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General Discussion / Re: Status of Mods and Tools with New FF7 PC
« on: 2012-08-20 08:53:35 »
would the new version support higher values?
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No, it is easy to mod new exe... it includes the old one. It is because there is no Aali's driver there... so no modpath. Hence some mods like Menu Project are not ever going to work.thanks. so we only have to hope aali does magic again and releases a driver? possibly with ehnanced shaders?
The problem with translation is that I use the menu project font sometimes to determine an absolute window width. We will see how it goes.
There is 2 other issues...
1. I'd have to make an exception for this and make a new program that can edit new exe (pretty easy but I am not supporting new exe)
2. touphscript needs updating to work around the issue with new flevel.
I will allow the translation to be used outside menu project but it isnt going to work with new ff7... you will have to convert to old ff7 with kranmers patch.
reinstall the game if it reoccurs.why would that help?
Has anyone ever though of adding new dungeons and sidequests to these games, accessible from the world map and from other places? Anyone feel like sharing their ideas, or doing some brainstorming on this?I want to do that. Something ala soul of rebirth.
I can do that but in future it may prove tricky since I made this to work with the new font... so it could well be that certain tags make the windows smaller than they should be.this because the new exe is impossible to mod?
I will make next installer so that you can install it separately.
If you can wait just a bit longer, I am working on a guide to put up this weekendme too. thanks!
Wallmarket definitely works. The Kernels are now located in the language specific folders though, so /ff7_en/kernel etcPrC will possibly work as well?
It's nice to see that some of the mods work in the new PC version, even though some files have to be moved to the old locations to be patched.
Nice to see the FF7 Music program doesn't need to be used anymore. I found where someone did the PSX music in .ogg files that loop. Now It sounds like the PSX version. all i had to do was just over right music files.
Other than that, it's sucks that some mods won't work. Though I'm sure people will start mods on the new version and make them better. Only time will tell.
At least i can play FF7 PC without the worries that it might not work next time I load it up. Old PC version didn't want to load anymore, and when it did decided to work, none of the textures would work.
if you mean to work with the rerelease. they already work. you just have to look in a different folderso my money was well spent thanks!
My biggest hope is that this will bring a lot more attention, and hopefully more talent, to FF7 modding.my thoughts exactly
It's too bad we can't do EXE mods unless somebody cracks it or something though.
Guess what I found... OGG Music...
IT'S THE MIDI MUSIC CONVERTED TO OGG. THEY DIDN'T EVEN BOTHER TO RIP THE PSX MUSIC. But at least it should be easy to replace, since they also appear to be using vgmstream.
still examining the download. It does have a folder called "plugins" with a bunch of stuff, mostly just image libraries (for tiff, gif, ico, jpg, mng, and svg) and "shaders" with some pretty slick hlsl shaders called "pixel.hlsl" and "vert.hlsl" (hlsl implies it definitely uses direct3d). I won't post the content of the shaders, as I assume it's copyrighted. Also, uses lgps which extracted just fine, so a good number of our mods should still work, and others will need to be converted from png. No big deal.
More info as I find it.
edit: It uses securom. It also won't activate, which I assume is because it's not even supposed to be up. The download and purchase options are completely gone now.
edit: The old MIDIs are here too, as well as the soundfonts. Do any modern cards even support .sf2?