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Messages - Roden

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51
That's a great quality FMV. I actually found that out literally a few days ago, I never noticed it before either. I can appreciate the difference in the FMVs  :P

52
To myst6re: A feature that would help for walkmesh would be a button to flip the position of the points. So for example, you can change point 1 to point 3 (and point 3 to point 1) with one button click, rather than copying/pasting & remembering a bunch of numbers. This could be handy for quite a few reasons, one of them fixing walkmesh errors if you don't put them in the right order.

Another thing that would be handy is if it tells you the coordinates of the center of the triangle, so its easy to move characters there and such without too much messing around.

I know before you said its hard to display things on that 3D view, so I deliberately left out a lot of those suggestions (such as numbering of points etc).. ;)

53
I need help please  :(

When I edit anything not able to start NEW GAME, example I changed add 2 item inventory  :-(



Thanks
Need more info.. PS or PC? If PC, I can't help since I don't use that version.

54
Is there some sort of correct procedure for adding walkmesh? I was just joining the dots, and noticed some triangles work, some don't and some crash the game when you run into a joining point.

Edit: Never mind, figured it out. The order of the points and the joining line order seems to be important.  As if it wasn't annoying enough already :P

55
It takes longer than usual (or it may be certain spots) but fights do trigger in that snow world map sometimes. Jump to WM63 using the changefield module and you'll see it (tested on US PSX FF7).

56
It's a good release. I'm glad the walkmesh crash is gone (at least so far). I haven't noticed any problems other than the things I posted earlier "we need comments!" :P

57
Is there a way to display arrows in the walkmesh view?

58
General Discussion / Re: Final Fantasy 7 for PS4 Announced
« on: 2014-12-07 17:25:06 »
Here's the FF7 'Dive In' version I mentioned earlier.. Interesting overview of FF7i being streamed over iPad via subscription (3 days, 7 days, 1 month or 1 year).. JP only at the moment. Nice text :) https://www.youtube.com/watch?v=A773LqXGyaw

59

Changelog:
  • "Find all" feature
  • Text editor: Some modifications about autosize feature + configuration of margins and character names.
  • Window opcode editor: Fixing crash and bug (when changing current displayed text).
  • Window opcode editor: Adding buttons to align the window vertically and horizontally.
  • Text preview: can change page with the wheel.
  • Splitting movie list in three lists: one for each disc.
  • Search var: Fixing regression when searching without value, adding "all" operation to search every occurrences of var.
  • Text editor: renaming {VAR1}, {VAR2} and {VAR3} tags into {VARDEC}, {VARHEX} and {VARDECR}.
  • Var Manager: Adding some infos about vars (r/w, size).
  • Var Manager: Merging related banks (1/2, 3/4, 5/6, 11/12, 13/14 and 15/7) hidding unusable banks (8, 9, 10).
  • ISO: fixing FIELD.BIN update bug. (need tests)
  • Fixing bug: window.bin not opened if kernel.bin is not opened.
  • Fixing CMUSC opcode length.

Thanks to Acro, Roden and DLPB for all their bug reports.
Thanks Myst6re for a great release. Regarding the ISO FIELD.BIN update bug.. I can test this. Though I don't think reallocation is suitable for expanding the field DATs of the ISO.. It will work OK for awhile but then you'll run out of space (unless you resize the ISO/delete files). Isn't that right?

Recently I resized every field DAT manually to 35KB (via FIELD.BIN) as no tool could suit my needs. I had to map each sector using my own chart, but this is handy as I can refer to the chart whenever I edit a new room (instead of changing all the offsets at the same time). I could only do it by overwriting the Shinra car movie..



Without overwriting that movie, resizing all fields to 35KB would be impossible even if you grouped all MIMs/BSX together (you would still be 7MB over the limit or 200 whole rooms, plus it would take a very long time changing those offsets).

If you're wondering why 35KB, its because most fields are unable to attain that size (it seems maximum file size is relative to the scene somewhat, but they can all handle same amount of scripting/text dialogues). It will crash the game and then self-corrupt in Makou long before then. To put 35KB into perspective, the chocobo stable is the largest scene at 33kb, it handles the viewing of six chocobos plus all the feeding, mating, riding, naming, buying greens features. And more. No other scene really comes close.

Only after the following points does the PS1 version start crashing/corrupting:
- Around 8000 lines of scripting
- An average amount of field groups in the scene
- All unused text still in the scene (in my test case, 120 or so text dialogues from the first Mako reactor mission).

So that's pretty good performance IMO.

You could also change that too:
- 13000 lines of script
- 10 text dialogues (seems to be a link there between code/text).

60
General Discussion / Re: Final Fantasy 7 for PS4 Announced
« on: 2014-12-06 23:36:45 »
IIRC wern't they were working on this last year with that Shinra Technologies thing (streaming)? Not sure if it's the same thing as I don't follow consoles much these days, but makes sense we would see such a standard "test" port..

61
General Discussion / Re: Final Fantasy 7 for PS4 Announced
« on: 2014-12-06 22:47:34 »
Nothing to see here..

The only good thing would perhaps be the possibility to add mods from PC to this version, but with the PS4 I bet that is mega-gimped without resorting to piracy.

62
There's an issue with certain versions of PrC where the Formation data can't be edited. I use two versions of the tool in tandem with each other; Alpha and 'Final' (but not actually the final version, it's just called that). Alpha can edit Formations but it has a problem with setting Steal/Drop flags and can sometimes leave you with garbled items dropping. Final doesn't have this issue, but it can't edit Formations. So I use the two together, Final to make most changes with Alpha doing anything related to Formations (I keep it away from everything else, just in case).

I don't know how the new ones perform; there were two more that I know of, with one being replaced by another recently a few months ago.
Interesting, where can we find this Alpha version? I don't see any past versions on SourceForge. :( I'm guessing quantumpencil and I are using the same most recent version.

63
In fact there are some new features in Makou Reactor 1.6.3, and one of them is the feature to change character names displayed in text preview.
Great :) Sounds like you are on top of things.

64
I was just using this for the first time (rather than just checking stats/AI). Working great so far. I did read quite a bit of this thread but a few questions:

1. Is it safe to use [NONE] and [EMPTY] slots to add new enemies?
2. This one is probably a dumb question, but I understand the game stores some sort of scene data table in the Kernel, when/why does that update? Just curious, I know Proud Clod automatically handles it.
3. Can you add single enemies around bosses such as the Guard Scorpion? Or will that cause memory issues due to size of model/something else?

Yeah, when I copy-paste an enemy it generally drags over attacks with the wrong information loaded into them. I was worried there might be other hidden issues so I stopped doing it after a while; it seems to be fine copy-pasting individual attacks in though.

I did notice the dump/insert scene works great under Scene Data Management so I've been using that. Though for individual enemies, I was wondering how exactly do you copy/paste individual data?  Would these steps be correct? (this is of course without using the tool's copy enemy function which seems buggy from feedback on this thread).
1. Add enemy stats manually (I don't see any copy/paste buttons here), such as name, model id etc into the slot you want to use.
2. Right click enemy attacks and copy from one Proud Clod to the other.
3. Assign Animation/Formation data for that enemy manually using other Proud Clod as reference
4. For Enemy AI/Formation AI (the latter seems empty a lot?) use the copy/paste function
5. Think thats about it?

Thanks :)

65
Also another small thing I just stumbled across, the old "MMMMMMMMM" name thing (which Square used in the debug room). Maybe you can add a button in the dialog editor which adds that string to the dialog? Might be handy when getting the right size for small text boxes!

66
A comment system could be handy. You would have to save the comments to another file obviously.. But then you could add some handy notes to the scripting (sometimes looking at my old scripts can be a little confusing if I haven't changed it in awhile).

67
Could you add a comparison between two flevels (and for PSX dat files)? It would be a big help to compare a modified flevel against a unmodified. Even a comparison between PSX and PC would be great. There are a few differences in the scripts (I only knew gldgate has on PSX more scripts for Cloud).
I think it's enough if the difference would be highlighted with a color and should only indicate the field and the group of the field.
Yeah, not sure how important it is to you, but some extra helper functions for the script editor would be handy.. anything that saves some time. Such as..

1. Perhaps a better way to add If statements and labels? It's a little awkward using it currently. Especially when you copy and paste and it does a major freak out messing up your view of the script until you fix the labels. And then when you fix it, it leaves behind an extra if statement for some reason. It's rather simple to fix, but takes a little time..
2. I think before you mentioned a text editor? That might be handy for some things if you can switch in and out easily. Possibly for the above point.

68
I'm not sure, I think Battle Square doesn't display it but I'll bet that it's hard-coded in some way and can't be used elsewhere (could try using it's Battle Mode but it's a long shot, I think it might actually force the Battle Square background as well). The Yuffie Pagoda fights also display Game Over if I remember correctly, so the answer won't be there either. I guess the only way is to re-word Game Over to something more ambiguous but you'll still be counting on the player not gunning for that reset button the second their team is on it's last legs.

A more drastic way is informing the player that it's not a game over if they lose, but that's a tension killer.
Yeah, exactly. I guess some AI scripting/clever dialogue is the only way.

69
Disabling Game Over itself is done by setting Battle Mode in Makou. When adding a line, got to Modules and then select Battle Mode (2); change Flag 24 to '1' and that'll do the trick. Mind to set a 'blank' Battle Mode at the end when you're done with whatever it is you're doing, so it doesn't carry over into other fights.
Yeah I've done that, the only problem is it still says "Game Over" (as a battle message) when you die in battle and plays the gameover music before returning you to the field, so its very possible someone may just reset the game without waiting for that (I know I might) :P Unless there is a way to fix that?

70
Scripting and Reverse Engineering / Re: Usable Savemap
« on: 2014-11-24 18:57:13 »
Good job :D That's a whole 16 bytes for Fort Condor, damn, think I'll be deleting all that. ;)

71
That's because bank 5 is a temporary bank and can't be used in the memory tag.
I see, that makes more sense. I did not know this tag was restricted to certain banks. I actually needed it for a temp reason, but 11[0] serves my purpose well anyway as I found out its the temporary Chocobo name from the Gold Saucer.

72
I tested, and edit {MEMORY:var[15][74];size=1} seems to work. You replace 15 by what exactly?
I don't think you understood what I meant. If you create a new text dialogue box, and use the memory feature, it's impossible to use any number in the first variable box except 1 or 11. I'm not talking about editing that chocobo one. For example try to set {MEMORY:var[5][74];size=1} to a new text box and look what happens after you click OK and come back to it. It will switch to {MEMORY:var[1][74];size=1}

73
Scripting and Reverse Engineering / Re: Usable Savemap
« on: 2014-11-22 02:11:38 »
OK here's the final part.. As its the last two banks, I checked these with a save at the bottom of the final dungeon to rule out any false-nulls in there.

Bank 3: 136, 137, 139, 140, 147, 148   (6 bytes)   
Bank 3: 151, 153, 160-183, 192-255   (90 bytes)   
Bank 4: 3    (1 byte)   
Bank 4: 8-29   (22 bytes)   
Bank 4: 95, 102, 103 (3 bytes)   
Bank 4: 129 (1 byte)   
Bank 4: 147, 148, 149, 150, 151-179, 181-183   (36 bytes)
Bank 4: 244-246 / Bank 5: 3-6, 8-31, 39-63, 75, 78-79, 87-111, 119-127, 158-175, 180-223   (155 bytes)

Total approx bytes free: 529

Ones to be wary of:
Listed as occupied in DLPB's chart but found to be null:
Bank 3: 136, 139, 147, 148, 151, 153
Bank 4: 95, 102, 103, 129, 147, 148, 150
Bank 5: 175

Listed as occupied but look "very" NULL :P :
Bank 5: 96-104, 111

Ones listed as null in DLPB's chart but are not:
Bank 4: 180, 247, 254
Bank 5: 70-73 (tricky one, took a few saves to catch it)

Other notes:
6 possible single bytes in bank 5: 128-157 range but left them out.. packed in too tightly, I wouldn't mess with those in case its coords or something :P
Bank 5: 7 did not crash game.

74
Scripting and Reverse Engineering / Re: Usable Savemap
« on: 2014-11-21 23:55:27 »
Here is rest of bank 2 and beginning of bank 3. Lots of oddities this time.

Here's the proven null variables (checked across three save games this time - which removed lots of false nulls) and compared to DLPBs chart:
Bank 2: 27-63 (37 bytes)
Bank 2: 71, 73 (2 bytes)
Bank 2: 82, 85-87 (4 bytes)
Bank 2: 95-97, 110, 112, 113, 114, 126   (8 bytes)   
Bank 2: 138-159 (22 bytes)      
Bank 2: 167, 187 (2 bytes)      
Bank 2: 196-205 used in convil2, lastmap and end game battles but are all null most of time - could use them at certain points I guess      
Bank 2: 226, 227, 242, 243, 246, 247, 250, 251, 254, 255  / Bank 3: 6, 18, 31   (13 bytes) *see note below about this row

These are the ones to be careful of (at least until we have more info):
Bank 2: 115-125 and 127-132 are listed as free/unused in DLPB's chart, but the savemap is stuffed with data here (lots of high numbers and such). Unless its some sort of garbage data? :P
*Bank 2: 240-255 are listed as being free when some of them are not. In fact I would be wary of using anything in that row (seems to vary tons across save games),  DLPB has Bank 3: 6 and 18 listed as not free also. 31 might be OK to use.

And the ones that DLPB listed as occupied but which also appear null:
Bank 2: 30, 31, 73, 82, 85-87, 96, 112, 126, 167, 187

75
Scripting and Reverse Engineering / Re: Usable Savemap
« on: 2014-11-21 22:14:32 »
Here's my results from Bank 1 and very beginning of Bank 2 (where it overlaps in Black Chocobo):
These variables seem to be unused, I cross referenced them against a save game with a large amount of hours and DLPB's table:
Bank 1: 10-15   (6 bytes)
Bank 1: 32-35, 38-47 (14 bytes)
Bank 1: 52-55, 60-63 (8 bytes)
Bank 1: 89, 90   (2 bytes)
Bank 1: 136-159, 176, 189, 193, 200-223 (51 bytes)
Bank 1: 228, 234, 236-255 / Bank 2: 0-9,  12-15    (36 bytes)

Some of these were different when compared to DLPBs though, so they may need further checking, some of DLPBs were quite accurate so these could turn out to actually be used somehow:
Bank 1: 189, 193, 208, 209
Bank 2: 0, 1, 9

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