Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - nfitc1

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 121
101
Troubleshooting / Re: YARRR! Error.
« on: 2020-04-17 21:19:32 »
Quote
06:30:04|ERROR|SeventhHeaven.Classes.GameLauncher|Error code: YARR! Unable to continue. Please report this error on the Qhimm forums.

Very trolly.

102
They aren’t the first company that did this nonsense and they won’t be the last. There’s some weird legal issues that prevent them from making the modifications themselves and allow them to take 3rd party mods if they credit them appropriately. If they did not credit the author, that author CAN sue them. However, there is probably some weird line in the EULA that allows them to do this clearly exploitative and otherwise illegal action. It sickens me that game companies will make these awful decisions and don’t regularly get punished for them.

103
It doesn't matter if god played it - the story is what the original writers intended - not what a localizer on a tight deadline accidentally made happen.

It actually happens a lot. Once region's canon is another regions apocrypha. It happens all the time in literature (and anime). My wife is studying this right now and could lecture both sides of the issue. The simple answer is "there is no definitive answer". A translation CAN be considered a separate work if done independently which essentially creates unique works, but can be considered a "canonical translation". When done in collaboration with the original author the translator usually has little to no freedom of expression and must approve any and all changes to the original intent. These cases don't firmly apply to the original English translation of FF7. It's more in the category of "if it isn't wrong, don't fix it". The only thing SE did retcon in FF7 was Aerith's name. Only the original translation calls her "Aeris", but that is no longer her canonical name. Same thing about changing Japanese Tina to English Terra in FF6. Every mention of her later still calls her Terra. That is her English name. Did changing it have any purpose? Did it preserve some deeper meaning? Would reverting it reveal something we didn't consider before? Did Woolsey think Tina was just too boring as a primary/MacGuffin character's name? I digress. The story as it is presented to us is what was delivered as the "canonical English story" regardless of how much sense it makes, how much more is revealed (or is better) in the original source or who actually wrote what. A few spelling mistakes were corrected in the PC port, but the ones that remain uncorrected are still part of English canon.

I won't credit either party involved in the script writing of the original to be literary experts. When translating the original work there was probably not a lot of thought given to subtext and implications other than "we need to make it to the next scene". It's the difference between "Let's eat, grandma!" and "Let's eat grandma!" One is a call to a meal, the other is suggesting cannibalism. Same goes for the writers of modern vidja games. The writers of this game just wanted an excuse to make flashy effects and provide visual orgasms. Time travel is lazy. Reviving dead characters is lazy. No one that is making a game to visually impress teenagers cares about plot holes or character inconsistency. Triple A game companies ONLY make games to make money. If people buy it, it's not the companies' fault if the customer doesn't like the games' story. As long as the game plays as intended the company does not care.

Now then; If this game WEREN'T released as a FF7 remake (if Nomura could go back in time and release a completely reskined version with names and locations being different) would everyone be hating on it? Objectively no. This game is not poorly made (at least it hasn't been exposed for being poorly made yet). It's the authors telling us to accept THEIR extension of an already established universe that people are losing their minds over.

104
Troubleshooting / Re: need a save or two
« on: 2020-04-08 03:51:04 »
Someone once supplied a very well organized archive of save games at all sorts of places for exactly this purpose. There’s a topic dedicated to it if you search for it. I’m on my phone or I’d find it for you.

105
Support / Re: FF7 always have specific battle team mod
« on: 2020-04-06 14:11:52 »
Sort of, but it would be complicated. You'd have to have something hooked into the battle-prep and menu open methods and change the values in the party lineup before the battle starts or menus open then change it back once the battle is over. You could have a database of which parties to use at specific times if you check the gamemoment variable.

Actually, after writing that it doesn't seem too complicated. I just don't know how to do it. :)

106
Not exactly. EA FF FF IS the Character Name variable. I believe FF FF had some function at one time as all the substitution texts have that padding. If you substitute EA with other things you get other results. I believe it actually points to meta data that gets translated and EA is "Name of playable actor that invoked text". It only works in the Marquee, however, so you can't change item names/descriptions to dynamically indicate player ownership like who gets what limit manual (a plague on first-time players).

As for the final fight, it has its own custom code that does a lot of interesting things. The biggest issue is that the battle formation itself increases all party actors' limit gauges so when the function at 0x4320AC gets called around 0x43244A it flags all the party for breaking limits and queues the marquee appropriately. It never checks if there actually IS an actor in that slot so it just displays them all.

107
Completely Unrelated / Re: why
« on: 2020-03-26 19:02:36 »
Clearly

108
Given the small number of acceptable values they’re more likely to be waypoints that emerald travels from one to another. The code isn’t complex enough to be finding a wall. Coding collision detection is harder than you’d think.

109
No, 01A is not used which is why I mentioned it. Codes that I find that are valid and unused are more interesting to me than codes that are. :)

I'm still trying to figure out what the format of output these distance codes generate. They make little sense to me. Both 018 and 01B take a single argument and compare it to some preloaded value (between 0 and Fh inclusive) and do some weird comparisons on it.

Code: [Select]
  if ( CurrentActor.X - Destination.X <= 0 )
    v5 = -(CurrentActor.X - Destination.X);
  else
    v5 = CurrentActor.X - Destination.X;
  deltaX = v5;
  if ( v5 >= 24000 )
    deltaX = 48000 - v5;

  if ( CurrentActor.Y - Destination.Y <= 0 )
    deltaY = -(CurrentActor.Y - Destination.Y);
  else
    deltaY = CurrentActor.Y - Destination.Y;

  if ( CurrentActor.Z - Destination.Z <= 0 )
    v3 = -(CurrentActor.Z - Destination.Z);
  else
    v3 = CurrentActor.Z - Destination.Z;
  deltaZ = v3;
  if ( v3 >= 1C000 )
    deltaZ = 38000 - v3;

  return deltaZ + deltaY + deltaX;
That's my best guess, but I'm not sure what that output would tell you. In the context of Emerald Weapon they seem to be some form of circular path and direction finding.

110
Awesome! I can't tell you anything definite yet, but here's what little I've found so far:

Code 01B is similar to code 018 (distance to Point) and Code 321 (also currently unknown). It might be a "find midpoint between two points" function, but it doesn't care about the vertical values of either point. This is susceptible to a divide by 0 error. Probably not an issue, but don't call this if the points are directly on the x or z axis.
Code 01A is a valid code, but there's no documentation on it. It looks like it's probably the distance between two points or two models. I'm not sure which.

111
Welcome Bakura!

I don't check the email on my account very often so I'm sorry if I missed a message you sent.

As the PC version goes, you cannot dummy an enemy action to look like a summon. The value required for that would be at least 16Eh just to get to Choco/Mog's action. That's at two bytes long and the animation IDs can only be one. Limits might be able to look like a summon, but WallMarket and ProudClod cannot and will not modify limits.

112
This is great and a LONG needed addition to the set of tools. If you want any help interpreting any undocumented script codes or improving source code readability I'd be happy to offer my services.

113
General Discussion / Re: how do I like a user ?
« on: 2020-03-16 23:58:42 »
You can “like” a user once you have a high enough user level yourself. Individual posts can’t be liked.

114
Completely Unrelated / Re: Womp Womp Womp
« on: 2020-03-16 18:42:24 »
My god, you two are like an old married couple who refuse to get a divorce because you're afraid of what the neighbors will say.  Give it a rest already.
Can't upvote enough. Take this argument and all it's toxicity to Facebook. This community can be great if people stop inciting/feeding/acting like trolls.

115
It’s good that you were willing to go back to the roots. The official original has its charms and its flaws. Half the game is broken, but so many things are so gratifying to experience. The music is amazing and killing the bosses feels really satisfying.
Now go play the PSP/mobile edition and see why those are clearly the definitive version. :)

116
Amazon:
https://www.amazon.co.jp/ファイナルファンタジー7-Windows/dp/B000I5HNZM/ref=mp_s_a_1_1?keywords=final+fantasy+vii+pc&qid=1584063418&sr=8-1

eBay if that doesn’t work

117
If I remember correctly, the opening cinematic has to be 15fps or the bombing run music will be out of sync but its possible I may be mistaken about this and its simply something that can be changed if you know how
The field that runs the cinematic assumes 15fps. It can be changed easily enough to wait for twice as many frames before bring the music and characters up.

118
I don't know the exact numbers off the top of my head, but there shouldn't be any harm in replacing those in your first group. Just remember to update your KERNEL.BIN's SLUT when you recompile.

119
FF7 Tools / Re: Simple speedhack for FF7
« on: 2020-01-29 17:51:26 »
What is this doing? Reducing the cycle-waiting time between frame redraws or actually optimizing some of the graphic function calls?

120
There is a Final Fantasy 3 PSP, but it's 3D, not sprite based, same as the DS version.

Huh. That's a 2012 game. I only had the DS and didn't know there was anything after that other than the mobile ports. The PSP one looks like a port of the mobile port which is a port of the DS one. :)

121
Three is best on DS. There is no PSP for it, sadly. The PSP makes 1, 2, and 4+ outstanding to play! 3 is still mediocre, but not unbearable. The grind is real. :P

The originals of the 2D FFs do not age well. Each of them have some pretty disappointing flaws that remakes fix.

Nearly half of the magics in 1 don't work right.
Encounter rate of 2 is way too high.
3 isn't balanced well at all with difficulty spikes galore. (retargeting still doesn't exist in the remake and there are still some sharp difficulty spikes, though fewer of them.)
4 has a disappointingly small inventory system and never gives you a choice of party members.

5 and 6 have a PSX port that don't differ enough from the source to make them worth playing. They're basically the SNES versions with longer loading times and some translation fixes. The GBAs and on use a better script and have additional content. The mobile versions at least have a decent viewing aspect, but the Steam ports look ugly as sin with background tiles that don't match up and sprites that don't look like they were designed at the same time.

FF7, off course, has not officially been remade or updated at all. Any release after 1998 is just fine, but the music and FMVs suck on PC without mods.
FF8 should be on steam. No mods needed, but there are some that make it look "better".

If you can get your hands on 12 Zodiac Age you might find it fun.

122
1) Would require rewriting nearly everything. No joke. So many mechanics and functions depend on there being no more than three party members. You might as well rewrite most of the game from scratch.

2) Item duping in general is about ~98% fixed with current mods. There are some weird niche cases where items can be duped without W-Item, but it's impossible to predict.

3) This is quite simple. Probably changing one byte from a relative jump to an absolute jump or an assignment to nop

4) Possible, but requires significant rewriting of some menu items.

5) I'm not sure how FFT's ATB differs from, say, FF10s. That would be possible by pausing the ATB while the menu is up and progressively calculating the next actor to take a turn. This would make skipping/deferring action more difficult to implement.

6) Maybe. Easier than 1, I'm sure. However, there's not a lot of space for more weapons. At least as far as the PC is concerned, the weapon array is fixed length. You could double up on certain weapons, but that wouldn't make new character very unique.

7) Possible now. It takes a lot of work, though. Walkmeshes, entrance/exit points, scripts, layers, etc.

123
Actually, the max is 3D. That's even more bizarre. Maybe the gauge is 61 pixels long.

Starting at 0x5C766A and ending at 0x5C76AB. That's definitely limiting the needed exp bar value to 3D.

124
tbh... it's a joke that the inner bar isn't been calculated on the fly...  that it has a separate var is ridiculous.
Kind of yes and kind of no. I can easily imagine that it takes a toll on processing power on the PSX's part to calculate a percentage of needed EXP each time the menu is loaded for each character. It might have created a delay that the development team wasn't willing to accept and just made it calculate it at the end of every battle when a lot of background calculations were happening anyway. It might have been overcome at some point and adjusting it to calculate on the fly never got reexamined.

125
The max is 3F? That is dumb. I'll look into it. Thanks

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 121