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Messages - Dark_Ansem

Pages: [1] 2 3 4 5 6 ... 13
1
I see, thank you - does this mean it was meant to be a fire attack, it is a bug?

2
I'm sure most of you are aware of how irritating Ruby dragon is. I wanted to check its elemental attack for breath, but apparently in the game file it is listed as a Fire physical attack  -however, even 100% fire absorption results in damage. What am I not understanding?

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2022-01-16 20:17:41 »
So, am I a bad person if I say that this mod runs better than FF7 Remake?

4
Misc. Tools / Re: [FFX] Skill editor - Ronso (v0.3.1.0)
« on: 2021-05-27 09:07:36 »
Sorry for the late reply. To summarize, Ronso is probably not going anywhere further no, however I have (slowly, whenever I have some spare time to spend on it) made some further reverse engineering of the Steam version of the game and I have a pretty concrete idea of a kind of modding suite I'd like to make from it. I don't want to draw any undue attention to it until I'm 100% sure I can deliver on it (both in terms of stable functionality and actually being able to get it fully put together and released) though.
But yeah, I still have my interest in FFX and am at least intending to make something of it.

@Lyrithus: Interesting finds!
If it can be repacked without the need for any (unknown) encryption that should definitely be a possibility. Keep in mind that the data on disk and in memory may not necessarily be laid out in the same order however. Personally I think that direct memory access is better for trying out / experimenting with things. It can also offer greater capabilities as you don't necessarily have to keep within the limits of the game's expected data (ie. maybe enemy AI only has 16Kb of instruction memory alloted to it, modifying stat growth for character A may also affect character B and so on). But once you have a concrete idea of what you want to do (and assuming it is possible within the game's confines), then making a persistent file-based mod would of course have its clear advantages. :)

Great news!

5
Misc. Tools / Re: [FFX] Skill editor - Ronso (v0.3.1.0)
« on: 2021-03-21 10:20:21 »
Alas, after 2 years, guess this is going nowhere.

6
Support / Re: ff7 international cd4 artwork - how to rip?
« on: 2021-03-07 12:18:06 »
You're in luck. I worked with Niemasd 2 years ago to rip the models from the bonus disk, we pretty much figured out how to rip everything else in the process.



https://mega.nz/file/joEmhZaT#UlRBF6eS2k1vaWjjA8JA65uCSV_3UistShbne3g9lHE

The above link has 3 folders:

Raw files extracted directly from the NPKs using niemasd's scripts

PSicture, a very old utility that browses raw psx files for viewable images

Model and texture rips for all but 2 of the viewable models (helicopter and car would not extract correctly)

In PSicture, simply scan any of the raw directories and it will generate a list of images you can save. Have fun!



Thank you so much. interestingly enough, the artwork is glued together with the page.

7
Support / Re: ff7 international cd4 artwork - how to rip?
« on: 2021-03-06 11:55:23 »
with this : https://github.com/m35/jpsxdec you can extract files from psx iso.
if the picture you need to extract are in .tex format you'll also need to convert .tex to .png (http://forums.qhimm.com/index.php?topic=15404.0)

hmm thank you very much, this at least could open the ISO. Now I just have to find the textures, do you know if there is a tool that can scan archives for them?
I also managed to do something I often postponed.

8
Support / Re: ff7 international cd4 artwork - how to rip?
« on: 2021-03-06 09:42:20 »
https://github.com/myst6re/makoureactor/releases

Use that, open up ff7disk1.bin with it, rip  8)

It's easy helping ppl ;)

It surely is, except that this is irrelevant to my request ;)

9
Support / ff7 international cd4 artwork - how to rip?
« on: 2021-03-06 09:01:06 »
So, I'm trying to get the artwork of ff7 international off the disc, but I have no clue how. I have the bin-cue files, but obviously they can't be read in windows, they do work with an emulator (at least PCSX, ePSXE doesn't).

AFAIK, FF7 international has also been released to PC, but only in japan, and I don't know if it came with the bonus disc content.

Any help would be much appreciated.

10
Sorry for the question, but how did you actually replace the sound effects?

11
Support / Re: FFVIII Sounds Effect Catalog
« on: 2020-07-03 20:08:07 »
still want to catalogue those?

12
Releases / Re: [FF8PC - Steam] Succession Mod (v.0.5)
« on: 2020-07-03 19:45:03 »
reporting quistis is mean lol

13
Holy cow this looks good

14
FF8 Tools / Re: [PC] Import/export sounds - FF8Audio (1.1)
« on: 2020-07-02 08:38:05 »
I don't suppose there is a way to identify/update the description of sounds effects? @Tsunamix?

15
Thank you so much for this!

16
Playing the Steam non-remastered version here.

So, I tried to make holy hit multiple times, and now enemies don't disappear anymore after being hit - but they absolutely die lol I assume there is no fix for this?

GF attacks cannot be made multi-hit either I suppose.

Let alone enemy attacks...

17
Releases / Re: FF7 Crisis Core Upscale Project
« on: 2020-06-30 18:20:08 »
Holy cow Zack never looked this good - except when his swimwear

18
WIP / Re: FF7:Remake OST in FF7 PC proof of concept
« on: 2020-06-30 11:02:45 »
I'm sorry, I meant identify in the sense of which file of the extracted music! but thanks for the suggestion!

19
WIP / Re: FF7:Remake OST in FF7 PC proof of concept
« on: 2020-06-30 09:05:55 »
Could you help me identify the "chosen by the planet" tracks? For the life of me, I can't find them.

20
thanks for the explanation

21
Could you explain again the field thing?

22
WIP / Re: FF7:Remake OST in FF7 PC proof of concept
« on: 2020-05-21 11:50:09 »
I was talking more about a list of your findings!

23
WIP / Re: FF7:Remake OST in FF7 PC proof of concept
« on: 2020-05-16 09:12:53 »
Hello,

I took it upon myself to make some loopable ogg files of certain songs from the FF7 remake so that I could play FF7 PC with that music. I also want to play with New Threat mod so I installed that first so I could modify the files necessary to have the music play when I want to.

So far I have done the following oggs. I would upload them somewhere but I imagine that might not be allowed to post a link like that.

pre.ogg
oa.ogg
ob.ogg
bat.ogg
chu.ogg
makoro.ogg
fan2.ogg
over2.ogg

Basically the music played during "the demo." I used comical.ogg to insert a track that's not in the original: the sentinal scorpion battle music.

For the opening movie I had to basically edit the movie's audio track to insert the FF7:Remake version. I also had to cut that track to size so it sounds a little rough. If I had the audio track of both the opening movie with just the SFX and a track of the music WITHOUT the SFX, I could smooth it out.

Here is a proof of concept video. Sorry the bottom is cut off I can't use OBS properly.

https://www.youtube.com/watch?v=iKbyeyPSR10

I guess my number one question is can I expand the music list in Makou Reactor so I can add the "environmental battle music" that's present in FF7:Remake? Also, is comical.ogg the only unused ogg in the game that can be referenced?

Thank you for taking the time to check this out.

gained a subscriber. Perhaps you'd share your full list of identificated tracks here?

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-06 20:48:41 »
Hey SC, since Sister Ray is about to go public, will you consider updating your mod with it?

25
Is this going to take advantage of Sister Ray?

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