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Messages - auxili160

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101
Archive / Re: Model Enhancement/Reconstruction [FFVIII]
« on: 2008-06-22 02:54:23 »
I think ff8 looks great, but what needs work is the HORRIBLE animations. God, you can't look at someone move their arm without their entire body flinching weirdly. :P

102
Archive / Re: Zack Fair Changes With Weapons/Limits
« on: 2008-06-22 01:49:37 »
"A sword given to him from Angael" sounds very awkward. Simply say "A gift from Angael."

103
Archive / Re: Editing Weapon Name Text
« on: 2008-06-22 00:49:40 »
And then you use a hex editor. There is no program that lets you easily change weapon stats and such. You need to learn how kernel.bin is formatted and what variables must be edited. Qhimm's wiki page should have info on it. Go there (google to find the wiki, I don't know the address).

104
Archive / Re: Editing Weapon Name Text
« on: 2008-06-22 00:24:43 »
Teioh edits kernel2.bin, which contains text data. The fact that Teioh is a text editing program should make it obvious that you cannot edit anything other than text.

What you want to do is edit weapon stats and properties, which is stored in kernel.bin, which you need to edit with a hex editor. And no, it's not easy.

This can all be found out by searching this forum. Do so for any other questions because the answers are easy to attain.

105
Archive / Re: [Release] Scorpicus' Zack Patch
« on: 2008-06-22 00:21:42 »
It doesn't waste time for mods when you create a new topic. It just keeps things neater.
And what do your modified limit breaks have to do with this patch? Just make a topic about your modified limit breaks and mention that you're also using scorpius's zack patch.

And you definitely necrod this thread by simply saying "I'll try this out". You didn't post pics of limit breaks or whatever, and saying that you will in the future means nothing right now. You could've necrod the thread then. However, you should just make a new thread since it has nothing to do with this patch anyways.

106
Archive / Hardware Mode vs. Software Mode
« on: 2008-06-21 23:53:21 »
Comparison pics:
Software: http://i6.photobucket.com/albums/y232/Carlo210/d11.jpg
Hardware: http://i6.photobucket.com/albums/y232/Carlo210/d22.jpg

Software: http://i6.photobucket.com/albums/y232/Carlo210/dffdgdfgdfgdfg.jpg
Hardware: http://i6.photobucket.com/albums/y232/Carlo210/Untitled-2.jpg

Software Accel:
Using software acceleration, textures are more pixely, but there aren't any texture problems. I lose out on certain effects, like a better battle swirl and a fade in to each battle (in software mode, you simply get a blinds effect - you'll see in the pictures).
Cosmo Canyon and Midgar area are brighter due to them not being shaded with darkness, which I kind of like. Also, battle areas look much better in software mode simply for the reason that textures all look well together and the floors, walls, and sky don't have creases.
Spells and such aren't really affected by software mode. Some are more grainy, but there isn't anything wrong with them.

Hardware Accel:
The BIGGEST gripe I have with hardware mode is the disgusting creases you get on textures.
When I use Hardware acceleration, the textures become noticeably patterned (forests, for example, look like a grid of tree textures that don't flow together). You'll see this in the pictures. The effect is very noticeable in the comparison pics above.
The green fade that is supposed to happen when awakening the forest doesn't work properly (you'll see in the pics below). Other shader effects may not work properly as well. Maybe Software mode's way of not displaying these shader effects (not turning the screen green, making midgar area dark, or making cosmo canyon more red) is a benefit in a way.
Textures are filtered, and they look smoother, but they can look over-blurred at times.
The battleswirl also has a delay to its start up. The screen will stand still for a split second before the battleswirl appears. Also, transitioning to areas with different music causes a slight pause. Software mode, on the other hand, plays quickly and smoothly when transitioning between areas.
Also, the minimap's black parts aren't translucent in hardware mode, which is kind of annoying.


Here are some more comparison pics:

Forest:
Software: http://i6.photobucket.com/albums/y232/Carlo210/Untitled-22.jpg
Hardware: http://i6.photobucket.com/albums/y232/Carlo210/ffviiclip1.jpg (Texture creases are ugly)

Beach:
http://i6.photobucket.com/albums/y232/Carlo210/4.jpg
http://i6.photobucket.com/albums/y232/Carlo210/44.jpg (ugly creases in background)

Fade in to battle:
http://i6.photobucket.com/albums/y232/Carlo210/6.jpg
http://i6.photobucket.com/albums/y232/Carlo210/66.jpg (fade in is much cooler in hardware more, but look at those fugly texture creases)

Midgar:
http://i6.photobucket.com/albums/y232/Carlo210/110.jpg
http://i6.photobucket.com/albums/y232/Carlo210/111.jpg (Is it supposed to look this dark?)

Cosmo Canyon:
http://i6.photobucket.com/albums/y232/Carlo210/101011.jpg
http://i6.photobucket.com/albums/y232/Carlo210/222221.jpg (Gotta admit, Cosmo Canyon looks nice in hardware mode. :) )

Overworld:
http://i6.photobucket.com/albums/y232/Carlo210/7771.jpg
http://i6.photobucket.com/albums/y232/Carlo210/7772.jpg (the opaque minimap is kind of annoying)

Big lighting difference:
http://i6.photobucket.com/albums/y232/Carlo210/8881.jpg
http://i6.photobucket.com/albums/y232/Carlo210/8882.jpg (Not sure which I like better. Notice the horizontal crease in the sky)

Special effects:
Notice how Hardware mode makes things look smoother, but the faults become much more obvious. Some effects get 'cutoff' for some reason and look really ugly. Also, look at the sky for texture creases in hardware mode.

Attack explosion:
http://i6.photobucket.com/albums/y232/Carlo210/s2.jpg
http://i6.photobucket.com/albums/y232/Carlo210/s1.jpg (nicer looking effect, but is it worth that disgusting cutoff?

Firaga:
http://i6.photobucket.com/albums/y232/Carlo210/9991.jpg
http://i6.photobucket.com/albums/y232/Carlo210/9992.jpg (Firaga clearly looks better in hardware mode and, thankfully, there are no creases or cutoffs)

Graphical Bugs:
There are also some graphical bugs when running in hardware mode.
Screen effects:
http://i6.photobucket.com/albums/y232/Carlo210/Untitled-d2.jpg
http://i6.photobucket.com/albums/y232/Carlo210/ffviiclip2.jpg

Treasure Chests:
http://i6.photobucket.com/albums/y232/Carlo210/Untitled-ss2.jpg
http://i6.photobucket.com/albums/y232/Carlo210/Untitled-1.jpg



Which do you prefer?

107
There are a TON of threads that talk about the problem you're having.

108
Archive / Re: Editing Weapon Name Text
« on: 2008-06-21 21:11:29 »
http://forums.qhimm.com/index.php?topic=6385.0
Teioh, not Tieoh.

ff7dec only decompiles kernel.bin, not kernel2.bin. Kernel2.bin doesn't need to be decompiled.

109
General Discussion / Re: STICKY: FF7 Customising
« on: 2008-06-21 21:10:46 »
http://forums.qhimm.com/index.php?topic=6385.0
Teioh, not Tieoh.

ff7dec only decompiles kernel.bin, not kernel2.bin. Kernel2.bin doesn't need to be decompiled.

110
Archive / Re: Editing Weapon Name Text
« on: 2008-06-21 18:33:55 »
Download tieoh.

111
General Discussion / Re: Ultima Edition...
« on: 2008-06-21 07:50:14 »
Dziugo, you just stole my two favorite words. :P Haha

112
Hardware accel has it's ups and downs, as does Software mode.

113
General Discussion / Re: Ultima Edition...
« on: 2008-06-21 03:20:00 »
Ultima version:
has no viruses
has no worms (wth is a worm?)
works fine

However, the movie files are usually deleted as to make the download faster, and help is denied to people who have the ultima edition simply because it's a pirated version of the gmame.

114
Sadx?
In every sonic game I've played, Sonic has pointy shoes. It's like making Mario have the Fludd. Sure, he had it in one game...

115
General Discussion / Re: Logitech rumblepad 2
« on: 2008-06-21 00:31:59 »
Just get an xbox360 wired controller.

116
Archive / Re: STICKY: FF7 Music
« on: 2008-06-21 00:31:05 »
It's SUPPOSED tor restart every time a new area is loaded, so it's not a big deal.

117
Completely Unrelated / Re: No VGA Input?!?
« on: 2008-06-20 21:22:23 »
You're gonna need another monitor to help diagnose this.

118
Troubleshooting / Re: game crashes before opening scene
« on: 2008-06-20 21:17:36 »
Maybe other people had this problem.

Does your game crash after you select "new game"? Does the game crash when the aeris video starts? Sorry, but there are a whole bunch of things that can go wrong with ffvii, and you got to work with us here.

119
Completely Unrelated / Re: No VGA Input?!?
« on: 2008-06-20 21:15:27 »
Sure your monitor is plugged in? lol
That'd be the only problem that's causing this. If your graphics card SERIOUSLY can't read your monitor, then something is busted.

Try using a different monitor, maybe.

120
Troubleshooting / Re: Physically damaged CD.
« on: 2008-06-20 21:14:06 »
I'm not sure what you're trying to ask. If it doesn't work, it doesn't work. We can't magically analyze your game disc and see if it'll make the game unplayable or anything.
Discs can get damaged in a whole bunch of different ways. Sometimes they still work, sometimes they don't. We can't help you here.

What I recommend is getting MagicISO, burning an image of the disc, and then mounting it via DaemonTools or burning it onto a healthy cd. If it copies successfully, then you're good. If it says it cannot finish copying the image because parts of the disc re unreadable, then you got to get yourself a new disc.


122
Archive / Re: Difficulty mod - Taking Requests
« on: 2008-06-20 21:08:39 »
Well I don't think there's any harm in having different difficulty mods. I want certain enemies to be really strong while others are simply buffed up versions of themselves. I don't want random encounters to be a struggle for your life, nor for them to take a minute, but I want the enemies to put up a fight. This doesn't simply lie in stat multiplying, because some enemies still do crap damage if they have 60str and 80spd. They'll get one attack on you before all three of your characters attack them for 400 damage, thus depleting the "buffed' enemy's 1000+ hp.

I've also been thinking of doing an endgame mod, where players can actually do something when they're done the game other than simply fight ruby and emerald weapon. I mean, buffing up your party is fun, but in vanilla ffvii you're really only doing so to defeat the weapons at the end of the game. That's what it all boils down to.

123
Archive / Re: STICKY: FF7 Music
« on: 2008-06-20 20:54:44 »
If you're in Vista, then install  a program that acts as a virtual midi music player. Just don't configure it. It will cause no midi music to play.
The name of this program is Loopbe (just remembered).
Were you refering to my problem? I am in Vista 64bit, thats right.
But will this program play the midi sounds and leave out the midi music? How can it do it?
The sounds aren't midi. Only the music is.


Twipley, here is my ff7music config setup section.
Code: [Select]
[Setup]
InputPlugin=C:\Program Files\Final Fantasy Seven\ficedula\in_mp3.dll
OutputPlugin=C:\Program Files\Winamp\Plugins\out_wave.dll
Volume=255
Pan=0
Profile=FF7PSF
Paths=C:\PS
ProfileList=FF7PSF
Loop=1
Remember=2 (This is because I have a mixed battle song that plays 4 final fantasy battle songs. Just ignore this. Set this to 0 because the game isn't supposed to remember song positions anyways.)
ResumeAfter=aseri,aseri2,ayasi,barret,bat,bee,boo,bokujo,canyon,cannon,cephiros,chu,chu2,chase,cinco,cintro,condor,costa,comical,corel,corneo,crwin,crlost,date,dokubo,dun2,earislo,earis,elec,fanfare,fan2,fiddle,fin,geki,gold1,gun,guitar2,hen,hiku,horror,iseki,jukai,junon,jyro,ketc,kita,kurai,lb1,lb2,ld,mati,makoro,mekyu,mura1,oa,ob,odds,over2,parade,pj,pre,red,rhythm,riku,roll,ro,rocket,rukei,sadsid,sadbar,seto,sea,sido,siera,sinraslo,si,sinra,sid2,snow,ta,tb,tender,tifa,tm,utai,vincent,walz,weapon,yado,yufi2,yufi,yume,lb2_awe,
AutoVol=0
ResumeExclusions=aseri,aseri2,ayasi,barret,bee,boo,bokujo,canyon,cannon,cephiros,chu,chu2,chase,cinco,cintro,condor,costa,comical,corel,corneo,crwin,crlost,date,dokubo,dun2,earislo,earis,elec,fanfare,fan2,fiddle,fin,geki,gold1,gun,guitar2,hen,hiku,horror,iseki,jukai,junon,jyro,ketc,kita,kurai,lb1,lb2,ld,mati,makoro,mekyu,mura1,oa,ob,odds,over2,parade,pj,pre,red,rhythm,riku,roll,ro,rocket,rukei,sadsid,sadbar,seto,sea,sido,siera,sinraslo,si,sinra,sid2,snow,ta,tb,tender,tifa,tm,utai,vincent,walz,weapon,yado,yufi2,yufi,yume,lb2_awe,
CustomFadeIn=0
CustomFadeOut=0
MidiFadeIn=0
MidiFadeOut=0
ObeyStop=1
LoopFudge=2000
PassThru=1
MidiDevice=0
MuteMidi=0
MaxMidi=0
EmulateRamp=0
StopDelay=0

This is how my out_wave is set up:

Device: Conexant HD audio output (This is my soundcard. For you, you'll see your soundcard. Switch between this and MICROSOFT SOUND MAPPER to see if anything changes)
Buffer Length: 3206 ms
Prebuffer: 0
Buffer-ahead: 0

Volume control: enabled
alt. setting method: unchecked
reset to original value: unchecked

This is how my in_psf is configured:

Force all songs to play indefinately: yes
Suppress opening silence: Yes
Stop after 5 secs
Thread priority: normal

Global volume: 2
soft saturate instead of clipping: yes
resample output to: 44100hz - YES





Set those settings and see if anything gets fixed. Again, don't worry about selective resuming because the original game doesn't do this either, so it is not a big deal. Also, psf files will have delay when resuming.

124
*post deleted by me*

125
Troubleshooting / Problem with Hardware accel - fixed
« on: 2008-06-20 05:33:00 »
I was having problems in Hardware mode, but I've fixed them. All that remains is ugly texture creases (in hardware mode), and I don't think there's a way to fix that.



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