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Messages - ff7rules

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76
Something quite funny I have actually achieved this without meaning too. 
http://www.youtube.com/watch?v=wASMd1DsHpM&feature=related

77
I found this I think it might help http://wiki.qhimm.com/FF7/Playstation_Battle_Model_Format It mentions the colors for the textures

78


An Update, New Camera angle, a New boss and A Extra surprise for later on.

79
All we need to do is find where the brightness is controlled is it in the actual model itself or could it be like a status that changes the color of enemies.

80
Thanks, I feel stupid now lol. Its because i used it from another script changed the 71 jumps and forgot all about those ones lol.

81
Scripting and Reverse Engineering / Why won't this AI work
« on: 2010-07-23 12:01:33 »
Ok i have tried everything but as soon as the battle starts it crashes its not just me either I have had people test it same result. All the jumps are right (far as I know) so why is it crashing 5 seconds into the battle.

Code: [Select]
12 2070
02 20A0
82
90
81
60 10
34
60 00
71 001A
60 20
61 0022
92
72 00E4
60 01
71 0028
60 20
61 0014
92
72 00E4
60 02
71 0036
60 20
61 01CD
92
72 00E4
60 03
71 0041
60 20
61 0174
92
72 00E4
60 04
61 01F4
92
91

82
Ok I found this +014 [][] alpha for additional color.  could that be it?

Also found this.

1027    +028 [] R additional color.
1028    +029 [] G additional color.
1029    +02a [] B additional color.

83
Yeah I think it was 4108?? I tried that and it does nothing.

02   2060
01   4108
80
60   7F
90

thats what Ive got.

84
Yeah sorry I know this was mentioned along time ago but I never managed how to do it? Just curoius does anyone know heres the gameshark codes again.

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.

So If anyone knows how to implemnt this into the pre battle script would be awesome to hear how.

85
OK I know its been along time since i posted here and here's why. Ive recently got a full time job which has drained all my time to work on this project. Also just for the icing on the cake Ive moved in with my GF who is fine with me working on this she loves Final Fantasy herself. Last week I learned I am to be a Father. this is probably all my free time gone so the reason I'm posting this is because I'm looking for someone to take this on or help me finish it before I have the Kid (next year) I had disc 1 done but my hardrive died and i didn't back it up but I'm not to bothered about starting again. If anyone wants to take this on I'm willing to teach people how to do this and help anyway I can. If not ill try get as much of this done as possible before Its too late.

86
Gameplay / Re: Final Fantasy VII Qhimm Edition (PSX)
« on: 2010-06-05 16:58:04 »
OK I Could use the Weapons Gems as the Crystals OR I can use Orginial character Allies that won't move but it could be like a mirror thing.

EDIT: After Watching the video hows having the Behemoth model as culex and having pyramids as the crystals?

87
Gameplay / Re: Final Fantasy VII Qhimm Edition (PSX)
« on: 2010-06-05 16:03:50 »
I can do both of these, that Crystal one will be a great challenge. I could make it so you fight them one at a time and one you defeat one you fight the next (like hojo) or all at once. Oh and because its the PSX version the models will have to already be in the game. If you tell me which one to use would help.

88
Are you sure you didn't mean the opposite? :p That screen is mainly used to see your immunities in battle.

Yeah I mean the opposite lol. Looking forward to seeing more of this tool.

89
Gameplay / Final Fantasy VII Qhimm Edition (PSX)
« on: 2010-06-05 12:59:49 »
Yes I'm back, I know what your thinking what about climhazzard? Truth is Climhazzard was only what I wanted to have in FFVII. So I thought to myself why not ask what the community want from this patch. Well I thought if I ask people who they would like to see as added Bosses and what attacks and kinda script they Want the Enemy to have as well as Hp and stats etc. To Qualify you need to have contributed ONE thing to this forum im not having the people who just post for the hell of it or request stuff over and over again beneift and Credit for all Ideas will be given If wanted. I will start with 10 requests and edit them accordingly. Heres an Example.
Code: [Select]
[b]KING BOMB  [/b]         [b] LVL 23 [/b]    [i]Disc 1  On the bridge to corel[/i]
              
                                                     Attacks
HP 14000                                Bodyblow
MP 1500                                 Fireball
ST 50                                      Fire 2
MA 44                                     Bomb Blast
AT 50                                      Stop
DEF 40                                    Paralysis
MAG D 30                               Confusion                              
SPD 65                                    Flame Dance


1. King Bomb (Done)
2. Jumbo Cactuar
3. Culex, Earth Crystal, Fire Crystal, Water Crystal, Wind Crystal
4.
5.
6.
7.
8.
9.
10.

90
Completely Unrelated / Re: your view on internet dating
« on: 2010-06-05 12:30:11 »
I met the love of my life on the internet. I think its a great thing, it gives those people who really don't have much confidence in themselves (like me) a chance to talk and get to know the other person before you arrange to meet. Obvoiusly you make sure you have talked for a while on both phone and have seen the person on cam before you arrange to meet so you know who you are meeting. But I think its alot easier to find someone who shares the same interests online than in real life.

91
Maybe remove all the ones that are ineffective after battle and keep the ones that are still active even on the field? Just a suggestion.

92
General Discussion / Re: Something I just learned
« on: 2010-06-02 08:34:52 »


 :cry:

:S I have played Mario games for 19 years (since I was two) and i cannot believe i never noticed that! That is so funny! wow were they lazy:P

93
Releases / Millenia's custom models
« on: 2010-06-01 15:24:07 »
does this mean that the psx character battle models can be textured as long as the file is the right size?
File size is not an issue, at all. Using external hi-color textures for each weapon and mapping them correctly to a model are the real issues (but Millenia solved the second one for me here). Currently I'm using a 128x128 texture with 128 colors for the weapon, and there could be a second one 128x128 texture for the character. Unfortunately VRAM is organized in a manner that allows only 224 vertical lines in total, so a second texture would have to use less vertical space. Consequently, the smaller texture would have to use a 128x96 resolution or less to fit in the given space.

The work done so far takes an 3DS model as input, converts it to the "battle .p" format, and replaces the texture segment with another TIM picture. Only weapons are supported so far, as I haven't coded yet any routines to convert multiple 3DS objects and joints+skeleton structures. If I can get my hands on more stuff, like a textured version of the original Cloud, I'll try and expand the conversion code to make it sparkle.

Back to texturing: the plan is to add support for separate weapon models+textures as a separate file, like I suppose FF8/9 do, unless routines to do so are already there and I didn't notice (could be, like for those spells loading data as requested). This change should make character models slightly smaller (Cloud's is 43,4 KB smaller without the weapons) and retain fast loading times.

Interesting fact: there's room for an extra palette (max is three), which means that a texture could use two palettes and make full use of 256 colors with a simple swap trick.

Any chance of making how you did this public? Like a converting to the battle model format? Im shocked you managed this so quickly and easily but you really are the playstation god, If it really is possible to mod the psx version (which it now is) I might just continue my PSX project which I thought was pointless because of all the incredible stuff been done with the PC version now. ILL try get you the orginal CLoud model I managed it once before.

94
Completely Unrelated / Re: Justin Bieber is Gay
« on: 2010-05-25 18:54:16 »
Can't stand the amercian prick he looks about 12 and Im damn sure judging from his voice hes not even hit pubity yet! I heard him on Radio one the other day so full of himself.

95
FF7 Tools / Makou Reactor - a FF7 script editor
« on: 2010-05-22 19:41:08 »
Okay, the preview of field Model is ready for the release. Now, I'll translate MR in English.

Can't wait this will make PSX editing much easier!

96
Quote
1 - your about screen for 0.3 still stays 0.2



--

So, Wine is fine, huh? I'll have to try this out a bit more...

Bernard from Black Books lol! He likes his wine.
Nice little editer this Will def be using it in my patch.

97
Ok this is taking a bit longer than i thought it would so who would like a demo? Say a battle? I will have to provide a save which might take some time unless anyone has a save near palmer.

98
Woo! Can't wait!
I wanna do anything I can to make this playable on my PSP!

Well its playable im gonna do two versions one with the kernal needed one without. Expect a release very soon.
Nice!
How soon?

Only a few days ive just finished making a brand new boss just thinking where to put it in the game.

99
Woo! Can't wait!
I wanna do anything I can to make this playable on my PSP!

Well its playable im gonna do two versions one with the kernal needed one without. Expect a release very soon.

100
Good question! I have finished Disc Ones bosses im just adding extra ones then i Will release it. Also I should add this version only has modded Bosses and added extra Enemys aswell as brand new weapons and chances to steal lots of good stuff from every boss very much like FF9.

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