Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - sithlord48

Pages: [1] 2 3 4 5 6 ... 64
you can check out the file reconstruction project that should tell you what parts from what model .

Glad you were able to get it sorted. If you wanted to create a mod where you could fight them over and over and they never died I would suspect that the place to look would be in either the battle or world or world map modules if you noop the part to set it in the save then you just exit the battle and see ruby / emerald standing right in front of you.  I am not sure what battle script or world script editors are around check out the tools area.

No event flag that i know of (but if you do find one lmk) There is only space to save one save crystal location. If that data is non 0 then you can't place the item (again not sure but i seam to remember this is testing) You can change the location of the save crystal by setting it in the "test data" tab (you will need to enable it in the options to be able to see the tab). This will move the save crystal. Or try setting all its values to 0 and if you can place that second one. Please report back.

Save files are stored locally on the computer. These can be found in a folder with the user's ID, within a "FINAL FANTASY VII" folder, within a "Square Enix" folder which is found in My Documents by default.

Save location depends on your version of ff7 for PC we have:

FF7 Pc(1997):
Code: [Select]
FF7 Pc(2012):
Code: [Select]
<userDir>\Square Enix\Final Fantasy VII\user_<ID>\
FF7 Pc(Steam):
Code: [Select]
<userDir>\Square Enix\Final Fantasy VII Steam\user_<ID\>\
FF7 Pc(Steam Proton):
Code: [Select]
<userHome>/.steam/steam/steamapps/compatdata/39140/pfx/drive_c/users/steamuser/My Documents/Square Enix/FINAL FANTASY VII Steam/user_<ID>
Code: [Select]
Internal storage/Android/data/com.square_enix.android_googleplay.FFVII/file/Documents
Other PC Versions include IOS, Switch, PS4, XBoxOne (If its a "modern" release its the PC Version)

This game is so huge, in fact, that it spans three different discs, a tactic that wasn't uncommon at the time. Each disc is around 450 MB, and they add up to a total of 1,317 MB.

The game is not huge because of its "game" data in fact every game disc has the same copy of this data. The data taking up that space its all FMVs. If the PSX could use modern videos. The entire FMV set would take up about 175MB. The android release has videos twice the resolution of the PSX release and its FMV set only 250MB.

7th Heaven / Re: Stuck because of wrong party leader
« on: 2021-12-20 17:26:15 »
This may not work but try changing the party leader on the world map tab in Black Chocobo.
By default you can not have Red XII lead the party on the field so this may be a chance from one of the mods your using and this may be creating a problem on that field.

Releases / Re: [FF7PC] World Map Stuff
« on: 2021-11-30 12:24:36 »

Hello I would like to try some of the mods packed as IRO only but am unable to use 7th Heaven is there a tool (for linux) to extract the iro files? If not can you point me to how the iro's are made so i can make such a tool .

Releases / Re: [FF7PC] World Map Stuff
« on: 2021-11-21 12:22:22 »
Can you provide a release of just the dds files for use in direct mode?

I'm pretty sure that the steam info is only used when generating metadata for cloud syncing. I've never used steam to launch but have you tried customizing the controls from the in game menu?

Nice to see this is continued to be worked on. If Anyone would like to help make Italian translations for the applications black chocobo and / or makou reactor please let me know. Now that the game is translated the tooling is next ;)

Project Updates.

I've updated Black Chocobo for Qt6.

For the time being i will release both a Qt5 and a Qt6 version.

What is the difference?  Qt version 5 is no longer developed and Qt6 will be the focus of development for the Qt Project. Unfortunately Qt6 no longer supports windows 32 bit.
What does that mean? From now on the Qt6 version will get alot of focus and may be used for the next version or when supporting specific features.

All Users should Download try out the Qt6 version and report any bugs you find while using it.

The most recent continous version contains some fixes:
 - Fixed (ff7tk): export of single slot save types.
 - Fixed (ff7tk): output of possible incorrect characters to the psx description (shown in memory card management tool)
 - Fixed (bc): Mac os version of Black Chocobo from crash on start up.
 - New: Polish Translation.

Lots of work has gone into ff7tk and should at some point have some announcements for this as well.

Try it out 

Troubleshooting / Re: Converting Mods to Switch
« on: 2021-10-23 12:46:58 »
The  Switch, PS4, Xbox, IPhone and Android versions are all the PC (2012) version using the newer video driver (like what aali's / ffnx does) and in the case of the non windows deployments running under a layer of x86 windows emulation. Some may have data checks to detect any modified data so may break the install Always keep a backup copy. If you have to put files into LGPs be sure they are in the correct FF7 formats. exe mods might fail.

@sithlord48: man could you add an option in your save editor to unlock the damage cap? Thanks in advance.
No I can not. This is not something that is controlled by the save game.

General Discussion / Re: Question about Yuffie warping
« on: 2021-10-13 12:14:27 »
Set the Game progress  to the correct value.. There may also be additional Checks on some fields for other progression items. Progress is the last frontier of save editing.

General Discussion / ATTN: FF7 MODDERS Quick Questions.
« on: 2021-10-10 12:44:55 »
Hi Everyone I just have some questions about what you all working on, So i can decide what i want to work on  :wink:

0. What Version of FF7 are you modding ? (PC97 / PSX / Steam / Switch ... )

1. What Kinds  Mods are you working on (Conversion, Models, Kernel,  Text, etc... )

2. What Tools are you currently using to make your mods?

3. Where do these tools fail for you ?

4. What tools do you need ?

Announcements and site development / Re: We were hacked.
« on: 2021-07-18 13:07:26 »
Great to see https finally!

FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.11.2)
« on: 2021-06-25 18:00:01 »
can you tell us what OS and provide a link to the file you have downloaded since all the files are working and have all 3 languages. ( just tested them)

FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.11.2)
« on: 2021-06-25 01:44:41 »
you have to select english from the language menu .

Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2021-06-09 11:58:01 »
They work in direct mode. I just looking for the older ones in that format

Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2021-06-08 11:51:43 »
Great Work!

Would it be possible to upload the dds files for use in direct mode ?

I think this is the wrong place to have posted this please be sure to review the rules for what posts.

If 7th Heaven does not work for that version I would suspect it is because the install path of the game or based upon the reg keys being different. Either of these can be fixed by the devs easily. Try it see if you get errors post them if you do I think they have a discord you can join and maybe resolve this quicker.

Completely Unrelated / Re: Cloud: "...A lot has happened"
« on: 2021-05-09 11:33:38 »
Welcome back, alot has happened. Its once again a whole new crowd around here. Some of the older users do pop on from time to time. Lots of progress has been made w/ FFNx (new driver based on aali's old code). They can always use more eyes if you want to dip your toes in to gfx. On the mod front there is a lot a nice new backgrounds and for those that use it I've heard the new version of 7th heaven works well.There are also quite a mods few tools being worked on still If your looking for other things to code.

What file type are you getting those offsets from?

Quote from: johnfocker
Turns out I forgot I tried turning on "SaveRAM compression" in RetroArch.

Oh yeah that would do it.

Quote from: johnfocker
Thanks for your time and effort with BlackChocobo! <3

Thanks for enjoying It.

Pages: [1] 2 3 4 5 6 ... 64