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Messages - Gemini

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126
My guess is that he has ripped the texture file himself as soon as the game was available (no real need of particular and complex tools to do so). As for the head mesh, maybe it's original, but I wouldn't really bet on it given all the similarities. Definitively not a "legit" model, anyway.

127
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-10 11:51:38 »
I dunno, definately doesn't look like it to me. It's similar, but not identical.
They *are* basically identical. Just check the textures, not the textured polygons.

APZ:


Dissidia:


Only eyes, hair, and skin tone are slightly different, but other than that it's the very same texture.

128

Notice the part where it says "femmina"? That's the Chocobo gender, and I'm finally able to edit it after two straight days of work on a goddamn text parser. :'( It's achieved by compiling a dump of the events from FRCYO. For those who'd like to see the format used for such dumps, here's a sample. And yes, those fancy labels are regenerated automatically so that you don't need to adjust the jumps every damn time.

129
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-10 08:48:37 »
Am I the only one who noticed APZ's Cloud's face being ripped straight from Dissidia? :?

130
General Discussion / Re: Sorry but another issue help :S
« on: 2010-07-08 22:37:06 »
It's called a folder or directory...

131
General Discussion / Re: Modding the PSX version
« on: 2010-07-07 05:46:12 »
Can someone direct me to a forum thread on PS1 modding?
There are virtually none and most have only bare bone knowledge of PlayStation hacking anyway, unless you're looking for foreign boards (in that case there are a lot more). I guess your best option is just to ask here and see if people can provide useful answers.

132
...The problem is that we have enough issues getting the newbs up and running with PPF.
Newbies are condemned to death even in my readme, thus I don't care much about them. :P The feedback request referred to including the patcher or not in the package since it needs MFC to be compiled, ergo VS2005 Express cannot do that.

133
Seems like nobody gave a crap about the patcher. I guess it wasn't that needed after all, but I'll keep it in the package just in case. ??? Well anyway, it's time for yet another update.

Menu


  • Updated Materia and Equipment menu with full regeneration and expansion for all the strings in there;
  • Updated Magic menu with a slightly different layout (check screenshot 3). Still need to test all the special effect combinations;
  • PHS menu was finally added, and completed;
  • Tutorial insertion implemented (even though this is part of the FIELD module).

Field
“Oh wait, it's six!”

  • ASK commands are fully regenerated, as you can see from the picture. Now you will no more need to keep exactly the same heading line(s) if they look ugly;
  • Implemented an experimental algorithm to add WINDOW commands to those messages with shared boxes. A few particular cases are still generated incorrectly (x/y placement can be off in sub-event calls), but now all windows will have proper size.

In other news, I've been able to make deflate use better compression by toying around with the deflateInit2 parameters, so now gzipped overlays like Chocobo Race will produce better results, and, more importantly, can be finally altered and translated. I'm also working on a new BETA 3 release of the package, with a much more expanded readme.

Stay tuned. :-o

134
General Discussion / Re: Mirenheart's Question Topic
« on: 2010-07-05 07:16:47 »
WallMarket should give you an option to specify how much an item restores (check Item Strength), whether it is HP or MP.

As for HP Plus:
Code: [Select]
TEXT:8001A794                 lbu     $v0, 0x320($gp)  # hp plus boolean switch
TEXT:8001A798                 nop
TEXT:8001A79C                 bnez    $v0, loc_8001A7F4
TEXT:8001A7A0                 sll     $v0, $s0, 2      # *20
TEXT:8001A7A4                 addu    $v0, $s0         # --
TEXT:8001A7A8                 sll     $v0, 2           # --
TEXT:8001A7AC                 li      $1, 0x80072F46
TEXT:8001A7B4                 addu    $1, $v0
TEXT:8001A7B8                 lbu     $a0, 0($1)
TEXT:8001A7BC                 li      $v1, 0x80069378
TEXT:8001A7C4                 sll     $a0, 1
TEXT:8001A7C8                 addu    $a0, $v1
TEXT:8001A7CC                 li      $v1, 0x80072F46  # 0x80072F5C, hp plus bonuses for each level
TEXT:8001A7D4                 addu    $v0, $v1
TEXT:8001A7D8                 addu    $v0, $a1
TEXT:8001A7DC                 lbu     $v0, 0($v0)      # hp plus bonus percentage
TEXT:8001A7E0                 lhu     $v1, 0($a0)      # current percentage
TEXT:8001A7E4                 nop
TEXT:8001A7E8                 addu    $v0, $v1         # current+bonus
TEXT:8001A7EC                 j       loc_8001A83C
TEXT:8001A7F0                 sh      $v0, 0($a0)      # update percentage
Change the line commented as "hp plus bonus percentage" and make it count the level value to do your stuff. Of course, this is R3000 code, so it's only for PlayStation. No idea where the thing is on PC, but the code should look very similar after all.

135
General Discussion / Re: Mirenheart's Question Topic
« on: 2010-07-05 06:48:38 »
Well, not really:
Code: [Select]
TEXT:8001B044                 lh      $t9, 0x14($fp)   # hp_max
TEXT:8001B048                 mfhi    $t2
TEXT:8001B04C                 lh      $v0, word_80069388  # %XX
TEXT:8001B054                 nop
TEXT:8001B058                 mult    $0, $t9, $v0     # hp_max*%XX
TEXT:8001B05C                 mflo    $s4
TEXT:8001B060                 mult    $0, $s4, $a1     # hp_max*%XX/100
TEXT:8001B064                 sw      $t9, 0x40($sp)
TEXT:8001B068                 lh      $t9, word_800693DC
TEXT:8001B070                 mfhi    $t5              # retrieve part of the hp bonus
Code: [Select]
TEXT:8001B108                 sra     $s4, 31
TEXT:8001B10C                 sra     $t5, 5
TEXT:8001B110                 subu    $t5, $s4         # now this is the value to add
Took me only 5 minutes to locate the code. Most of these things are actually a lot easier than they seem.

136
General Discussion / Re: Modifying HP Plus Materia
« on: 2010-07-05 06:13:03 »
Any way to do this?
Open a debugger and find the code that applies the HP bonus, then alter the formula to whatever you prefer so that it also takes into account the level. There ya go. :P

137
Archive / Re: [WIP] New Save Crystal
« on: 2010-07-04 18:31:55 »
Save Crystals are only usable in the final dungeon because all the maps provide an event to create one. In order to make the same happen everywhere else, you'd have to add such an event to all the maps. In other words, it's not a great idea.

138
Archive / Re: Menu Reconstruction [WIP]
« on: 2010-07-03 13:33:41 »
Theoretically, one could make a DLL with all the new menu code and make the exe call it instead of the old one. Practically, very very doable but somewhat time consuming. Still, I like that PSP/PS3 font. I wonder if anybody has the TTF of that? :-*

139
General Discussion / Re: Saddest FFVII Moment
« on: 2010-07-03 04:19:54 »
Cait Sith's death, because you get a brand new one a minute after you think you don't have to brag that thing around anymore. :'(

140
Graphical / Re: [WIP] Battle-scene Enhancement
« on: 2010-06-30 07:56:04 »
Here is the offending file.
cut
It simply means "1".
Quote
壱【いち】 (num) one (used in legal documents).

141
General Discussion / Re: The Squall's Dead Theory
« on: 2010-06-22 21:11:34 »
But Tidus is never dead. He's born as a dream. :o

142
General Discussion / Re: A new look on the FF7 Projects.
« on: 2010-06-22 11:46:44 »
There's no such a thing as a PSP version of FF7. It's only emulated; completely different things.

143
General Discussion / Re: A new look on the FF7 Projects.
« on: 2010-06-22 11:07:16 »
Well, what you're suggesting can probably be done with Q-Gears (when development is done, of course). As long as data can be converted to a format more suitable for the DS, it's definitively doable. Then again, it's a very time consuming task, so I'm not sure we will ever see this happening.

144
Magic ISO is your problem. Use CDMage instead.

145
More feedback requested (:D):

(Please ignore the fact that it's in Italian)

So, this is the latest program I've added to the translation package. In a few words, it's an all-purpose patcher that can be used both for translations and mods. It works with a custom format of patch, called f7i, which makes translations a lot smaller than they would be with xdelta or ppf (the latter was pretty obvious). f7i patches can be generated with a separate program that takes as input two ISOs of disc three (original and translated, of course). This format not only results in smaller output, but can be applied to all three discs and still produce working results.

I haven't decided yet whether to add this and the patch generator to the public package or not. This because the patcher is a bit tricky to configure and uses MFC for the interface (i.e. cannot be compiled with VS2005 Express). I probably will release both along with the rest of the sources if there's enough request for there. Of course, I'd also make J-SYNTHESIS use macros for switching language as necessary if that were to happen.

146
Releases / Re: Battle Inferface Reconstruction [WIP]
« on: 2010-06-13 14:11:29 »
Just remove the borders from that texture. Yeah, it's that simple.

147
Releases / Re: Battle Inferface Reconstruction [WIP]
« on: 2010-06-11 18:31:44 »
Anything like this would work waaaaay better than the original:


As for barrier gauges, they could be moved in place of the names when they are active to avoid that visual area to be too crowded with indicators.

148
General Discussion / Re: Voice acting in FF8
« on: 2010-06-10 13:19:49 »
That FFVIII intro movie with voice over sounds... well, dull. What's the point of having people randomly saying "uh!", "ah!", "eh!", or "tehe!"? Really, it's beyond me.

149
Archive / Re: Menu Reconstruction [WIP]
« on: 2010-06-09 21:54:48 »
I'm so glad that cannot be applied to menus. No, seriously.

150
Archive / Re: Menu Reconstruction [WIP]
« on: 2010-06-09 20:31:38 »
Simply color tags don't work there. The only one allowed is 0xF8, which is used by limits for coloring the spell window box in battle.

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