I got a couple more questions.

1. How can I get a preview of lines with "new page" separating them? For example, on the image I linked you, I couldn't check to see that the text was properly formatted because the program only showed it for the first line, but not the second.

2. Speaking of "new page", could I add that bracket to other lines, thereby adding additional text boxes with their own dialogue?

3. Where do I go to change the text spoken by characters during boss fights (like when Cloud warns Barret not to attack the robo scorpion with its tail up)?

4. And finally, is there a way to also edit the text in the opening and ending credits (so I can add my name in, of course)?

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PC Version. If at least there's a collection of different saves, I'll take that, but if the rest exists I'd like that as well.

10
Troubleshooting / Save States+Other ways to jump ahead?
« on: 2009-03-19 06:41:29 »
Yep, I'm full of questions.

Since I'm currently working on completely retranslating the script, I'd like to be able to jump ahead to each portion of the game, to see if everything is formatted correctly. This would take too long to play the game normally, leveling up and fighting as I go. That's why I'm making this forum to see if any of the following hacks or exploits are available.

1. The ability to use save states, so I can save and load a game wherever I want, instead of save points.

2. A way to jump to practically any portion of the game, or at least a site that contains saves for every savepoint.

3. A way to completely erase random encounters.

4. A way to start at level 99.

Thanks for the continued help.

11
Troubleshooting / Help with FF7 Music
« on: 2009-03-19 06:39:19 »
I just downloaded the FF7 Music from Ficedula, but I have no idea how to use it. Right now the PC version I have only has the standard (terrible) PC midi music. I want to customize it with mp3s of my choosing.

How do I do this, and do the mp3s have to be in a certain format or bitrate? Also, do I have to do anything to make the songs loop as well?

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FF7 Tools / Loveless - a FF7 text editor [v.1 - 2.5]
« on: 2009-03-19 06:36:53 »
Awesome, it actually works. I tested it in the game.

The only issue is that some of the dialog is cut from the text boxes, even though it appears correctly formatted in the preview. Here's a couple of examples.

http://i79.photobucket.com/albums/j148/Xngears/Final%20Fantasy/FFVII%20Retranslated/ff72009-03-1822-41-56-10.jpg

http://i79.photobucket.com/albums/j148/Xngears/Final%20Fantasy/FFVII%20Retranslated/ff72009-03-1900-26-46-30.jpg

I see that there's a line feature for the text boxes. Should I just manually set the number for each text box (setting it to four, for four lines, etc), or is there an easier method?

Also, can this program also let me set the names for enemies, weapons, spells, and all other battle and menu stuff?


13
FF7 Tools / Loveless - a FF7 text editor [v.1 - 2.5]
« on: 2009-03-18 22:27:09 »
Wait, I just noticed that you can resize the text window. Does it have to be a certain size to keep the game from crashing, or can you make it as big as necessary to add more dialog?

14
FF7 Tools / Loveless - a FF7 text editor [v.1 - 2.5]
« on: 2009-03-18 20:11:08 »
That's even better. I can also search for text this way as well.

However, I can't find any solid squares for the beginning conversation with Biggs, Wedge, and Jessie ("SOLDIER? Aren't they the enemy?" etc). In this instance, am I better off just replacing the text in every path?

15
FF7 Tools / Loveless - a FF7 text editor [v.1 - 2.5]
« on: 2009-03-18 17:37:53 »
Awesome, thanks. So I only need to change text with the dark blue squares. That saves a lot of time.

A universal change feature would come in handy, though. For instance, I was considering changing all instances of "Received" (regarding treasure) to "Obtained", to closer match current FF translations. Same idea with other repeated words or terms. If this can be done, let me know.

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FF7 Tools / Loveless - a FF7 text editor [v.1 - 2.5]
« on: 2009-03-18 07:40:26 »
Hello, first time posting in this board. I was made aware of your Loveless program, and I immediately became inspired to rewrite FFVII's original script to something that's closer to the original creator's context, as well as an improvement overall from the original, spotty translation.

The program works far better than I thought, but I have just one question: I've noticed that there are multiple files that contain the same dialog for particular scenes. By my count, for example, there's about four paths that contain dialog from the opening Bombing Mission. I finished rewriting the dialog in one file before being made aware of the other files.

So, do I have to apply my changes to every path that contains the dialog? Is there a way I can implement the change in just one path and have it immediately reflect on all the other paths?

Thank you for your help, and I hope to create a quality script that you may consider hosting on your site, if you like it enough.

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