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Messages - ff7rules

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276
Just a wild guess:

if 8015475A -> 4098, then
((CODE - 80154747) < 3) + 4000 = Script Address (all in hex)

Therefore 80154768 -> 4108

So try something like:

12 60 20
11 08 41
80
60 XX
90

to change a character's "gamma" (which I think this should appropriately be called).

02 60 20
01 08 41
80

that will retrieve the character's current gamma if you want to use that. Remember that this is a guess. I haven't tested this address yet.

PS: Something that I've seemed to notice. In LKM's video of my Red XIII mod, you'll notice that Red grows very large, then doesn't shrink back once he's grown larger. A weird bug occurs where he stays large, then gets larger again and again before shrinking back again. I think this is because the command 92 automatically ends the script. I'll test this later, but I think this is the case. This was previously undocumented so I'm a little surprised by it.

I tried this and well he doesn't go black but something does happen every physical attack does 1 damage even overflows! I must of inserted it in the wrong place i  inserted it at the start of his script the gamma has nothing to do with his script does it  :lol: Also about red does the script just restart itself once he has shrunk down once? I noticed in the video he got bigger much faster the 2nd time he grew and that big he no longer could fit on the screen. Is he suppose to shirnk back down after using Cosmo Memory once?

277
Archive / Re: Making allies into enemies
« on: 2009-03-03 23:24:27 »
The bones aren't screwed up in mine; I'm using version 087b4.

What do you mean first 2 letters as the characters? man this is confusing lol so there weapins are unchangeable?

What do you mean?

It seems to be only the PSX versions that the bones are screwed up so no worries there i tried the pc version they work perfect. Before i got confused with the letter thing just ignore me :P

EDIT! looks like ive found the models! but they won't work on PSX it just never loads them and loads the battle really slow then loads nothing at all. Note some of these might be wrong i might of counted wrong but these are all the ones ive tried none of them work not even Nib Sephy and WE know its possible to fight him. Just thinking maybe its because the script doesn't tell it to load the battlers its crashing?

Frog CD 01
Cloud  CE 01
Tifa CF 01
Aerith D0 01
Red XIII D1 01
Yuffie D2 01
Cait Sith D3 01
Cid D4 01
Sephiroth (Nib) D5 01
Barret D6 01
Barret D7 01
Barret D8 01
Barret D9 01
Vincent DA 01
Vincent DB 01
Vincent DC 01
Cloud (hi res) DD 01
Gallian Beast DE 01
Death Gigas DF 01
Hellmasker E0 01
Chaos E1 01

Ok Gjoerulv gave me an id to try for the models it crashes for me thesecond the battle starts to try display the model heres the ID C0 01 anything above this i just get out of sector error so im guessing this is the very last value.

278
I must confess that (beyond a bit of experimenting to see how they feel) I haven't played a non-Square RPG  :cry:

And I probably won't play any seriously until I've finished all of the FFs.

In any case, Chrono Trigger is brilliant. I like it more than any of the FFs except VII

Don't know what your missing man some off them are as good as any of the FFs.

279
Well i didn't see that coming!  :lol:


280
Ok man just checking if you need anything just let us know.

281
Dang. I'm close on the compression, but about half the reference addresses are wrong. That's really weird.

Could be something to do with the file i sent? ill send another if you want?

282
Archive / Re: Making allies into enemies
« on: 2009-03-03 15:30:44 »
I've taken a look with biturn (I think it reads uncompressed files, so maybe it works with the PSX game). Weapons are under the same first two letters as the characters (the third letter of the weapons models is always a C), but there is no bone for the weapon in the basic character skeleton. The weapon model ID that you edit with WallMarket is based on the order of the model after "xxCx".
Yeah it reads PSX but the bones are all screwed up is it with yours? If not can you send me it as ive tried most of the version and have the same problem. What do you mean first 2 letters as the characters? man this is confusing lol so there weapins are unchangeable?

283
This really isn't my area of expertise! I'm just repeating what I've heard from people that sounded like they knew what they were talking about.  :-P

Me neither man I'm just learning, i did a few skins for Jedi academy awhile ago the real modeller is currently making a psp game. I don't know what will and won't work.

284
Obviously the basic PSX didn't change between the time VII was made and the time IX was made, but what developers could do with it certainly did; Square started on VII in the very early days of the PSX (1994, I believe). By the time they started on IX they understood the workings of the PSX better and could do more things with it.

So its possible they didn't do all they could with it graphics wise. Since Hi res clouds in the game and it could handle that, maybe all hi res models is possible if it wasn't for the damn file sizes.

285
Archive / Re: Making allies into enemies
« on: 2009-03-03 14:48:07 »
The weapons are separate models from the characters. Only enemies have weapons already attached (since their weapons never change).

And if we do find out how the game attaches the weapon to the character in battle, we probably won't be able to replicate it with the characters as enemies, since everything to do with the enemies has to be done in the scene.bin file.

Yeah but where are the weapons stored its gotta be in a model right?

I seem to remember in wallmarket something about weapon textures im going to have alook now will edit with a screen if its correct.

286
Archive / Re: Making allies into enemies
« on: 2009-03-03 14:34:04 »
I think we first need to know how the weapons actually work. I'm viewing all of the characters in Leviathan now and all of them don't have there weapons Tifas missing a hand Barret missing his gun and so on is the weapon classed as an animation? Its not a joint because Ive viewed the models in milkshape and none of there joints or bones seem to resemble that of a buster sword but i may have missed something if not it must load that data from elsewhere question is where?

287
Also i don't think the PSX version could handle hi res models all the time it would LAG like mad.

Is that a problem with the game or with the PSX itself (so it wouldn't come up when playing on an emulator/PS2/PS3)? Forgive me if that question sounds a little noobish.

Ill be honest im not sure but PSX definetly has its limits as to what it can do, BUT ff8s and 9s models look ALOT better than ff7s so maybe? Who knows if its not the game that limits the graphics but i think it will be. Its not like pc. PC is like depending on your computer specs while psx must have a set limit so will have to see how far we can push it. I know this is getting WAY ahead of myself but i would love it if we could have some ff8 and 9 graphics in there like summons etc. This will happen in the pc version before it happens in the psx version though  :lol:

288
But how can the new, high quality models be made smaller than the original, low quality models? I'm no expert on compression, but I imagine that will be very hard to do...

They won't be high quailty they will be really low this is more a test than anything. If that works we work from there. Also i don't think the PSX version could handle hi res models all the time it would LAG like mad.

289
Are you planning to make new models for the PSX version? Because if you are, you might run into trouble with file sizes, since better models almost always mean more kilobytes.

Thats our ultimate goal yeah and file sizes will be a bitch but if we make them smaller cdmage should padd it.

290
Thats awesome man i should have a pic and a vid of jumbo cactuar tonight.

Enemy Brightness Mods

Enemy 1 color mod: 80154768 ??00
Enemy 2 color mod: 80155304 ??00
Enemy 3 color mod: 80155EA0 ??00
Enemy 4 color mod: 80156A3C ??00
Enemy 5 color mod: 801575D8 ??00
Enemy 6: 80158174 ??00

Any value will work (the entire spectrum is possible), but here are the extremes:

7F: Totally black. Being of darkness.
80: Really bright.

Just thought id post this 1 as well see if it can be done seems abit pointless but meh.

OK it's got to where i actually want to do this now can anyone point me in the direction of how to accomplish an enemy been completely black?

291
If you're talking about this kind of LZS then Ficedula's FiceLZS will compress it to a "level 4".

I got WM to compress the text files of the KERNEL.BIN a little better than Ficedula's (in fact, it uses the game's compression level to create identical files from raw data) so if you really need it, I could make a simple compression prog. Only catch is it may take a few days.

Yeah thats the format I'm talking about the one viewable in ffV7. Dude that would be awesome if you could make a compression program what files would you be able to compress from? we are using a range of formats Milkshape, 3DS max etc but we can always decode them right? So we would be able to compress back to LZs so we could finally have psx model mods? This is something we are serious about doing and i thought i hit the jackpot when i found bitturn but it didn't write back to lzs so we have no way of inserting them back into the game.

292
I know I'm probably going to get flamed for posting this but here goes. Recently a team of people have got together and started trying to crack the LZS compression format. We can view the models in FFv7 but all there bones and joints are allover the place, anyway from there we exported it to whatever model building program we each use.

However our problem is we can't get it back into the LZS format, is there anyway to do this we have a very good willing model maker willing to make loads of unique new stuff for ff7 but hes only interested in the PSX version atm. We have looked at wiki and see that the files are indeed different to the PC versions and we see that each joint is spilt from each other. The modeller is going to make a low poly model with the exact same requirements as the one we are replacing and the exact same animation's same vertices's polygons joints bones everything it'll be like the original model but made better or colored differently so here's my question is there anyway to convert the model back to LZs when we are done?

293
Troubleshooting / Re: FF X International
« on: 2009-03-01 13:36:54 »
uhuh  :-D. i COULD use jechts own animations, but i dont want to do that again. ever.   :cry:

...

 :cry:

Id actually love to see what happens:P

294
Troubleshooting / Re: FF X International
« on: 2009-03-01 13:11:18 »
Oh i see so the most you could do oth them is reskin them then? :(

295
Troubleshooting / Re: FF X International
« on: 2009-03-01 12:30:23 »
I've hacked the odd square game in my time, including a bit of FFX, actually.
Reason dictates that it can be easily done, with the help of a hacking device, such as ARMAX or codebreaker And if Square Did anything even remotely similar to KHII, you can use a number of ways to do things like this:

Most common ways are going to be a texture pointer swap, if there are pointers for Textures, and the much more easily done Model label swap. assuming the bones are the same for the variations of the characters, which it's probably safe to say they are.

I do believe though, that FFX models and animations are under the same File (.FFM, or .FFB or something) So If you can't swap textures or models directly, you can swap the (.FFx) files, but they'd have to have the same animations as the people you're trying to replace. and in actual fact, i remember I used jechts files in place of auron's, and well, lets not discuss that  :cry:

anyway, in conclusion, it probably is possible to make the aeons look like their dark counterparts.

Yeah ive seen loads of videos where in Kingdom hearts 2 where u can have Tifa Cloud and Yuffie and loads of other people in your team. What if you were able to rip say tidus from ffX then remodel him so he has the same stance and everything and same animations but has like say clouds hair and attire of course for this to work im guessing the shaders and polygon count would have to be Identical so Tidus as would the number of bones? I don't know much about models but its something im looking into doing in the future. Also you said you swapped Aurons files with Jechts what if you built have jecht to have the same animations as Auron?

296
How's the progress coming along mate. JUMBO CACTUAR

How funny you should ask :P

http://www.youtube.com/watch?v=OLyBpHIY2Ek

Hes pretty much done some tweaking to do and thats it.

297
Troubleshooting / Re: Final Fantasy VII on Vista 64 bit?
« on: 2009-02-28 00:14:39 »
Sorry man but i doubt anyone will help you "downloading = piracy" and piracy = bad. You proberbly got the crappy Ultima version which is buggy as so it could be a number of problem's. If you go on Ebay the same guy who sold me mine has 1 left hes lettting it go for £40 steep i know but its rare and imo worth it ive had loads of fun with the mods on this site and some of the new models are awesome.

EDIT: Sorry Landarma didn't see you already said something XD

298
This would work like NFITC1 posted if you have stored Cloud as 0x20 and Sephira as 0x00 (and 86 is Omni. Haven't checked but I guess he got controll). It's like this by default but if you used my suggestion then I removed that part where the variables are made. You could bring it back in the setup part though.


12.(0000)
02.(2060)
90. <- Seph is 0x0000
12.(0020)
02.(2050)
01.(4060)
80.
60.(10) <- I guess this is Cloud from the AND-ed bank
40.l
90. <- Cloud is 0x0020


As much HP as ruby? IMO that's a bit much. You could add a part that makes him use an attack that drains damage dealt when his HP is low.

This one checks if Current Hp is under MAX HP/XX*YY. (if not GOTO offset 0xZZZZ)
02.(2060)
03.(4160)
80.
02.(2060)
03.(4180)
80.
60.(XX)
33.
60.(YY)
32.
43.
70.(ZZZZ)
As target is stored in Setup we don't need to set it (Cloud id the only option anyway. By default it isn't set though)
60.(20)
61.(The attack ID)
92.
72.(goto end of script)

Thanks for posting this im gonna try it now and the reason i gave him as much HP as ruby was because of omnislash as it can deal a hell of alot of damage so i figured that but i might make it lower.

299
Also I found someone re-model Tifa with original style but I have no idea who did it but I have seen his video. Its well done.


Ey! That's my Tifa (With Hunter's body) XD
I'm glad you like it

Gotta say man its awesome best tifa ive ever seen in her ff7 attire any chance you will ever release it?

also Namespoofer great work on these models can't wait till you release em!

300
General Discussion / Re: High Quality Crisis Core Ending?
« on: 2009-02-25 16:48:22 »
Im just glad to help! Also people on this forum are extremly helpfull and kind best forum ive ever joined.  ^_^

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