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Messages - Mobius

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Archive / Music - Cello Remix Thread
« on: 2005-10-31 00:09:03 »
That is absolutely stunning - great job. The Cello gives a whole different feel to the song after around the 26 second point. And the entire opening seems like it was just made for that Cello o' yours. Beautiful!

As for what you could tackle next... Hmm.. while those two you've suggested would be very interesting through your string-ability, I think you'd be capable of doing some absolutely lovely versions of say, the Cosmo Canyon Theme, or 'Life Stream' (which is easily one of my favourite songs on the OST for some reason or another).

Keep up the great work!

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Aside from some AC tunes, I've also sneaked in a few from other Final Fantasy games - in PSF format! (Everything FF7 - FFX-2 comes in PSF audio!) For perfect, small filesize looping! (For miniPSF's just copy the psflib file into the directory as the PSF itself).

Namely, I've replaced Prelude with the FFXI Prelude, 'Underneath the Rotting Pizza' with 'The Spy' from FF8, 'Buried in the Snow' with 'The Salt Flats' also from FF8, along with replacing the battle theme, and victory fanfare, with that of FF8 (The FF7 one really hurts my head after a while, and the Piano version, while absolutely lovely, just isn't fitting for some battles - I'm also a bit of a FF8 fan, so pah!), 'Hurry!' and 'Hurry Faster!' with 'Hurry' and 'Attack' from FFX, and the Bizarro Sephiroth (Safer got the AC OWA treatment) tune with 'Decisive Battle' from FFX. I've also changed the regular Boss music to the Black Mages version of the FF8 Boss music (personally, I always thought that beyond the initial guitar-riff of the FF7 version, the tune itself was pretty weak). Having a gander at my folder, I've also changed the Northern Crater (Judgement Day) music to "Across the Divide" (MP3) of FF:CC. It's a very charming, and different, experience going through the crater to Sephiroth!

I've also dumped 'Twinkle Park' (Mp3) from Sonic Adventure in as the new Gold Saucer background... I just had to put anything in there, I really can't stand that doo-doo-doooo of the regular Golden Plate. And it isn't all that shabby, really!

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Archive / Need help with FF7Music
« on: 2005-10-29 01:53:34 »
Try copying-pasting your in_mp3.dll (most likely in Winamp/Plugins) into whatever folder Ficedula.ini has your in_psf.dll listed as. I've seen that work for some people.

If you're confused with volume control, rather than turn off Midi through Windows, you can always go ingame and just mute music through the ingame options screen (a side effect is a SFX wont play, the 'heartbeat' one that should go off during the Shinra Mansion). Mp3/PSF will still play.

I always had some odd bugs with "Prelude" on my FF7PC - it was always silent regardless of any FF7Music setups (any version) - go ingame and see if other MP3 audio works elsewhere. If it's not, perhaps your directories are incorrect.

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Didn't the short-lived Exporter already put the files in a Maya/3DS (well, with the correct .obj plugin) readable format?

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Releases / FF7 - Reasonable difficulty mod[1.1]
« on: 2005-10-17 20:43:01 »
Been playing this since you last updated, it seems great! All the bugs appear fixed, I'll let you know if I encounter any more! Nice to see a difficulty mod that follows some kind of learning curve, as opposed to just an EnemyStatx2 thing.

Just a matter of time until you all start modifying formations, eh? :wink:

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Archive / Help with monster data
« on: 2005-10-17 01:38:12 »
All of that is located within the Scene.bin in your FF7/battle folder. You can extract all the files from this using Scene Explorer by M4v3R, and browse the info from these 256 files (there are a few monsters per each file) using either SceneEdit, again by M4v3R, or Scenester by Lord Ramza. If I remember, either SceneEdit or Scene Explorer comes with a .txt listing which scene part contains which enemy.

You can find all the programs mentioned linked in Elentors 'Compilation of Programs' topic at the top of the forum.

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Releases / FF7 - Reasonable difficulty mod[1.1]
« on: 2005-10-16 16:08:55 »
Ok, I've PM'ed you a link to me savegame, because Outlook hates me today. These are all the errors I've encountered since getting the Sub, everything seemed OK beforehand.

Gelnika - Enemies replaced with those from Ancient Forest. (The battle with Reno and Rude was OK though)
Ancient Forest - Every battle in the 'forest' (not the cave at the end) is against the Carry Armor from Junon!
Return to Midgar - (Fly the Highwind above it, it's saved right before the event) certain enemies in the first section are those of Ancient Forest. In the Midgar tunnels part, it varies between the regular ones and more Ancient Forest things. The Turks battle is against a regular enemy from the tunnels. The battle with the Proud Clod is against the Turks, and the battle with Hojo is against a Gryphon thing you can fight on the Sister Ray stairs (it also often causes my ff7 to crash when I defeat it, but I think that's a problem on my end).

I haven't had a chance to try Ruby, Emerald, or the Crater yet (Ultimate Weapon was fine, however).

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Releases / FF7 - Reasonable difficulty mod[1.1]
« on: 2005-10-16 13:14:24 »
Hi Hay! I thought I'd just pop into this topic to let you know that I've been trying out your difficulty mod for a while and I've really been enjoying it so far, the enhanced challenge is very nice, and boss battles actually feel a bit more... bossy?

Although I have some bugs to report for the late game. Once I had received the submarine, all the enemies all of a sudden seemed to appear in the wrong places. For example, everything in the Gelnika became something from the Ancient Forest, and every battle in the Ancient Forest was against the Carry Armor boss from the Junon Reactor! Although, it was quite funny against the Proud Clod boss in Midgar, it was the Turks all over again.. heh.

Have you been using Scenester to edit the .bin in recent updates? That's been known to cause this. I seem to remember trying the 0.9 mod and everything seemed fine back then.

9
Archive / New version of FF7Music
« on: 2005-10-15 15:11:19 »
Alright! I've managed to fix all my problems!

I simply eradicated all ficedula.DLLs and such within the FF7/Ficedula directory, changed my FF7MUSIC.ini to an edited version of the one included with the FFSF PSF package (simply downloaded it, and changed directory paths and any music filenames that needed to change), use input device as in_psf (d'uh) and output as out_wave, and made sure all my MP3/PSF files were in directories with no spaces (so, C:/FF7/MP3, or whatever). And now I have FF7 looping-audio bliss! And it's working with the hi-res patch and all that lovely stuff! I can mix and match MP3s and PSFs - my custom soundtrack is wonderful! Ficedula, have my babies!

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Archive / New version of FF7Music
« on: 2005-10-15 00:37:24 »
Hmm. Still no-go. I think I had the most up-to-date version of ficelib, but I've updated anyway, and still having the same problem. Although it did cause a small change, in that once it's hanging on the black screen, if I force FF7Music to close, FF7 does the whole Eidos thing and continues to run normally (sans music). Weird!

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Archive / New version of FF7Music
« on: 2005-10-14 23:43:30 »
Wow! Just as I was looking at making a whole new FF7 MP3 collectiony thingy, and was starting to tackle the looping problem, this comes along! Excellent, ficedula! Thanks! Yay for FF7Music updates!

However.. first problem has already struck. I've configured everything (what I believe to be) correctly, FF7Music finds the /ficedula .INI, and all the settings and such are setup properly, so then I pop my FF7 CD into the tray, and click to 'Run FF7'. Everything wirrs into action (WM_ACTIVATEAPP and so on), but then FF7 just hangs at a black screen before the Eidos demo video, and the only way to exit is to either CTRL-ALT-DEL and close or get lucky and rightclick the icon in the taskbar (it still shows when the screen blacks out), I can alt-tab and stuff perfectly fine. This has been tried with a clean 1.02 .EXE, and different patched versions such as the high-res patch and so on.

If I try to run FF7 through the regular shortcut or FF7.EXE, with FF7Music open, the same thing still happens. Closing FF7Music and then running FF7 as normal works as it should, however (well, with no sound, because I turned MIDI off internally and stuff). Very strange!

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Archive / FF7Music - mixing MP3s and PSFs?
« on: 2005-10-14 17:48:19 »
Quote from: The Skillster
doesnt it loop mp3s?


As far as I am aware... no?

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Archive / FF7Music - mixing MP3s and PSFs?
« on: 2005-10-13 17:21:57 »
What are you all doing to counter the "MP3s DO NOT LOOP IN FF7MUSIC" thing? Making MP3s that are like 30 minutes long each?

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Archive / Kill / Run / Battle Counter
« on: 2005-10-11 22:48:12 »
dziugo! Excellent! Thanks so much! And that checksum program is extremely useful, thanks a ton! That can't be allowed to get lost in the folds of time!

I had been attempting to get a hold of Gears, but for some reason, all the download links I was finding over the board were all broken. So, thanks again for that little nugget of info.

It's nice to fiddle, play, and be awarded your limit breaks upon completion of a battle. And Vincent with a powered up Death Penalty is quite.. er.. super? (All the world needs now is a way to stop 'LIMIT' from overwriting the option to attack, but that's a whole other kettle of fish)

Thanks again dziugo. Love the Mini-game Patcher, by the way. :)

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Archive / Kill / Run / Battle Counter
« on: 2005-10-11 18:58:48 »
I've been searching high and low around the valley of Qhimm, but sadly I'm really struggling to find any answers relating to these three 'stats'! I'm not too sure this is in the right forum, but I figured Game-Tweaking might be right, because at least if anyone has some wonderful knowledge, we could cause some tweaks as a result of this post. Maybe.

So, the Kill Counter! We know that there is one 'stored' for every character individually, but where? I figured that the most obvious place would be amongst the save-game data, but from what I'm reading up on the whole format (Jenova source, lots of lovely notes by forum honchos, and such), there seems to be little, if nothing at all, pertaining to this stat! Where on earth could it be stored? I just figured it'd be useful if there was anyway we could edit this, even through Hexing savestates! I'm looking for a way to fiddle with the number (although I can't imagine what chaos it might cause in regard to learning limits, probably a thousand bugs).

Also, just to clarify, the only time this stat (per character) is called into effect is for Limit Break growth, and the power of Vincent's Ultimate Weapon, correct? (using the Death Penalty is what triggered this search of mine) Seeing as we all know how that works, what with the whole 'Power = [Power * [Vincent's Kills / 128] / 16] + 10' (Cheers Terence!) Meaning that in order to get the weapon upto say, the power of Cloud's Ultima Weapon, with Cloud of full HP, would take around 5000 'final blows'? Aiee!

And about the rest of the counters, are the Run/Battle Counters stored within the Savestate, too? Again there's little info floating around regarding the location of either of them (from what I can find, at least), and the only time this stat is called into effect is for the Sleeping man in Junon, and the damage of Chocobuckle, right? This one could be quite fun to play with, especially those that want to see 'All Lucky 7's' alot, teehee.

I realise it's quite cheeky of me to have my first post be some elongated version of a "TELL ME PLZ", but I've been hunting all over, and there really seems to be little info about the individual kill count, other than GET OUT THERE AND SLASH AWAY, BOY! So here's hoping some of you lovely Qhimm folks might be able to help out a tad!

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