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Messages - Kudistos Megistos

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3651
Archive / Re: Editors and stuff for the PSX version
« on: 2008-11-20 13:29:45 »
If you want to change the monsters you fight, I think you'll have to hex edit the scene file, or change the model in battle.lgp. As for the magic defence bug, the only solution I've seen so far is to make the armour increase the spirit stat, e.g. if a piece of armour has a magic defence of 10, use Wall Market to make it add 10 to the spirit stat (it will have the same effect).

3652
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-11-18 21:51:13 »
Quote from: NFITC1
I wasn't able to show this earlier

 :lol:

Seriously though, nice work; keep it up!

3653
Troubleshooting / Re: Looking to start out
« on: 2008-11-16 21:34:17 »
I don't know much about editing 3D modelsand the like, but Loveless is a good text editor and Wall Market will help you edit weapons (if you are talking about editing stats rather than models).

3654
Archive / Re: Editors and stuff for the PSX version
« on: 2008-11-15 23:21:12 »
Some of the files are the same; kernel.bin is and I think scene.bin might be as well (although the PSX version doesn't have a kernel2.bin, so you won't be able to use Teioh).

As for text editors, I've just looked, and apparently Loveless does not work with the PSX version because field files are not stored the same way. I'm not sure about cosmo because I've never used it and I don't have the PSX version with me at the moment. Could Meteor work? I've never tried using it with the PSX version, but it edits individual field files so it might work with the PSX version (or it might not). If it doesn't, you might have to hex edit.

3655
Archive / Re: Editors and stuff for the PSX version
« on: 2008-11-14 13:01:53 »
Someone else will, no doubt, come up with a better answer soon, but for now I can tell you that a lot of the editors (like Wall Market and Hojo) should work on the PSX version, as long as you are careful about editing the ISO. I think there's a tool that helps with that called CDMage. The biggest problem is that PSX discs don't like having too much added to them; so if, for example, you wanted to add lots of new things and making the files much bigger, you might run into problems . If you just want to change already existing enemies, I think you'll be able to do it, as long as you are careful and don't increase the size of the files. It has been done:

3656
They are in this order in ff7.exe:

NONE
OA
OB
DUN2
GUITAR2
FANFARE
MAKORO
BAT
FIDDLE
KURAI
CHU
KETC
EARIS
TA
TB
SATO
PARADE
COMICAL
YUME
MATI
SIDO
SIERA
WALZ
CORNEO
HORROR
CANYON
RED
SETO
AYASI
SINRA
SINRASLO
DOKUBO
BOKUJO
TM
TIFA
COSTA
ROCKET
EARISLO
CHASE
RUKEI
CEPHIROS
BARRET
COREL
BOO
ELEC
RHYTHM
FAN2
HIKU
CANNON
DATE
CINTRO
CINCO
CHU2
YUFI
ASERI
GOLD1
MURA1
YADO
OVER2
CRWIN
CRLOST
ODDS
GEKI
JUNON
TENDER
WIND
VINCENT
BEE
JUKAI
SADBAR
ASERI2
KITA
SID2
SADSID
ISEKI
HEN
UTAI
SNOW
YUFI2
MEKYU
CONDOR
LB2
GUN
WEAPON
PJ
SEA
LD
LB1
SENSUI
RO
JYRO
NOINTRO
RIKU
SI
MOGU
PRE
FIN
HEART
ROLL

(a few of those might be wrong)

I changed the music in the part of Wall Market where the save point is by changing the "25" at 0xEBE (right after the O) to "1a" in the flevel.lgp file "mrkt2" with a hex editor. 25 is the 37th song on that list, "rocket" (AKA "Oppressed People), and 1a is the 26th, "canyon". If you convert the values of the bytes after AKAO to decimal and look them up on that list, you should be able to see whether they are the music files. Some of them seem to be one or two places off, however (maybe I'm doing something wrong).

Unfortunately, Real Life (i.e. university work) has prevented me from doing much real modding recently, so I don't have any news on changing battle music. I think that the basic principle should be fairly similar. Unless I'm given a lot of reading to do over the holidays I should be able to get a lot more modding work done next month.

3657
General Discussion / Re: Favourite FF game in the series?
« on: 2008-11-11 21:14:38 »
Good. Well, let's leave it at that.  :-)

3658
General Discussion / Re: Favourite FF game in the series?
« on: 2008-11-11 18:47:59 »
Would FFVII's scenes lose something without the PSX's graphics? Certainly. But they would only lose the icing on the cake. What made the Aeris scene special was not Cloud and Aeris looking at each other nor Sephiroth's smile as he slowly pulled out his sword, though they added to it. What made it special was the suddenness of it, the helplessness and Sephiroth's callousness afterwards. I can't really see why, with the right timing and sound, you couldn't make a pretty dramatic Aeris' death scene with just sprites. Not quite as dramatic as the original, but dramatic nonetheless. And the build-up with Aeris would lose something too, but still retain its core.

And I must also disagree with the claim that the gap between XII and VII is smaller than the one between VII and VI, at least with respect to character animation (it is, of course, with respect to things like backgrounds). VII only had facial expressions in cut scenes, and they still weren't convincing. On the PS2/3 you can see a tear running down someone's cheek; imagine how much FFVII would have been improved with the kind of detail. It didn't have it, but was able to make do without. If you watched at the Red XIII and Seto scene without the context or music, it would seem ridiculous. With them it is very different. The body movement of FFVII characters is pretty hard to take seriously as well (or would be if the game were less immersive), at least in the rendered scenes where most of the important things happen. Nevertheless, it didn't bother anyone because other things had made the dramatic illusion so strong.

If I seemed to be saying that FFVII would be exactly the same if it looked like Super Mario Bros. 1, then I am sorry for not making myself clearer. If I seemed to speak to you as if you were a "bitter FFVI fanboy" I again apologise; that was not my intention (if I seem to be a VII fanboy, you may be right ;-) ). What I meant was that although 3D graphics and whatnot enhanced FFVII and helped it do some things better than it could have done without them, they are only a *very* small part of what made it what it is; if they were any more than that, most of VII's fans would have forgotten as soon as VIII came out, a game with a strong storyline, excellent music and graphics far, far superior to those of its predecessor, but without the same impact or level of immersiveness (IMO, of course ;-) ). All of this reminds me, I must get around to playing VI again.

PS. 100 posts: w00t!

Terribly sorry about that.

3659
General Discussion / Re: Favourite FF game in the series?
« on: 2008-11-11 10:39:18 »
Quote from: Tsetra
but there's still an argument none the less and that is that in the case of VI vs. VII, graphics most certainly made the game.

Do you think so? There have been many FFs released since whose graphics have been better in comparison to VII than VII's were in comparison to VI, but, good as they are, (in my opinion) none of them match it. I don't think the cut scenes were very important in making the drama in VII; of course, it would have been weaker without them, but only slightly. There just seems to be a closer personal connection between the player and the characters in VII, and that, I think, is its strength. That connection doesn't come from the graphics (which I thought were awful when I first played it), it comes purely from characterisation, atmosphere and music (the importance of good music to a game is often massively underestimated). I can't help but feel that, even if it were made into a 3D cutscene, Kefka's killing of all those people (for example) wouldn't have had the same impact as Sephiroth's killing of Aeris; remember what Stalin supposedly said about the death of millions? I'm starting to ramble incoherently now; if VI is ever remade properly for a modern platform (and I'd much rather see that than any more VII spin-offs), we'll see whether it really was deeper, but I can't help but believe that VII would still come out on top.

3660
Releases / gjoerulv's "Hardcore" mod
« on: 2008-11-11 02:33:52 »
Locke, Venus and Theo? Just wait until you fight them in the return to Midgar...

3661
I'm sure it is, but I can't do it. As I've said, I've found (with the help of the wiki) where in the field file the bytes that call the music are1 and which bytes call which songs2. But I'm not sure about adding new songs to files and am having problems with scripting different battle music into that scene with meteor (no doubt because I am n00bishly sticking opcodes in like a drunk playing "Pin the Tail on the Donkey" and hoping they work).

But if you want to have a go, please do! And if you have any success, please share! That also goes for any pros out there who are reading this with horror and disgust ;-)


1 Do a text-string search for AKAO. I've found that the bytes after the last AKAO are the ones for music, but don't take this as read; I've only looked at a few files.

2 They are based on the order of the songs in ff7.exe starting from 0x567054 in my patched .exe file.

3662
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-11-09 02:36:02 »
Quote from: Akari
Anyway we may add all this features in Q-Gears as anyone needs them to use ingame.

Interesting. How mod-able is Q-Gears likely to be? Will we, for example, be able to change things like what 34h does, as well as which materias have it?

3663
Releases / gjoerulv's "Hardcore" mod
« on: 2008-11-09 02:04:23 »
Guard Scorpion isn't very hard if your timing is good. I usually wait until he is doing his search scope and have the targeted character defend (which is all he can do after being paralysed) whilst the other character attacks. Of course, you have to remember when he raises his tail, because if you don't time that well, things can become nasty. It's quite a good difficulty for a first boss; I actually found Air Buster trickier. Perhaps I'm so used to beating him without thinking very much on vanilla FF7 that I get careless; he can wipe you out quite quickly if you do that. Good luck with Aps and the Hell House.

3664
Archive / Re: Modding tutorials
« on: 2008-11-09 00:47:43 »
That's good to hear. By the way, have you heard of camstudio? You can get higher quality screencapture (this - *shameless plug* - is what you can expect with Xvid compression), and it's freeware, so none of that "this is an unregistered/unactivated blah blah blah" on your videos.

3665
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2008-11-08 13:13:32 »
A lot of things are hard-coded into the game (as I found when trying to play with the amount of summons the player could perform with different materia levels). Perhaps quadra magic is hard-coded the same way. I'll try this today and I'll see what happens.

EDIT: I've just tried this. Didn't work for me either. Looks like materia type 34 can only do "all" (unless I'm doing something wrong as well).

3666
Archive / Re: Where to get FF8 online...
« on: 2008-11-06 00:46:50 »
Yes, it is against the rules:

Quote from: The Rules
No linking to/discussion of/advertising of illegal downloads, including FFVII Ultima Edition.

Thanks for asking whether it is against the rules. A lot of people don't.

3667
Troubleshooting / Re: cloud patch request (color) ~
« on: 2008-11-05 22:29:25 »
When you say that you can't "attain" kimera do you mean that you can't get hold of it?

http://files.filefront.com/Kimera084rar/;8689680;/fileinfo.html

I think that this is the latest version.

3668
Archive / Re: menu ff7 change HELP PLZ!!!!!!!!!!!!!!!!!!!
« on: 2008-11-05 16:45:02 »
That's why I said the topic was requesting it, not you ;-)

3669
Archive / Re: menu ff7 change HELP PLZ!!!!!!!!!!!!!!!!!!!
« on: 2008-11-05 15:42:57 »
You had already bumped a recent topic requesting exactly the same thing. I don't think that creating a new one will make anyone more likely to help; if anything it will make people less likely to help because they will be annoyed by all the unnecessary posts.

3670
FF7 Tools / Re: Teioh - a FF7 kernel2 editor
« on: 2008-11-05 13:34:47 »
kernel2.bin is simply the 10th to 27th parts of kernel.bin, and didn't exist in the PSX version. It has the names and descriptions of the equipment, items, commands and attacks used by the party.

3671
Troubleshooting / Re: Jenova Problem!
« on: 2008-11-04 00:58:52 »
Rufus95, you are unlikely to get a reply when you post on a thread that has been dead for two years. Check the date when the last post was made!

3672
Releases / gjoerulv's "Hardcore" mod
« on: 2008-11-02 20:38:08 »
I have been playing with Locke, Venus and Theo over the past few days and I have noticed that Theo's standard sword attack is actually a magical attack (i.e. the byte at 0x0e is 22h). Is it meant to be like that, or is it a mistake?

In any case, nice job; Erindre was particularly interesting. I've always thought that the game would benefit from having a few more enemies that could heal or even revive themselves.

3673
FF7 Tools / Re: Teioh - a FF7 kernel2 editor
« on: 2008-11-02 01:39:54 »
Haven't you seen Wall Market?

3674
There are cheap attacks and combinations in every FF game, but Zanmato really takes the biscuit. If we ever manage to hack FFX we'll have to do something about Yojimbo; maybe it could be modded so that he can't use it on bosses.

3675
General Discussion / Re: FF9 ePSXe
« on: 2008-11-01 17:48:38 »
Over 7 and a half years. Is that a record?

Start a new topic instead of reviving one that has been dead for almost a decade. Read the rules, too.

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