More flavor text in Hojo's lab:The container in the Shinra science lab: In the original it says "SHINRA-01", which it appears you've changed to read "JENOVA". Jenova's not even being housed there at the time you visit it in Crisis Core. Sephiroth's Nibelheim freakout would probably have happened much earlier if he ever stumbled across that.
(https://i.imgur.com/202GIs3.jpg)
(https://i.imgur.com/oFpQWuu.png)The mansion is called "Shinra Manor" in the localisation.
(https://i.imgur.com/l5SyKBO.png)I believe "PA" here stands for "Parking Area", which is a wasei-eigo (https://en.wikipedia.org/wiki/Wasei-eigo) term. You might consider changing it to something more understandable, like maybe a circled/boxed "P".
If I'm remembering right, the year 3 is when before crisis starts. Jenova was initially sealed in year 0, and then in the year 2000 they reset it to 0 again. So year 3 is really 2003. Or something like that.Something like that. At the very start of Crisis Core is the date appears on the screen, [ μ ] – εγλ 2000. FFWiki says this is the same as [ μ ] – εγλ 0000, but I don't know where that comes from.
Hard to say... what are your settings now?Specifics of my PC are:
What hardware do you have? (PC?)
Bug Report:First sentence*
In the first visit of Wutai, when Zack examine the Leviathan statue, the fist sentence he said to the crescents, he don't move the mouth.
After defeated the two anti-shinra monsters every sentence that he speaks, are spoken with the mouth closed untill the CGI.
You can post images here.mmh... i use an M.2 for the emulator, but the iso is on my HDD.
As far as the bug report, that is weird. It doesn’t behave that way for me.
We actually have pretty similar hardware, except I have a 1080. I also use an SSD for storage.. maybe that’s the difference?
Did you download the files from the github repo or from google drive? It probably doesn’t make a difference here, but the version on google drive is a little older. If you’re using that version, I will try to get the latest release uploaded to google drive for you sometime soon - I’m at work now. (Lurkers - I will be doing this anyways. It takes me a little over an hour to upload everything because my upload speed is slow. Keeping the drive version up to date is inconvenient for me).I see what you're saying :D. I used textures for monster hunter 4U and if i didn't mistake, those are more or less 1,4GB. About this package of thextures, sometimes on my screen i see a message who say that the textures trying to adaptate to FullHD. Are you working in QHD/2k?
As far as performance goes, moving the ISO to the same drive might help. I’m using a regular SSD and I’m not having the issues you’re having or at least not very often. Without getting too technical I think it’s reasonable to assume the issue is how texture replacement is implemented by the PPSSPP emulator. There are more texture files that the emulator needs compared to the number of texture files the ISO actually contains. I don’t think the developers had complete texture replacement packs in mind when designing it, but rather stuff like replacing textures for the main characters, UI, or whatever.
I think the audio issues are caused because your system is loading the replaced textures as soon as the game “needs” them, slowing down performance. The audio shudders/distorts because it trying to stay in sync what’s being displayed on screen. As far as I know they aren’t preloading or caching any of the replaced textures in RAM, either.
As we continue working on the project, the over all file size is slowly going down because the files are getting optimized. Hopefully we can get the file size reduced enough to alleviate some of the performance issues.
CURRENT ISSUES LIST
Shinra Building:
-There's a close-up of a pixelated tree with poor masking when we see Zack after the prologue, could use better masking
-Shinra Building elevators have odd transparency (Devina)
-Briefing room item pods could use work (Devina)
-The large airship photo in the Exhibit Room could use improvement
-Directory could use more darker noticeable text: https://i.imgur.com/PAOJfBl.jpg
Midgar area:
-Loveless alley floors are messy: https://i.imgur.com/Kgq8mwE.jpg-Aerith's church floor texture seam issues: https://i.imgur.com/PU6Vyes.png
-There's an item display with ribbons that could use improvement (Devina)
-Debris outside Aerith's church has poor masking: https://i.imgur.com/fGKDzFB.jpg
Main missions:
-Banora dumbapples could use HDifying: https://i.imgur.com/C55zYne.jpg
-Banora wire on the wall after defeating robot has poor masking: https://i.imgur.com/Kxbohro.jpg
-Banora fence has poor masking: https://i.imgur.com/HzVtJ1c.jpg
-There's a small glitch on the bed blanket in the Shinra Manor (I tried fixing it but can't find right texture): https://i.imgur.com/OMyEBMx.jpg
-Cryo containers in lab in Shinra Manor basement (Devina): https://i.imgur.com/P5apCnF.jpg
-Modeioheim clouds in the sky looks poor: https://i.imgur.com/QgfdBFd.jpg
-Nibelheim inn floors look bad: https://i.imgur.com/3wfmoAn.jpg
Character models/animation errors:
-Cissnei and Sephiroth hair high quality models have artifacting on bangs
-Zack's models need an overhaul (eqprog)
-I can probably try HDifying Aerith's flowers on her dress (Devina)
-The rest of the character models will be overseen by egprog for now
-Zack has an animation error in the church while speaking to Aerith (eqprog): https://i.imgur.com/A29mW9U.gif--After the above error, immediately go outside and encounter the enemy. Zack says "Don't sweat it". If you wait 15 seconds, you should see an animation error, might be fixed if the above one is.
Other:
-DMW memory flashback pics need upscaling (we can do this later, I have a folder collection going for eqprog)
vierock used my UI work without asking me and I pointed that out, then they just abandoned this forum, so I wonder if I spooked them away.
(https://i.imgur.com/2mhcZY5.png)It says "安全第一". It means "Safety First" and is used on Japanese safety signage (https://www.google.com/search?q=%E5%AE%89%E5%85%A8%E7%AC%AC%E4%B8%80&tbm=isch). The cross derives from the green cross (https://en.wikipedia.org/wiki/List_of_Japanese_flags#Cultural_flags) used as a symbol for safety in Japan.
Looks amazing. I'd be happy to help provide feedback and wait a few weeks. I couldnt figure out where the ULUS10336 folder was in PPSSPP though, so I'll probably need a quick instruction on how to do that haha. AMAZING work regardless! Keep it up!
It took me a while too to figure out the correct folder location, but here it is.
For PPSSPP all files need to be copied into the following folder:
<Your PPSSPP Install Location>/memstick/PSP/TEXTURES/ULUS10336/
For RetroArch all files need to be copied into the following folder:
<Your RetroArch Install Location>/saves/PSP/TEXTURES/ULUS10336/
You can change the RegionID (i.e. ULUS10336) to some other ID but from my personal experience it seems to load only a few. As "eqprog" stated before, textures are swapped based on memory location, some will be the same other will not.
I don't think it's worth it because if you use this method, you can identify any texture in 2 mins and all:I know. That's essentially. what I've been doing. I was just saying that in retrospect organizing all the textures by their area in the game would have been a lot easier because it would have avoided so much of that.
[...]
I have an idea where each week, we go into a specific room/area in the game and try to "oversee" everything, dividing up tasks.
For example, me and Zakkura are doing Loveless alley, and I'm doing the floor and Zakkura is doing the walls.
That way, it can feel funner and we can talk about our changes and ideas.
I also think we should make a new folder for all those DMW flashback scenes just because they're organized all over the place so I'm going to work on getting all of those right now.
EDIT:
Just made a flashback folder in the environment folder which is live on github now. There's 34 of them and I think that might be all of them, not sure.
(https://i.imgur.com/1yOqtBw.png)
If you want to adjust textures.ini for these, you can. I need your help to upscale these ones:
00000000b26c92244b446239
00000000c3c6a2cf90c65ceb
000000002e0d26a2456bd347
000000007de2c2b644b3bfa4
0000000037c5e2e5fc75a2cd
00000000975fdca3ef7f58f4
0000000027815412323a5002
mklink /j "C:\Users\[you]\Documents\PPSSPP\PSP\TEXTURES\ULUS10336\textures" "[path to your github FF7CCUP folder]"
I hope people like the newer face, if for some reason people prefer the old face, let me know.
I'd like to hear opinions.
The difference is really noticeable when you switch between 1 and 3.
Leave you more things here than I am doing:
Steel door:
Before:
https://i.postimg.cc/52JkYGTb/Sin-t-tulori1.png
After:
https://i.postimg.cc/KcLNPfnz/Sin-t-tulori322222.png
Door:
Before:
https://i.postimg.cc/3w4pKr1R/61.png
After:
https://i.postimg.cc/wxcNxGXh/62.png
Barrier:
Before:
https://i.postimg.cc/d0r1Hhn8/4-1.png
After:
https://i.postimg.cc/vTHZZ3yz/4-2.png
Firewood pile:
Before:
https://i.postimg.cc/MGQcCPZf/ori2.png
After:
https://i.postimg.cc/rFwDVFFk/ori32.png
Molbol and sword:
Before:
https://i.postimg.cc/02z9X6yb/9.png
After:
https://i.postimg.cc/qRvPtYtz/92.png
Tank:
Before:
https://i.postimg.cc/CLs9NSjz/7-2.png
After:
https://i.postimg.cc/kXshSwmS/7-22.png
Do you think you could make the coloration a little more similar to the originals?Algunos de los diseños los hago de nuevo desde 0 porque me parece que los originales del juego son bastante horribles, así que prefiero hacer un reemplazo que una restauración, sin embargo en la gran mayoría si que me tomo tiempo en restaurarlos, pero prefiero en vez de adaptar mis texturas a unas peores que traiga el juego adaptar el juego a mis texturas buscando una mayor calidad, en cuanto termine todo el paquete que ando preparando os lo mandare por si queréis adjuntar las texturas que os parezcan adecuadas al proyecto, pero todavía me demorara más tiempo pues es un paquete bastante grande, este mod al igual que el otro que hay aquí en la web funcionan perfectamente en la versión en español a excepción de la carpeta de "ui" la cual me hice mi propia adaptación al español, de echo ahora mismo tengo una fusión de este mod, con el otro más los diseños que ando haciendo yo, para hacerlos compatibles solo tienes que tomarte un tiempo en modificar el archivo "textures.ini"
These look good. I notice you’re using the Spanish version of the game. How well does the mod work with it, if at all?
Algunos de los diseños los hago de nuevo desde 0 porque me parece que los originales del juego son bastante horribles, así que prefiero hacer un reemplazo que una restauración, sin embargo en la gran mayoría si que me tomo tiempo en restaurarlos, pero prefiero en vez de adaptar mis texturas a unas peores que traiga el juego adaptar el juego a mis texturas buscando una mayor calidad, en cuanto termine todo el paquete que ando preparando os lo mandare por si queréis adjuntar las texturas que os parezcan adecuadas al proyecto, pero todavía me demorara más tiempo pues es un paquete bastante grande, este mod al igual que el otro que hay aquí en la web funcionan perfectamente en la versión en español a excepción de la carpeta de "ui" la cual me hice mi propia adaptación al español, de echo ahora mismo tengo una fusión de este mod, con el otro más los diseños que ando haciendo yo, para hacerlos compatibles solo tienes que tomarte un tiempo en modificar el archivo "textures.ini"Sorry, i writed the text in spanish but don´t know if you understand me. I am making several designs, some I do again replacing the old one and others I restore them since the original textures, when I finish the package that I am doing I will leave you a link with all the textures that I made in case you want to add some in your mod or are interested in having me collaborate with you.
As much as I'd like to replace the low-poly with high-poly, I don't think it's possible because the two models animate very differently. If it was somehow done, then I imagine the high-poly models wouldn't be able to open their mouths or move their facial features at all. The only thing we can do is polish the low-poly as much as possible, possibly using expressions captured from the high-poly, with a lot of editing to make it look consistent.Yes, some of the textures in my shots are from vierock, and I was only thinking of uploading my own, I would never think of sharing someone else's textures. I have been on the nexusmods forum for years and I am strict and respectful of someone else's work and would penalize anyone who shares textures without permission.
GameCore, the base textures of Banora look good, although like I said, we'll have to do a coloring tint job. It looks like you're using vierock's textures as well (like the floor and maybe some foliage). Please keep in mind, we are not allowed to use vierock's textures at all. They came to the forum and left without much explanation, and if we did, we'd be using it without permission. Unless they come back and give us the OK, we can't use them out of respect. So basically, you should separate your textures from vierock's. Even if you edited a texture, if it uses vierock's as a base, we still can't use it. As annoying as it is tho, if you want to make a new version of anything vierock has done, you're welcome to. I do think the wreath is looking better. And vierock, if you happen to be lurking this topic and see this, we'd appreciate it if you did let us integrate your textures into our project.
This texture below bug me too. I'm not sure if it's supposed to be wood planks/box or if it's a metal beam ?
Damn, I had no idea you working on so many textures, that's like 200 in the file.The texture codes are compatible with the NTSC-U version and do not have duplicate files, as I already said these textures that I put here are not included in this mod and neither in the vierock mod, so it could be used as a complement to both. Then, I was going to upload modifications that I already touch this as much as the other mod but this first package is exclusively textures that both mods were forgotten which I reviewed and verified one by one, I will update the package if I discover possible errors.
The issue is, we can't just add all those texture.ini lines or else our upscale project is going to get complicated and disorganized (and have duplicate files, making the file size unnecessarily bigger than it already is), plus I don't think the codes of the textures is compatible with the NTSC-U version. It needs to be compatible with our hash algorithm.
I'll have to spend some time manually checking which texture corresponds to what and where. The characters and enemies should be fine, but that's still 150 textures I need to double check.
In the future, I think you should just use our pack and an NTSC-U copy of the game, and edit the textures in the folder that comes with our pack, and when you upload textures for us in a .rar, be sure to keep the folder structure in place like (textures > environment > sign). Also, it might be easier to just drop vierock's mod entirely since stuff like Banora and Nibelheim are going to be upscaled in the future by us, so you won't need to sort.
You should also learn the method we use the identify textures (rename textures folder to texturess, texture dump with a save state, look in the new folder, then edit the texture in the corresponding upscale folder, and rename texturess back to textures).
I don't think they're entire compatible.You're wrong, the block of rope you sent is not the same one that I put, it is another and both are in the game, that one appears before reaching reactor 5 when genesis attacks shinra, the characters only improve in ersgan, no they are edited, but we are going with so much trouble that you are putting me I think I prefer not to collaborate with you and take my project in the future as an independent project since I think I am being not received in a good way, so I would appreciate if you would remove my textures of your project and sorry for the inconvenience, regards.
For example, in our project, in the sign folder, this is the rope block:
00000000d9034ac76bbcf50f
https://github.com/eqprog/FF7CCUP/blob/master/textures/environment/sign/00000000d9034ac76bbcf50f.png
In your folder, it's 000000002d164594828aa3d5
If I try to copy over the entire enemies folder, nothing gets replaced.
I was able to copy Aerith's wagons at least, those were compatible.
I also don't really see much salvagable with your character edits either. They seem based on very old versions, or they're missing animation frames that would clash with ours and be a strange quality difference.
While I would like to copy your textures over, there's not much really feasible I can do with it given the organization. I should be able to copy the rope block over I posted above, that should be easy. Is there anything you think I should be able to easily copy over that you put a lot of effort into and think it's a good enough quality upgrade? And if so, where can I find it in the game (since I'll need to locate the texture addresses)?
I think I see what you mean with the ropes. Still, the folder is just too disorganized for me, there's not a lot I can do about it. I also tried copying over Sephiroth's face, for example, to both the sephiroth and priority folder, but nothing got replaced.Sorry, but I think that we will not understand each other. I'm really sorry for the inconvenience and wasting your time.
You don't have to create an independent project, you can help us, I didn't mean to discourage you. All you have to do is send stuff in a way that works and meshes with our system, and the structure we've established.
The thing is tho, I'm tired of working on collab projects where someone's feelings get hurt somehow, and they decide to take down the whole project with them, which could happen with you from 6 months or something if you did help us out, since you're so eager to start your own project and not allow us to use your wagon textures, just because I'm having difficulty trying to merge your work.
Just think about this if you want to reconsider. If not, I'll have to upload some new upscaled wagons myself soon.
Here's my edits for the train :Hi Zakkura, I just saw your train in the game and it's really good, my congratulations, I think you forgot to upload a texture in object folder "000000009d89e545d954689a"
(https://i.imgur.com/8M7gjXD.png)(https://i.imgur.com/673E7BP.png)(https://i.imgur.com/L2HbttR.png)
(https://i.imgur.com/dhOW8eT.png)(https://i.imgur.com/zcUEJly.png)(https://i.imgur.com/Heqbkmw.png)
I've been pretty busy lately so I haven't been able to edit much, but I wanted to post this little update.
Zack's portrait in the main menu have been updated thanks to Sabekio.
Because these are more accurate, the 2D versions are now a mod in the folder (we were previously using 2D art so it would look nicer).
(https://i.imgur.com/o4SDS4Y.png)