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Messages - Gemini

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101
The problem is locating the original X/Y values, since they are like in a faraway function.

102
This is what happens when I try to fix it with my current scripting rearrangement class:
  • Original
  • Translated
Obviously, the Gil message is the faulty one. I have no idea why an event call would contain just MESSAGE and not WINDOW or WSIZE, but somebody thought this was smart or something.

103
So, did you also fix all the bugs with messages 29 and 30 in GLDST? I mean the ones about the GP->Gil exchange NPC. Those use a really weird sequence of window and message commands, so resizing them is tricky if not totally anal due to a subcall containing just the message code, while the main has the window code.

104
That should actually work on any machine.

105
Put a read-breakpoint on a monster HP parameter and see where it copies that for in-battle stats, then remove the original breakpoint and set another read one on the copied HP value (this should pause the game each frame). Activate Sense and see if there's an additional process accessing the HP copy value: that's 100% sure the Sense initiation code.

106
General Discussion / Re: Curious about this dialog...
« on: 2010-09-11 13:31:52 »
People who don't know Cloud never refer to him by his name, just like these guards. My guess is that the translator wasn't really familiar with this scene's context, so he had to make a rough guess of the situation. Japanese is frequently subject to this kind of mistakes.

107
General Discussion / Re: Curious about this dialog...
« on: 2010-09-10 22:45:27 »
Quote
「あっ、先輩!
 僕のこと、心配してくれてるんですか!」<End>
This is the dialog with the incorrectly translated Cloud tag. The problem here is 先輩 (sempai): the guard is talking to the other officer, but the translator probably intended the target of sempai as the player, hence why it says Cloud. So, basically, replace Cloud with "sir" or something similar to get the real thing.

108
Team Avalanche / Re: Fonts problem
« on: 2010-09-08 16:25:52 »
The current font mod isn't complete, so you'll have to wait a little longer for the newest version to be released. That one will hopefully contain a whole character set and a font-face more similar to the original (Verdana).

109
General Discussion / Re: Charcters FF7 PSX
« on: 2010-09-06 23:30:44 »
PSX cannot achieve High Definition models. Period.

110
I'm not exactly sure what is your problem with this algorithm, but I'd suggest you to implement a proper ring buffer, just in case. Or you could take Haruhiko Okumura's implementation of the FF7 LZSS and alter it to use buffers (like I did for my tools).

111
Yup, IDA. I use that too.

112
The SPC700 was designed by this one guy.... Minoru Akao, you might of heard of him. He became popular after he quit Sony and started working for some game company :)
Wait, what? No. Both the SPC700 and the SPU were designed by Ken Kutaragi. Akao was Square's major sound programmer during the PlayStation era, but he never did any hardware design. I think you're confusing their names or something.

113
So, how do you plan to fix the lack of animations that only Cloud, Tifa, and Cid possess? IIRC, no other playable character has any animation for rope and ladder climbing.

114
wonder where this data is positioned on the psx version...
Right in the MOV/STR files. There should be camera info at the beginning of every 8 sectors.

115
General Discussion / Re: What is FF7's font called?
« on: 2010-07-17 09:25:01 »
It's really Verdana.

116
I'm guessing you mean the Cid event that triggers a battle with Diamond.

118
General Discussion / Re: Rumors you'd make up in FF7
« on: 2010-07-14 15:13:22 »
... Or is that just another FF7 rumor you just made up?  That's very clever ;)
Status: TRUE! (Proved) :-X

119
FF7 Tools / Re: Wall Market, FFVII KERNEL.BIN editor
« on: 2010-07-14 13:28:53 »
What WallMarket calls as "Dual" is actually the dummy status Ref-Absorb. Afaik, it was never really implemented and makes abolutely no change in battle, even thought it does appear next to the current HP in non-Occidental versions. Anyway, the status screen skips it, so it's safe to assume it does absolutely nothing.

120
General Discussion / Re: Rumors you'd make up in FF7
« on: 2010-07-14 13:01:30 »
Quick Trivia: Aire Tam is "maT eriaA" backwards (read: materia).
To think that the original name was Emerald Big Bang...

121
I personally think that a lot of new stuff will pop up if they reverse engineer the
"Square Extra Preview No. 5" and the other Demo.
I've done that with the sampler disc and there's just the necessary data for the demo to work. Moreover, the demo uses KERNEL.BIN to store all the enemy data (IIRC, there's no SCENE.BIN) and item strings are fixed length instead of pointer-based.

122
So you made this because working on the code with WM/PC is a royal pain in the ass and you'd rather do it in some other editor? :o Hmm, I think I may have a solution to this problem: a proper parser. Shouldn't be too hard to adapt the one I made for FIELD to also work with AI commands.

123
Why not just updating Proud Clod and WallMarket to regenerate those jumps automatically? :(

124
Throw them in the "empty" region of the texture, then call those with the 0xF8XX code and you should do no harm to any text that uses special characters.

125
Most of the pixels perfectly overlap, like a 98% match. Proof:

30% transparency for Dissidia Cloud in this picture.

Come on boys, it's definitively a rip, no matter the little changes and the blurry pieces he later added to cover it all. :?

Quote
Even if he made a program to rip the model and converted them don't you think he could make a simple texture?
Funny, because only the face has sharp traits, while the rest is all blurry.

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