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Messages - meesbaker

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76
Of course, Im hopefully done next month. I could have already finished it but atm I have little time for modding, gotta make sure I'll pass all tests for university.

77
Now you mixed it up mate, maths are good but the 32byte data is the collor pallette and the larger face data is tim data. :)

78
Yeah, as you said we are not sure what exactly the data between the faces is. Fact is, that the main character's faces including zack have mouths while all others do not. Their faces cover 0x1000 bytes while the others cover just 0x400.  On psx the mouths do not show up but they are there as can be seen in Makou Reactor.

Additionally world models also only have eyes but they use the same face data that can be found in field.tdb, only they need to use just 512 bytes. Cloud uses 1024 however its twice the same data. Cid is using only 512 bytes, I guess they made two kinds of texture sections in case they make a world model for a character without eye symmetry as Red 13. Cloud using cid's model as basis, swapping all his stuff and texture in looks exactly the same way.

So....

What we can definately conclude from this is that 512 bytes is at least enough to make both eyes mirrored show up properly because world models can do it. What I assume because of this is that one eye is 512 bytes while the mouth is 3072 bytes.

79
Completely Unrelated / Re: Off to Japan
« on: 2014-12-23 23:48:37 »
You should absolutely visit Akihabara!

80
Modding the PSX version I learned that difficulty and the required amount of work are two completely different things, Im used to doing some simple hand work on a mass of field files ;)

And it involves more than just getting the variables in the dialogues to work, Shard pointed out that Ultrasound must know which speaker to pick from the start for a statement that is given by multiple potential party members. Both issues he mentioned should cause trouble, if you find it easy to include support for that of course you do not have to touch the scripts.

81
We had another topic about creating a reeve battle model, look here: http://forums.qhimm.com/index.php?topic=15824.msg221859#msg221859

The principal for the psx is equal, use a turk member as basis and inject some black haired head in the lzs. It will not look just like reeve but as his only model is a bcx his detail level is so low that his face is entirely up to your imagination.

82
Ok sure, technically it is possible but it should be a lot simpler to alter the scripting. Shard said that this causes trouble with other mods. Is this really such a big deal to add 2 lines of if structures?

83
Oh, I see. In that case I fear that there is no good way around this other than altering the texts removing all variable content so it doesn't matter who says it. For the first issue you probably have to replace all those statements by text that the party leader speaks.

84
You just have to add a small if clause to the script when calling the dialogue to get who is in your party and call the sound effect accordingly. For the protagonist's names you have to record every possible statement and add every possible text to the scene and replace the script command calling the dialogue with a variable in it by another slightly more complex if structure.

85
This is really cool, good work.  8-)
Definately looks better than strawberries mws....

86
General Discussion / Re: Kingdom Hearts 1 vs KH2
« on: 2014-12-19 03:08:21 »
Cool, I see. It's a little offtopic but as you seem to look for a serious challenge I suggest you try witcher 2. Many people take its dark mode for a bigger challenge than dark souls. Insane is a little simpler but requires a perfect run without dying. I finished both runs and feel like I can play pacman for the next two years now :D

87
Yes, the HEROES patch for NTSC-U includes this. Once I have completed HEROES disc2/3 I will be able to create a patch that only includes the altered BSX pointers and put it here.

88
This is a speedrunning technique, for more info I suggest visiting tasvideos.org and reading through the ff7 topics. There are also some videos on utube by BrutalAI about this.

89
Confirmed. Snow Field does have encounters, I experienced this a lot.

90
General Discussion / Re: Kingdom Hearts 1 vs KH2
« on: 2014-12-18 01:12:49 »
Yes, 2.5 is out but I do not like buying a game twice for the sub-content that is bundled. I have kh2 fm and it is technically stronger on pcsx2. I saw the comparison, 1080p and 60fps is impossible to beat with just some upscaled faces and a washy ost, pcsx2 produces a sharper image and much sharper animations. Like watching hobbit 3 in hfr vs dvd.

91
Thank you :D It looks quite good, just time consuming ;)

92
Thank you  ;)
I am sorry that this takes so long but disc 2 is critical with all the leader changes and the scenes where cloud ain't even present.

93
Scripting and Reverse Engineering / FIELD.TDB - PSX faces
« on: 2014-12-13 15:27:21 »
Hi everyone, I know that the file structure of field.tdb is explained on the wiki but I do not understand which faces belong to which palette.

In the model section of the .dat file of some field every model gets a face ID, 00 being Cloud's face. Now this id fully defines a face that is contained in field.tdb. A face consists of tim data for the shapes of the eyes and a color palette. Now every tim inside field.tdb is 512 bytes in size while the palettes at the end of the file are 32 bytes each.

Now if I want to extract Cloud's face I look at his ID=00. Means I copy the first face from 0x10-0x210 and the first palette at the end of the file. Comparing this to the face data found in wm0.bsz, Cloud's world model, i see that this data is correct.

It does not work for any other character though. The faces of tifa and cid are very deep in the file.The palette count always matches the face id but i do not understand how to calculate the location of the correct tim data. Cids id is 05 so he is the sixth face so it should be at 0xa10-0xc10 but it is somewhere around 0x5000 , completely different. Sephs face id is 0x15 so he is the 22nd face, in fact it is the 102nd face in field.tdb.

I dont get it. The palette is always correct but not the tim data. I must've known it  because I have a field.tdb with seph and cloud's faces correctly swapped but I do not understand it anymore.

94
General Discussion / Re: Final Fantasy 7 for PS4 Announced
« on: 2014-12-12 11:07:53 »
I thought 7th heaven was only a mod manager helping to replace/restore files. I do not think it allows me to place a new dungeon somewhere without losing existing fields.

95
General Discussion / Re: Final Fantasy 7 for PS4 Announced
« on: 2014-12-12 10:50:22 »
And, you know men, japanese are generally pretty close-minded.

Lol now that is disrespectful :D :D

96
General Discussion / Re: Final Fantasy 7 for PS4 Announced
« on: 2014-12-12 10:43:50 »
Well qgears is supposed to run the original files so they won't sell every game 34 times :D One more problem about adding extra content by modding is also that it requires deep cuts in the executable file. Even if we are able to fully build a new field and script it properly we must still tell the game to include our files. Atm we can not even have more than 3 different world models as nobody knows how to extend the number of slots. On psx we had to expand field.bin adding lbas for the new files and find the spot where field.bin is read to make it work as we want and on pc it is probably the same.

Im really mad se dont give us some new slots for modding when releasing the game a third time and also dont add anything new releasing it the 4th on ps4.

97
General Discussion / Re: Final Fantasy 7 for PS4 Announced
« on: 2014-12-12 10:11:02 »
I also do not get why ff1+2 are the only rereleases with bonus stuff? Releasing a pc version of ff7/8 in 2014 how can you not add some new fields, tracks and enemies? ff8 even more than ff7, even omega is a noob ;)

98
General Discussion / Re: Kingdom Hearts 1 vs KH2
« on: 2014-12-12 09:56:49 »
@Kaldarasha
Don't you think Sora and Kairi are in love? Is that never worded this way? Also I agree with most of your points it really always turns out like you said :D Only I wonder, did you not like that kh2 felt more adult? Sora gained some little coolness, the hardest thing for me to replay kh1 would be those high pitched voices and chibi-chars with babyfaces. ^^

Thx to all of you for your opinions and Vgr, that emu looks good.

99
General Discussion / Re: Kingdom Hearts 1 vs KH2
« on: 2014-12-11 23:50:07 »
Interesting, I heard that bbs was great many times now. I know that a java based psp emulator exists so maybe I should test that. I must ask once more, am I the only one who found the level design degenerating hard from kh1 to kh2? I mean kh1 had climbing, jumping, small puzzles while kh2 is changing screen and fight, I found kh1 much more difficult but that may be partly the camera as Covarr mentioned.

Furthermore I loved the titan battles in kh1. The kh2 arena has only cerberus and the ff characters use the same as in the first one. Also platinum match was a horrific challenge while kh2 sephiroth can be looped and trinity/limit form shot. I also find that kh2 is the overall better game but they cut a lot of stuff and made things easier. And that I do not appreciate.


I will try bbs if I get a psp environment to work.

100
General Discussion / Kingdom Hearts 1 vs KH2
« on: 2014-12-11 22:05:52 »
I got back to playing Kingdom Hearts 2 some days ago and I must say that the level design is kind of disappointing. I remember Kh1 had levels that were difficult to get through despite the combat there was platforming, places where you could fall of, small puzzles, basically more areas and ways to go...

Now in kh2 you never need to think the slightest bit. Every field in every world is perfectly guided by virtual walls, you basically go the linear main way and do the battles. Run and fight, that's the whole game.

Of course kh2 has much better combat, characters and a really cinematic feel to it that is greatly designed but just remembering how much there was to find only in traverse town and amazing levels like tarzan jungle, netherlands and the huge labyrinth that hollow bastion was endgame I'm not sure if I really prefer the 2nd one. Endgame was almos as long as the other worlds combined, on the 3h world record speedrun hollow bastion starts after 2 hours.

kh2 has no single level like this, also I liked the arena much more in kh1.

Now Im surprised what you think my friends ;) For me kh2 is still better because I mainly like story/chars and soundtrack much more but kh1 had a LOT of stuff I'm missing. Also the annoying oxiii battles from final mix are no near a replacement for battles like kurt zisa.

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