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Topics - L@Zar0

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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!

2
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.

3
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.

4
Hi,

I'm using 7H with the original PC'98 Spanish release of FF7. It is known that 7H uses English FF7.EXE to run the game.
Although it works, my intention is to adapt the texts of English FF7.EXE into Spanish.

I have nearly done that, the only work is to make some tests in the game.

But, I've seen that the Spanish graphics for Minigames (snowboard, chocobo...) that uses English FF7.EXE are limited by the English FF7.EXE. I have solved the problems with snowboard minigame and now I'm checking the Chocobo Race minigame.

This is the issue I found:



It should say "CARRERAS DE CHOCOBOS", but it seems that the size is limited by the english graphics.

In snowboard I've found the X/Y pos and Width and Height of the images in the texture files and the X/Y-Pos in English FF7.EXE. I've looked in a lot of places, even other translations and disassembled Eng FF7.EXE searching by the X/Y position and sizes of the source images (ag.tex, ah.tex of chocobo.lgp), but I have no idea how treats FF7.EXE this data.

Anybody could help me a bit or tell me a place where to search for this information? I like to learn the things by myself, but right now I have not such luck with this, so, I decided to post a question.

Thank you very much in advanced to this 7H great community.

Regards.

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