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General Discussion / Re: High Quality Crisis Core Ending?
« on: 2009-02-25 15:49:49 »
I have it i added you on msn ill send you it.
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With the software 7mimic, you can see all this pictures (Opening and Staff roll), so, I think we can replace this.
Hi,
I want to know if it's possible to modify all the pictures of the game, I mean the introduction names, the credits, and for the mini-games.
Thanks.
Yeah, he doesn't have casting animation, does he? Unfortunately I don't know much about animating these figures so I couldn't answer this, but wouldn't it be possible to "borrow" the skeleton from the Sephiroth in the flashback to make a casting animation?
Other than that the video looks great. Sephiroth seems a good challenge when 1-1.
Personal opinion; You should add the following to Sephiroth's Death Counter script:
12 60 20
02 20 00
90
12 70 20
02 00 00
90
60 14
61 86 00
92
That will force Cloud to use Omnislash when Sephiroth's HP are 0.Then he can perform his normal dying animation. Well, I guess the only set-back to this is that Cloud MIGHT do two Omnislashes in a row. One via a command by the player, the other forced by Sephiroth's Main Script...
They can be put into empty scene files (there are quite a few of them); I don't think there'd be any problem putting them in the battle arena, it's just a matter of making the scene files and editing the battle square field file so that it loads different formation IDs, unless I'm missing something...
Not fitting in with the story at all didn't stop Squeenix putting him where he wasn't wanted
Maybe we could put CC characters in the battle arena? We could fight Zack, then Angeal, then Genesis, then Sephiroth.
ok, quick feedback on the scene. You did not add the attacks (Deen and Ultima) to Sephiroth's data, but you did add some extra IDs to the attack ID list and names including Deen which was already there, so I removed 'em. Deen was also added at the end of Attack data (which I also removed). You don't have to add an attack to the lists if it's already there.
I added 04h at offset 0x38A and 0x38B to tie an animation to the attacks. Look at 0x39C - 0x39F to see the attack ID I added there. (talking offset now I mean the scene as a whole, not just the AI). The animation added are the same as Sephy's done in lol, but You can change 'em back to 03h to use the Cut animation (offset 0x38A and 0x38B).
The pointers at 0xE80 was correct but Sephiroth's header was again messed up. The header is always 32 bytes long, or 20h, and need to start where those main pointers point at (the ones at 0xE80). I think you thought correctly, but the sections start offsets was all mess up because of the extra bytes at the start.
Here is the scene http://www.megaupload.com/?d=R18YZX32
You're missing 4 bytes. The 1st pointer must always point to offset 0x0020. Insert FF FF FF FF before AC 00. As it is now your setup starts at 0x0027 which should be main. The header is always 32 bytes long (or 20h). As it is now, the bytes from 0x1C to 0x26 are useless.
The inside jump doesn't make any sense, It simply jumps to the next byte. Now Seph may cast Ultima (1/8 chance), attack Cloud and then Cloud will attack himself lol. You need to swap the bytes at 0x66 and 0x67 to 12 70 20 (not 12 20 70), then Cloud will attack Sephiroth again.
If you make the AI exactly like in my pics you won't have any probs I hope.
I think the problem might have been that you jumped to the the offset in the scene as a whole, not starting counting at the beginning of the section. The 1st byte of each section must be treated as offset 0x0000 when calculating a jump. If you understand this it's pretty obvious you where miles of with 0x8601. No AI is that long. The jump can't find the location 0x8601.
#1. Do not multi-post unless the topic you're posting in is NOT on the first page of topics.
#2. That first image isn't even showing the same scene. If that's OK then don't worry about it, but I thought you wanted to change the final 1-1 battle. If that's the case it'll need to be in the same scene.
Yes your headers are wrong. You need each section to point to the byte AFTER the previous section's 73h.
20 00 50 00 91 00 5B 00 FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF FF FF FF FF FF FF A4 00
Your script is all wrong too. You've got a jump in there to script address 0x8601?! You also have an absolute jump back to the beginning of the script. Basically, your jumps are all wrong.
Jumps are, unlike the header, script-relative addresses stored in Big-Endian (Most significant [greatest] value last). It's better for you to write all the script out and see the actual addresses within the script. Those are the addresses you'll want to jump to.
ex:
Init Script:
0x00: 12 60 20
0x03: 10 A0 20
...
Main Script:
0x00 12 70 20
0x03 10 A0 20
0x06 60 01
0x08 80
These are the addresses you'll want to jump to. Not "jump this many bytes ahead" or "jump to this address within the collective script". You can't jump scripts and do not create a loop you can't get out of. You put that "Jump to beginning" in your init script. Bad idea. The battle will never get farther than Sephiroth performing something over and over. That is assuming, of course, that it gets past that "JZ 0x8601".
I don't really have the time at the moment to attempt to correct it. Just know for now that it's wrong.
Yep, the headers are wrong now
this would work with the headers I used; the script you were using before would work with the headers gjoerulv and NFITC1 suggested.