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Messages - luksy

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101
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2015-02-11 02:07:00 »
Amazing work Mayo! I can't help but notice you're using a Chinese font for 歓迎 and 漢 in the shop, I know it doesn't really matter given that it's a fantasy world but they feel a little out of place due to the inconsistency (or did the original scene use Chinese fonts for those too?).

103
General Discussion / Re: ATTN: luksy
« on: 2014-08-11 09:10:05 »
Thing is I always make sure trim is working correctly. What I should probably start doing is making sure my shit is backed up correctly too...

104
General Discussion / Re: ATTN: luksy
« on: 2014-08-11 07:47:04 »
Thanks for the thought but file recovery on SSDs is next to impossible due to trimming.

105
As DLPB said the only semi-official explanation is in Ultimania, which states that as Holy is too late the collision between Holy and Meteor will happen too close to the planet, so it's not wrong to say it's having the opposite effect (i.e. it would be better at this point for Meteor to just collide) although perhaps it can be phrased better.

Think of it as a crash between two cars: if one is stationary the energy released by the crash will be less than if both are travelling towards each other (assuming the speed of the first car is the same in both cases).

Quite how this release of energy is worse than simply letting Meteor smash into the planet isn't explained either in Ultimania or the game, so this is what we're left with. We can only assume some kind of magic cataclysm.


106
Gameplay / Re: Worldmap Submarine and Buggy Movement value
« on: 2014-07-12 11:27:49 »
The script files are a table of offsets and identifiers, followed by the scripts themselves. It's stack based so quite a bit simpler then say the field script, there are about 100 opcodes although I've mostly only figured out the easy ones so far (push, pop, arithmetic etc).

107
Graphical / Re: [WIP] FMV Project
« on: 2014-07-08 04:17:41 »
I recall reading that Luksy had bought the DVDs for around $50 somewhere, and then he ripped it for Dan to use/work on.

Yeah, I found it online here a couple of months ago.

108
General Discussion / Re: [REL] The Reunion
« on: 2014-07-08 04:16:08 »
noo --> now

I assume this was a mistake...?

It's scots.

109
FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2014-07-07 01:31:57 »
Quote
Freya
It has been some time, Your Majesty.

King of Burmecia
Ah, Freya, well met.
The High Priest and I welcome you.

High Priest of Cleyra
My Lady.
It would appear that this predicament no longer concerns Burmecia alone.

Freya
I understand, Your Holiness.
And yet...
I fear my strength alone may not suffice.

King
Freya...I know what troubles you.
I must apologize for earlier.
Can you ever forgive me?
No! Of course you cannot.
But the fate of the people of Burmecia now hangs by but a thread.

110
General Discussion / Re: Resume of our work on FF7
« on: 2014-07-06 01:53:50 »
I started poking around in the wm script again, I have about 20/100 ops done but those are the easy ones.

111
General Discussion / Re: FFVII DVD Resolution in 1997
« on: 2014-07-03 04:42:45 »
I actually found and bought that DVD a couple of months back for $50, and yeah it's really not that big of a deal, not to mention the videos seem to have been captured on tape - strong reds bleed out and there's a little interference here and there, like the kind you used to see on tapes. Still better than the originals but there's so much missing.

112
Looks like some kind of overflow, perhaps related to the chocobo dismount script.

113
Support / Re: New home grown sound effects/Foley work
« on: 2014-06-18 08:29:28 »
I can recompile for mac easily enough if necessary.

Here you go, they might a different version of the CRT so let me know if they don't work and I'll rebuild them with a static lib.

114
Support / Re: New home grown sound effects/Foley work
« on: 2014-06-18 04:53:26 »
I made this a while back for switching sound effects in and out, as long as you save your effects as MS ADPCM you should just be able to repack them. Looping sfx will require a little fiddling.

115
Code: [Select]
@echo off
SETLOCAL EnableDelayedExpansion

set key="HKLM\SOFTWARE\Square Soft, Inc.\Final Fantasy VII"
set value=AppPath
set fmt=audio.fmt
set dat=audio.dat
set target=sfx

REG QUERY %key% /v %value% > nul 2>&1

if not ERRORLEVEL 1 for /f "skip=2 tokens=3" %%s in ('REG QUERY %key% /v %value%') do (
set fmt=%%s\data\sound\!fmt!
set dat=%%s\data\sound\!dat!
) else echo Using files in local folder

md %target% > nul 2>&1

choice /c dp /n /m "[d]ump or [p]ack?"

if ERRORLEVEL 2 sfxpack %fmt% %dat% %target%
if ERRORLEVEL 1 sfxdump %fmt% %dat% %target%

Does Steam store the path in the registry as well? I suppose it must store a base path to Steam itself, I can search there too.

116
What he said :D I might make a GUI if I can be bothered.

117
New version here, the tool is split into two separate exes for dumping and packing, and all files must be specified on the commandline, i.e.:

sfxdump.exe foo/bar/audio.fmt foo/bar/audio.dat wavdir

Note that the dir (wavdir above) must be created beforehand, because I'm lazy.

118
I can have a look at rewriting it, it's not a very big app as I'm sure you noticed. I'll just make it accept a direct path instead of reading the registry, the reg hooks can be called by a batch script instead if necessary.

119
Completely Unrelated / Re: realMyst: Masterpiece Edition
« on: 2014-02-07 00:29:05 »
I haven't played it in years but I remember Riven being RIDICULOUS, but that's what made it so great. As for this I dunno if I'll pick it up even on sale, I'm pretty sure I remember all the solutions by now.

120
Completely Unrelated / Re: realMyst: Masterpiece Edition
« on: 2014-02-06 08:22:42 »
Quote
The models and textures have been reconstructed to provide an amazing graphical experience. The environments have been enhanced to provide dynamic water, weather, lighting, foliage, focus, and more. The interface has been redesigned to provide an enjoyable way to explore for both novices and gamers.

Clicking through the Steam discussions it looks like they have actually redone everything…again (i.e. this isn't just an upscaled realMyst), it should also run fine on most hardware, unlike realMyst when it was released.

They should probably yank the other two versions now or at least the original realMyst, sh*t's getting ridiculous.

121
After messing around on and off for two weeks I've come to the conclusion that there really is no easy way to pull this off while keeping it:

  • easy for modders, and
  • foolproof for users

Ironically I've gone 180˚ and distributing entire scripts seems to be the way to go, but with a few twists:

  • Mods should start with a clean, common base flevel (essentially the idea behind the community flevel project), the vanilla flevel contains a number of bugs, data formatting errors, and unused crud that need fixing. Starting with a "normalized" flevel means we're all on the same page.
  • For nearly all fields only the first section need be included, this means that the entire script for the game can be zipped into a single 1mb file
  • For a mod to be compatible with another, multiple fields will be needed for each conflicting field, unless the authors collaborate and make common fields

Flevel fixes I have implemented include:

  • Breaking down and rebuilding each field to strip out junk data
  • Parsing and rewriting all scripts (gets rid of more junk at the end of some scripts, makes sure each script owns its own data and doesn't fall through like in ealin_2 0/3 and 0/4)
  • Stripping unused scripts, text, and akao blocks (including tutorials which aren't needed for the PC)
  • Reorganizing the text entries so that all dialogue is in-game order
  • Making sure each text entry has its own window so that each entry can be individually resized

Manual fixes to individual files:

  • life, life2: remove map name (menu inaccessible, text pointer overflows)
    junair2, junone7, sininb1, sininb2: removed music ops pointing to invalid akao block
  • Certain fixes implemented by touphScript, tbd


122
http://www.edge-online.com/features/final-fantasys-overseer-yoshinori-kitase-on-defining-the-japanese-rpg/

Quote
Kitase has been at the frontline of industry change. “In the beginning, the atmosphere was one of a small university arts or technology club. Today, it’s a market with Hollywood-scale productions. When I first joined Square, the view of games from wider society was one of a niche subculture; it was underground and impenetrable.”

Kitase’s interest in making games more approachable stems from what he saw at this time. “My father would complain that he had no idea what was going on when I played RPGs at home after school,” he says. “This made me want to make games something that those watching the screen next to the player could also find interesting. That’s one of the reasons I’ve pushed 3D CG graphics and voice acting.

None of the bolded sections are necessarily bad things, but I find the bit about the change in atmosphere pretty interesting. Perhaps devs who don't forget their roots are the ones making the better content, it's certainly possible to make a big-budget Hollywood style game that doesn't have to resort to cheap tactics and generic writing to widen its appeal.

123
Releases / Re: Releasing a Mod
« on: 2014-01-22 20:50:37 »
Just a FYI the patcher doesn't do anything yet, but it should be ready soon enough and I'll make sure to make it easier to understand.

124
Many mods at the moment distribute entire files instead of patching, I'm sure that those who have tried to distribute multiple mods will agree that this is not the best way to go about things.

I'd like to focus on flevel.lgp as it's directly related to most of what I've worked on in the past, although I'm sure the following ideas can be applied to most of the other game files if necessary.

Most of you will already know this, but the field files inside flevel.lgp can be simply split into logical sections, and each section can be split again depending on the data inside. Splitting the files down into manageable chunks will allow modders to include only the data they need to change, instead of overwriting everything wholesale. This won't eliminate conflicts entirely, but it's a start and at worst it would make mods smaller and easier to distribute.

As an example, the first section of a field file can be broken down into individual scripts, text, and akao blocks. I'm mostly concerned with the first two so as a test I made a small app that does precisely this, for example gldelev is split up as follows:

Code: [Select]
├───0_dic
│       0

├───1_cloud
│       0
│       1
│       2

├───2_esto
│       0
│       1
│       2

├───3_ele
│       0
│       1
│       2

├───4_shade1
│       0

└───text
        0
        1
        2

The scripts for each entity are added to their own folder, and the text to a separate folder. Note that the app automatically removes unused scripts and text to reduce clutter.

Making changes to the scripts and text for a mod could be performed in a number of different ways, but the most obvious would be to use Makou Reactor to make the necessary changes, dump only the relevant parts, and distribute the files along with the app that will reinject them into the target flevel during installation of the mod. Even the script and text from the entire game could be included if necessary, they only occupy about 2 megs uncompressed.

So far the tool only splits the first section (minus akao blocks), but it could be easily extended for the other sections too.

If you'd like to see what the structure looks like, download this, and run it specifying the location of the flevel (e.g. "flevel_dump.exe foo/bar/flevel.lgp"), it creates a root flevel directory in the dir where it is run. There is zero error checking right now, but as long as you specify a valid flevel and the current directory has write permissions you should be good to go. Note that it dumps a lot of files (about 60,000) so depending on your hardware it might take some time.

This probably ties in with kaldarasha's community flevel project somewhat, and perhaps other projects besides, and I'm open to any feedback at all.

* I may have overthought this, the field files themselves could work fine as a patching format, unused parts can be marked with zeroed out offsets. This means far less file clutter compared to above.

125
General Discussion / Re: [REL] The Reunion
« on: 2014-01-16 04:59:57 »
For posterity here's a definitive summary of the changes from original flevel to re-release:

ancnt1
ancnt4

Change in vincent model loader:
ACFE.aki -> AFDF.aki
AAFF.aki -> AFEA.aki
AAGA.aki -> AFEB.aki

blackbgb
Minor changes to change CD text

fr_e
Animation change for 'chance' entity, scripts 1 and 4 axed

frcyo
Gizzard -> Gysahl

fship_4
Button description change: ASSIST -> OK

las0_8
Indenting changes for questions

las2_1
Fixes save crystal menu disabled bug
Field name changed to "Secret Cow Level" if you use the save crystal…ho ho ho
Indenting changes for questions

lastmap
Animation fix

uutai1
Single window moved in script 22/1


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