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Messages - L@Zar0

Pages: [1] 2
1
FF7 Tools / Re: [PC] Aeris 1.4b Background Tool for FF7
« on: 2023-04-23 15:20:05 »
Updated Aeris to 1.4b with a pair of things.

PD:
Updated Aeris to 1.4d with two more things.

2
FF7 Tools / Re: [PC] Aeris 1.4a Background Tool for FF7
« on: 2023-01-11 10:15:00 »
Updated Aeris to v1.4a version.

3
Releases / Re: [FF7PC]Revival - A FFVII Enhanced Mod
« on: 2021-12-27 18:41:27 »
All the people involved in the spanish retranslation have been credited properly.

Thanks, Urbanhack86.

4
Releases / Re: [FF7PC]Revival - A FFVII Enhanced Mod
« on: 2021-12-23 07:30:04 »
The same goes for me. We talked about spanish resources, the graphical part and there's no problem for my part he reuse the font sources or hext files for do the spanish translation. But this does not include flevel.lgp, kernel.bin, kernel2.bin and scene.bin. The translation of that files is from Traducciones XT.

Maybe he didn't know that...

5
Releases / Re: [FF7PC]Revival - A FFVII Enhanced Mod
« on: 2021-12-23 00:35:50 »
Hi,

have you asked permission to reuse the spanish retranslation from Traducciones XT? I have no problem you use my resources (graphical resources), but the spanish translation is from Tony/Sonicus/Ortew, not mine. And I don't see them even in the credits... And it is VERY CLEAR you are using that translation.

Please, ask permission first for use this translation. It has been a job a lot of years. The minimum you could do is to ask permission to use it.

Thanks in avance.

6
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-12-14 09:54:06 »
Hi L@Zar0,

Thanks for your message. I'd like to point out that my entire work has nothing to do with upscales. Everything was redrawn by hand from scratch.

You can use my work as long as you correctly credit it along with the url of the mainpage of this thread.

Good luck with your spanish retranslation project; cheers.
Yes, sorry for my bad expression. Satsuki told me that, that you have done it by hand pixel by pixel. I'm redoing only the font (or some texts of the battle menus -PM/ACTIVE/WAIT) and I have spent at least 1 week on them (only semi-white font 14).
The spanish font is not so wider as the original ('l' or 'h' it does not matter). So the font I will use will be mine. But I will reuse your icons and drawings that they are very good.

It is a great job, really.

Thanks. I will credit as Aavock and point to the URL of this thread on Qhimm.

7
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-12-13 21:13:43 »
Hi Aavock,

after doing the spanish retranslation (I included/adapted ESUI pack, my own fonts pack also) some people is asking to use the original vanilla font (usfont/btl_win/color .tex files) but upscaled, like yours.

Is there any problem I adapt your work to the spanish retranslation? I will credit you in agreements section, of course.
If you want to be credited in an specific manner let me know. You can find me in Qhimm discord channel with my alias. Satsuki knows me.

By the way, I know the difficulty of this work, I suffered it myself, but the quality of yours is very very good. Excellent work.

Thanks in advance.

8
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-09-08 18:40:48 »
A byte I found that changes depending on if you in battle is 0xCBF9DC, should be 2 when in battle or some other value if not.
Yep. I found that byte also, 0x2 and 0x17 (BATTLE and SWIRL I think), but it did not help to me either when testing. I assume this is the part that should be coded in FFNx, because if not, it get default btl_win_c_l_00.dds.

This is what does the "gl_defer_sorted_draw" call that I don't know what it does exactly.

I did a RuntimeVar including both values, but it did not help.

9
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-09-05 13:50:38 »
There is a palette number assigned to the box borders but it is not used in the normal way so I jumped the gun a bit when I said it shouldnt be too difficult.  Usually once I know how to align a UI asset its very easy to find how to change the palette id it uses, but I have never known the way to specifically align box borders to the window itself.


I however have found a way to make the battles attempt to load a different texture for the borders, and for battles only, the problem is the driver doesnt expect it and from what I can tell the driver doesnt try to load png or dds so it needs some more time spent on it or for cosmo/trueodin to add support for the method I found (change the texture name rather than the palette).


Also I can tell you that the border textures are loaded (or attempted to load) once at battle start, every battle start but not after that during battle.  If the hext value is changed it takes affect on the next battle so its not just checked at start of the game.
Ok, thanks for check. It seems both have arrived to the same conclusion more or less.

So, we should try to find (or TO implements it) in the driver, the possibility to load another texture, or it will require a very complex ASM coding in the .exe to make it work. Maybe there is another solution, but we must should follow the code.

Right now I think we have done enough checking this.

Thanks again.

10
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-09-02 08:17:11 »
Ok thank you very much!

I tried to find it, but the place of the offset of the frames for battle UI is a bit difficult to find for me. :(

I'm not sure if it is even possible, because making a trace log of FFNx it seems to load btl_win at the beginning of the game, and then, when the game enters in battle scene, it seems to load something... different.

This is when the game loads:
Code: [Select]
[00000099] TRACE: Renderer::createTexture: 60 => 51594840x51594844 from filename C:\Games\Final Fantasy VII/mods/textures/menu/btl_win_a_l_00.dds
[00000099] TRACE: Using texture: C:\Games\Final Fantasy VII/mods/textures/menu/btl_win_a_l_00.dds
[00000099] TRACE: Created external texture: 60 from C:\Games\Final Fantasy VII/mods/textures/menu/btl_win_a_l_00.dds

This is when battle begins:
Code: [Select]
[00001111] TRACE: gl_defer_sorted_draw: call with primitivetype: 4 - vertextype: 3 - vertexcount: 32 - count: 48 - clip: 1 - mipmap: 1
[00001111] TRACE: gl_defer_sorted_draw: texture_set true for texture menu/btl_win_c_l0
[00001111] TRACE: gl_defer_sorted_draw: return true

So it does (or FFNx is doing) something different. I searched this to use in 7H a Runtime Var telling when it enters in battle use a different btl_win_c_l, but I have not good results with this.

Another thing I found is to change the colors/alpha of the background of the Help/Status boxes:


This is the code:
Code: [Select]
http://BATTLE MENU
# Help Support -Middle- & Message -Up- Windows Top Left/Right/Top/Bottom Colors
#.text:006D4EF7                 mov     ecx, dword_91EFC8
6D4EF7 = B9 00 00 00 7F 90
#.text:006D4F7F                 mov     ecx, dword_91EFCC
6D4F7F = B9 00 00 00 7F 90
#.text:006D5007                 mov     ecx, dword_91EFD0
6D5007 = B9 00 00 00 7F 90
#.text:006D50A2                 mov     edx, dword_91EFD4
6D50A2 = BA 00 00 00 7F 90

Altough I researched this also for the rest of Battle UI (searched for 0x91EFC8), the only place that I could modify this with any result, it changed only the background for the rest of UI, even the menu UI, leaving it in black color, of course.

So, if we could find a method to change btl_win_cl and background colors for Battle UI, we could have a different Battle UI from Menu UI. :)

11
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-08-29 17:20:55 »
I only pass by to say Thanks a lot for ESUI mod! There is a lot of info very difficult to find in other way.

I wanted to comment only a little thing. I was thinking in "separate" (but without luck), battle UI from menu/field/world UI. With this I pretend to be able to use a different frame for the boxes between both, and even background colors.

About the colors background I can do something with the Help/Status box in battle (the top and middle little boxes).  But the left/right boxes (the ones with companion names and commands) is a bit more difficult, I had searched the .exe, but it seems to share the values of the menu ones if I'm not mistaken.

BUT, I had the hope to be able to use a different palette for (btl_win_c_l.png), and use, for example, btl_win_c_l_01.png in battle UI. This would permit to use a different frame of the menu one. I think that this is not possible without changing ff7.exe code.

Anyway, I had not luck either searching for the place where this could be achieved. :( Hope some day we can have different (and good) UI for menu/battle.

12
FF7 Tools / Re: [PC] Aeris 1.3.1 Background Tool for FF7
« on: 2021-08-24 10:20:04 »
Updated Aeris to v1.3.1 with some code fixes and new fields fixed. ;)

13
Releases / Re: FF7 create new fields
« on: 2021-08-17 20:44:02 »
Excellent work with this new backgrounds, Shampignon!

It is not easy do new fields, although external images is not so limited as internal fields.
I assume they work only in FFNx.

Have you tought in adding animations? :)

14
FF7 Tools / Re: Aeris 1.2 Background Tool for FF7
« on: 2021-07-01 15:14:01 »
Updated Aeris to version 1.2.

15
Hey l@zaro, any chance you can reupload those assets? XD
Hi Jusete!

It's ok. I have update the MEGA link. I had updated the file in MEGA but didn't remembered to update Qhimm link.

16
Hi Cloudiar.

The tool is not prepared to work with new layers intrinsically. But if you have it from PSX (we talk of this in Discord) in PC format UNCOMPRESSED, you can view this and export the layers (if the format is correct). I show to you the honey bee beta field opened with this tool. You can download the canary and test it by yourself.



If Palmer works well with this new fields, you could even upscale it and swizzle again with Palmer.

I have not intention to follow the work with this tool, sorry.

17
Hi,

although it could be coded (I had it in mind) to do so, this is not an actual feature that Aeris can do. Very sorry.

Apart of this, I wanted to edit ONLY tiles (not unswizzled images), because the process of doing this is extremely complex and we should know the method used by Square to create the field images.

 I'm not sure if will ever exists a tool that can do the complete field. Do the tiles is easy. Do the unswizzled image (I mean import it) is extremely complex because normally a field is composed of more than 1/2 swizzled textures. Normally, each texture, uses more than 1-2 palettes. And if you change the colors of the palettes as they are, and unless you know the original algorithm to create the field from unswizzled image, probably you will not have the correct result when importing.

For now, the viable solution would be edit the tiles one by one (for example for solve the bugs of masked colors in some tiles of some fields). This is not complicated to do.

Apart of this, you have another choice, that this works right now with Palmer, but you can NOT import the image to the field and you should use the image externally, putting it into the direct folder for example.

18
FF7 Tools / [PC] Aeris 1.4d Background Tool for FF7
« on: 2020-12-16 18:16:56 »
Hi,

I proudly present my graphical tool for Field backgrounds. This tool is called Aeris and with it you can do (at this stage of development):

- Load Field (exported from Makou in UNCOMPRESSED FORMAT).
- View palettes, textures, layers, tiles, images, sublayers...
- Play with layers, sublayers (similar style as Makou)
- Zoom
- Export textures.
- Export palettes.
- Export images.
- Swizzle/Unswizzle hashed images dumped from FFNx (also batch process and command line). The swizzle works with upscaled images also.
  (PLEASE: You must be sure to have all the possible hashes for the field, if not, errors may occur.)

I want to thank you a lot to TrueOdin for add to his repository this tool. We have included the source code with GPLv3 license.
I want to thank you also to Satsuki as a hard work tester and help for this tool to work with upscaled textures (he will include from now on SYWV5).

I have done this tool by hobby. It does not represents a substitute of Palmer, although it could be completed to do the same things and even more if anyone wants to continue with it, like swizzle base images (the unswizzle is done), edit tiles, and save fields in uncompressed format. These were the options I had in mind but my main goal was to do the animated textures (hashed images from FFNx).

Sample:



Link to source/binary:

https://github.com/LaZar00/Aeris


The tool has been developed using VS2015, VB.NET with Framework 4.8. So, you will need this runtime to run the compiled canary.

You are free to post anything, but don't expect I modify anything and I'm not open to requests.


*** UPDATE 01/07/2021 ***

I decided finally to update this tool with new features for anyone who wants to do improvements to FF7 Fields Backgrounds.
With Aeris 1.2 you have/can:

- Tool converted to C#.
- Added a new process for working with layer images that is faster than the old version (using a new class with Direct Bitmaps).
- Save modified vanilla field if needed.
- There is a Tile Editor. You can edit the Tile Info and the Tile Image (if palettized).
   To access the Tile Editor you must click on the big Tile Image (down of Texture).
- Selected Tile in Textures can be Marked in Layer Image of the Stage to know what tile have you selected in texture panel.
- Export all swizzled textures of a field. This has command line *.
- Import a texture of a field, ONLY Direct Color textures.
- Process hashed swizzled textures into hashed unswizzled base images (output from FFNx). This has command line *.
- Process hashed unswizzled base images into swizzled textures, even upscaled (usage for FFNx). This has command line *.
- Process internal swizzled textures of a field and output them in unswizzled base images. This has command line *.
  This process, a difference of Palmer, has the ability to use Templates. There are templates for 102 fields.
- Process unswizzled base images to swizzled textures, externally (for upscaling, for example). This has command line *.
- Export/Import Palettes (export in Gimp/Microsoft .PAL formats, import in Microsoft .PAL format only).
- Feature for fix field fr_e (only from vanilla one).
- Has some fixed fields with wrong tiles/images: ncorel (entrance to tent), ealin_2 (doors), las2_3 (cutted ripple), fr_e fixed.
- Now you can maximize the tool to see/work better with the Stage images.

* Command line. To check the help you must run aeris.exe from command line with at least 1 argument. If not, graphical interface applies.


Samples:
This is a Palette Import:
https://cdn.discordapp.com/attachments/767680963895230484/853031450190413834/FF7_2021_06_11_23_57_41_821.mp4

This is ncorel fix:
https://cdn.discordapp.com/attachments/731918078564237322/850663428183162890/FF7_2021_06_05_11_09_50_470.mp4

This is new imported background texture into field fr_e:
https://cdn.discordapp.com/attachments/731918078564237322/855891447642193971/FF7_2021_06_19_21_24_38_370.mp4

This is the Tile Editor and Marked Tile in the Stage:



*** UPDATE 24/08/2021 ***
This is what includes Aeris 1.3.1:

- Fixed bug when doing the swizzle process of hashes for field ancnt2
- Added global var for remember the "Save As..." folder
- Fixed the tiles of fields fship_1 and fship_12 when the door for entering Highwind is opened.

This is the fix for fship_1 (and fship_12):
https://cdn.discordapp.com/attachments/767680963895230484/879654649320329226/FF7_2021_08_24_11_12_09_191.mp4


*** UPDATE 11/01/2023 ***
This is what includes Aeris 1.4a:
* Updated/Fixed tiles for field shpin_3
* Updated hashed exceptions for field ancnt2
* Added NEW FEATURE: Unswizzle External Base Textures (even Upscaled), in Stage menu
* Update Title visual style


*** UPDATE 23/04/2023 ***
This is what includes Aeris 1.4b:
* Fixed unswizzle external when fields have textures > 15
* Added BITemplate for field mds7plr1


*** UPDATE 24/04/2023 ***
This is what includes Aeris 1.4d:
* Improved visuals (resizing/redrawing) in main window and for different zooms
* Code cleaning

Hope you enjoy it!

19
Hi,

as request of Kuraudo and with permission of Chrysalis, I decided to upload the assets I have for ESUI 2.32 (Enhanced Stock UI v2.32) in Gimp 2.10 source format (this is .xcf extension). This assets are mainly done for Spanish retranslation of Traducciones XT (https://traduccionesxt.blogspot.com/), but as they have the original ESUI graphics, maybe is possible to use/modify/redo them to another languages.

Have in mind that this assets (the font ones) have not ALL the characters drawn individually. They maintain the original font in the base layer. But I have added/changed some other fonts/icons. So, you can follow a pattern to create new characters if needed.

Have in mind also that the texts of the battles are adapted to the Spanish retranslation. This means that you must change in the hexts the X/Y/Width/Height position of the ESUI hexts.

I have included also in the assets a folder with the Fonts (.TTF/.OTF) that are used in some of them.

Some of the assets have layers that can be activated/deactivated in Gimp, so finally we can have all the versions of the images (like the ones with gradient/bright fonts, xbox/ps buttons... among other). So, check this when exporting to .png the final image.

Of course, all of this is done in HD resolution, 4x upscaled.

Credits of this works goes to:

- Chrysalis (original hd assets)
- xulikotony/Ortew of "Traducciones XT" (original low resolution assets, mainly Minigames, some reused/rescaled/improved to HD)
- Me (L@Zar0)

Here is the link of mega:

https://mega.nz/file/OZgg0YrI#nJJN734tHgjhZfez2UiiaM9nIzGTmOmbGX5e4UoAQqk

Feel free to use them for another languages, but please, credit the previously mentioned authors.

This assets have a GPL V3.0 license.


UPDATE: 10/06/2021
I updated the assests some months ago and don't remembered to update the link to MEGA. I have refreshed it.
Now it includes ALL MY ASSESTS (Gimp+Photoshop+3DSMax among others) done for the Spanish Retranslation, including the original sources in Gimp of the new Oxanium Font used in it.
Please, to me does not matter you use this assets, but if you do, credit the respective authors.

UPDATE: 03/01/2024
Updated the assets with fixed textures for condor/sub minigames.

20
Hi,

I've downloaded Palmer 0.8b, to change some things in specific fields for the original spanish FF798 PC version. I can export the .png files for the field, edit them, import them... but then I can not save the field.

How can I save the field?

21
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2020-08-09 10:11:20 »
Hi Chrysalis,

I'm doing the HD version of the spanish retranslation and wanted to use your amazing mod ESUI. I'm using Enhanced Stock UI 2.32 version. I must touch some things, but it shows the very high quality of your mod.

Although I can found a lot of byte offsets, there is one concrete that I can not find, this image will explain very well:



As you can see "Golpe de duende" is outside boundaries. But I have not found any info about the bytes x/y-axis or width/height for this subwindow or the eskill text inside.

Could you offer any help? I think that with one offset I'll do, the rest must be near it.

Thanks a lot for this great mod!!

22
General Discussion / Re: Needing a FF7 HEX offset
« on: 2020-08-09 10:04:29 »
You can search the Y-Pos value in ESUI, the X-Pos is near it.

{Right Box Text Y-Axis
71583F = 6B

{Right Box Icons Y-Axis
715909 = 67

{Right Box Colon Y-Axis
71593E = 70

{Right Box Quantity Y-Axis
715974 = 6E


Other choice is to make the width of the right window higher and move x,y pos of the window. Normally this is in 9??000 offsets.

23
Again, I want to ask help to this wonderful forum.

I will post an image and after I will explain the issue and the help I need:



This is the window of the input name for a character. Here I'm using the English FF7.EXE that comes with 7H. As you can see I have changed the letters grid adding the spanish characters (this is how the spanish version shows this window).

Using the cursor, I can add, for example, the "ñ" letter (is the last one). But if I write "ñ" in my spanish keyboard it prints the ";" character (one before the last one).

I would like to know if it is possible to say to the English FF7.EXE the input locale/codepage that is using. I assume that English FF7.EXE is telling by code which input locale/codepage to use. I also assume that if anybody uses the Spanish FF7.EXE in an English keyboard (or other combination of possible languages FR/IT/DE), would have the same problem.

I ask for help to detect the offsets I should change to make it working with spanish keyboard. I've looked into code, dissassembled it, using hex editor to check things but I have not luck.

This is not a big problem, as I can select the character with the cursor, but I think it would be an interested feature write the name with the keyboard. I thought about the patch that locks the keyboard, but if I cannot play with keyboard if I want, it is not a solution.

Let's hope anybody can help.

24
This thread can be closed/deleted. :D

25
Hi,

FYI:

I am testing the hext I'm doing for Spanish translation using FF7.exe that comes with 7H. I'm testing the minigames also, which some graphics needs to be modded. Testing the minigames, I've found that condor minigame has a little issue.

In Spanish original version, condor.lgp has a file called shelp_1.tim. The Game Converter (I assume) that comes with 7H changes well all the filenames except this, because in english is ehelp1.tim. So, somehow, the filename resultant in condor.lgp after the conversion is called (ehelp_1.tim), but the English FF7.exe has not this reference. So, the minigame of condor, does not work well, and begins with black screen.

I've put ehelp1.tim in \direct\minigames\condor (the original was shelp_1.tim) and then seems to work well the minigame.

... but when pressing help button in the minigame, there is no image (black screen). Pressing again help buttong, returns to the minigame and works well. I think this is a known bug of original FF7.

I hope this helps to you.

Thanks a lot.

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