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Messages - nfitc1

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101
Karma is little more than a popularity contest. I think it was added in as a stand-in for "liking" posts. I don't believe it has any bearing in your ability to post or PM people. Don't think too hard about it.

102
General Discussion / Re: There's a FF7 Disassembly?
« on: 2020-05-05 21:02:35 »
Better question is how do I apply this disassembly and extract my own?

103
General Discussion / Re: FF7 Exp/AP Mod?
« on: 2020-04-29 15:29:14 »
PrC doesn't require Power Packs. That's specifically a WallMarket thing.

104
It would probably require a different model like Barret/Vincent use for their weapons because she'd have to hold it differently from a staff/rod.

105
General Discussion / Re: What on Earth is this mod?
« on: 2020-04-29 15:26:08 »
With all the hate Java gets, it's deserved and unwarranted at the same time. Java has some severe limitations due to the way it's created. It was designed to work in its own memory region that a lightweight VM manages. As such, it's lacking the robustness of some other languages like C#. There are pros and cons to each approach. Java's biggest pro is code never needs to be adjusted for whatever OS you want it to run on. You compile it once and it can run on nearly anything that has a jvm. With C# et al, you have to compile them in individual formats for various platforms (Windows, Legacy Windows, Mac, Linux, etc) and maintain different codes for each of them. Java also does its own garbage collection, but the vm can cause longer than necessary startup times and larger than necessary memory requirements. Java is also a little behind the curve when it comes to implementing what some would deem essentials. Lambda expressions (anonymous functions that return values) have existed in C# since version 2 back in 2005, but Java only picked them up in version 8 in 2014.

It really boils down to what you need a program to do. My preferences: Want to cross platform? Java. Want to read direct memory addresses? Anything with pointers. Need to get a grasp on how programming mechanics work? Scratch. Want to write a script? Python, Perl or Ruby (they're pretty equal for my needs). I started learning programming around 16 and I know several languages, but I'm always having to refer to the documentation for syntax and keywords (is "on" a keyword in Java or Perl? Does this language use "AND" or "&&"? etc).

106
7th Heaven / Re: Is a one click launch possible?
« on: 2020-04-27 21:24:49 »
The issue is with Windows UAC, the bane of many.  There are ways to get around UAC, but they don't work with the batch, or at least I haven't figured out a way to get them to work together.

Have you tried this?
https://www.makeuseof.com/tag/stop-annoying-uac-prompts-how-to-create-a-user-account-control-whitelist-windows/

107
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.

108
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.

109
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.

110
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.

111
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. :)

112
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.

113
Completely Unrelated / Re: why
« on: 2020-03-26 19:02:36 »
Clearly

114
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.

115
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.

116
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.

117
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.

118
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.

119
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.

120
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.

121
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. :)

122
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

123
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.

124
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.

125
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?

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