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Messages - Jeet

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1
Hello , you mean when you was configurating the button? customise option? i did this many time and i got no issue so if your talking about this could you tell me where it was, and if its come everytime you go there? or its a random glitch?

Update for everyone: I found a crash/glitch when fighting an ennemy need chocoboranch area in worldmap, im very busy right night so i cannot fix it yet, but its probably an ennemy that i accendatilly modified and forgot to swap it back ( the ennemy is probably the elephant monster )

2
Unfortually i tried the masamune wield in field but the file is too big for the psx, its crashes, about the weapon and final boss i didnt modified them, maybe final boss is slightly stronger but not that much, same for ultimate and diamond weapon, ruby and emerald are unmodified, i dont wanted an hardcore mode either, just a little more challenging game to not get bored

3
Thanks a lot i appreciate your feedbacks !
I plan to give to Sephiroth a little more animation in field too ( laughing , moving arms while talking, climbin, jumping etc) on next update , and swapping ennemies version as well, probably next year
For the names its just the Japanese game that are in the original file foldier ( sephiros and vinsent) its just to give the game an "alternate" version just like the portrait are from the alternate artwork from nomura , but the main reason is to recognize the real sephiroth and the "clone playable" sephiroth that i changed the name, ofc the player feel free to put the real name instead

4
Thanks :)
Sephiroth in the actual version start with double cut, all his weapons have been changed to katana real life and mythologics inspired japanese swords names, ultima weapon is changed to masamune ( same stats as masamune if i remember well i did this change long time ago) its obtained after defeating hojo in end of disc2, omnislash is replaced by supernova ( japanese version) dropped by ultimate weapon (or in gold saucer like in the original game)

If you prefer wait the final version of the mod u will have to be patient, this patch was focusing on battles, while the other one will be focused on fields ( outside of battle) for this it will be WAY longer, modding field model in PSX is time consuming , i plan to go back on it in a lot of months.

5
Thanks :)

6
Update :  Video of the gameplay is up, i will upload the patch later in the day, here is the link:
Update2: download link ready ! in the video description :

https://www.youtube.com/watch?v=Os4RK5YujGI

@Kimsiudog
1) i dont think he publied the mod he mainly do this for personal use but we its will definitly be public someday, for pc too
2) the pictures here are not the portrait i used for the previous Sephiroth mod, they are fresh new with better quality
3)totally agree, next release will be the final one that will fix the details about the field models, outside of battle sometimes Sephiroth appear as Cloud or have no real animation like climbing, when i will complete that the goal is to be the real Sephiroth and not an unfinished version, so changing his stats is a good idea :)

7
Thanks, I finished the testing phase, everything is set now I just need to upload the video and the patch

Nicoc1991 shared to me a new Dayne portrait, very close to the original arts, i just uploaded it in pictures section.

Btw he is the one who is closer to port my mod to PC , he already ported many things but i dont know if the " transformations"
( safer/jenova/lifeform) are so easy to port on PC , the camera will be an issue too, but im sure it will be donable in the future, if he have issues with it i will join him in the project later so people could use it on PC with the HD models features that this platform provides

8
thanks, technically this mod is 100% donable for PC, but im only a PS1 retro modder , im not working on PC ( at least for now since i still have others projects, maybe i'll port it in the future) Some of my features like playable bosses (dayne shinra etc)have been ported on PC mods

9
Thanks !
This one is closer to the experience i wanted for a mod

10
Update :  Video of the gameplay is up
Update2: Download link ready ! in the video description :

https://www.youtube.com/watch?v=Os4RK5YujGI

Hello everyone, after a lot of years i decided to fix and enhance my original Sephiroth mod(soon available):


FF7" border="0


The picture say everything the most important changes are on thoses 3 characters ( and cait sith)
Sometimes less is better than too much, i think i added too much things in the previous mod and changed too much character, i had a lot of request to get back the original roster with only few changes like Sephiroth, and now i totally agree with that


gjeno" border="0
gfiros" border="0


So basically, everything is back to normal, characters, magic, names etc, what is modified is :

Visual:

-Cloud to Sephiroth
-Barret to Dayne (new moves, better animations and sounds effect , real field model)
-Caith Sith to Tonby ( customized tomberry king)
-Vincent have news moves better looking attacks ( using guns and claws), 2 limits break per level instad of 1
-Only Sephiroth and Vinsent can transform ( Jenova/synthesis in disc1, bizarro/safer in disc2 and 3, lifeform N and hellectic for vinse)
-Transformations have now special sounds effects when attacking , transforming or casting magic
-Transformations have enhanced dynamic camera and transformations transitions have now original bosses animations
-Bizarro and Safer Sephiroth have more and better looking animations set and now have their Eyes displayed !
-all hacked character have real weapon's name and limits break ( in previous mod they was named " L1 L2 etc")
-all portrait have been remade (no more ugly pixelised ones)


gvinse" border="0
hdyne" border="0
itonby" border="0


Gameplay:( i dont wanted to modify too much things to keep the original experience from FF7 but there is still some changes)

-Game is still harder than in the original but now the difficulty is smoother, trash mobs wont be able to wipe your team
-But bosses and big ennemies like dragon are still a challenger and will require use of every materia to defeat
-To compensate , all magic/summon and player's weapon are slightly stronger
-Ultimate weapon from every characters now have growth on their materia slots
-Shield materia now boost stats per % so its better use late game
-Mystify materia is now Sephiroth starting materia and renamed to " Stigma" materia,its still does the " confuse and berserk" but with enhanced effect and " bizarro shock" visual, thats the only materia that have the visual modified


field2" border="0
field1" border="0


Audio, the music changed in accordance with Sephiroth transformations ( jenova disc1 and bizarro disc2):

-Normal battle theme in Disc1 in Midgar arc is changed to "Crazy motorcycle" theme , boss battle theme is unchanged
-Normal battle theme in Disc1  is changed to "J.E.N.O.V.A" theme , boss battle theme is unchanged
-Normal battle theme in Dis2  and Disc3 is changed to "Birth of a God" theme and bosses battles to "Jenova Absolute theme"
-Normal and boss battle theme in World map are unchanged


Finally here is the final roster ( thanks to nicco1991 for his wonderful restauration of dayne original artwork:)


roster" border="0


Whats still sucks and need to be done in the future (final version) :

-Sephiroth field model still dont have a climbing/jumping animation outside of battle
-Tonby field model need to be improved , you can see him in one of the screenshot, its basically a recolored caitsith with a hood
-Kid Cloud, female Cloud and Cloud with buster sword in field/outside battle need to be replaced by Sephiroth field model
-Enemy Sephiroth and enemy Dayne need to be replaced by Cloud and Barret in field
-changing final boss ( bizarro/safer battles) to enemy Cloud



In the meantime, if anyone is interested by FF8, here is a link to my Final Fantasy 8 Galbadia mod ( Fujin, Raijin and Edea playable):

https://forums.qhimm.com/index.php?topic=26690.msg296070#msg296070






11
Mod is finally done and tested, video and patches links on first post.

12
Thanks, the mod is actually made on PS1 , its working on PC since nicoc1991 is porting it but i think he is not finished yet so it will come a little later, then u could add it to your mod manager, it will be a PPF patch for PSX, for PC i dont know how its works but its seems to be only files replacements, there is not too  much file to modify so i could release the modified files too eventually for pc users ( but i dont think the kernel is 100% compatible)

13
Thanks you vayneruel, the testing phase is soon over, fortunally no glitches so far, except few ones that i will list in the release.

14
Video link (download link in description) :

https://www.youtube.com/watch?v=5YWgGMuN-us

Use PPFomatic tool to install the patch on the NTSC version of FF8 PS1

Hello, first of all i'd like to thanks LVG for sharing his discovers about the ennemies animations script section, Myst6re for his tools and FF8 knowledge on the structure of the game, the doomtrain's team (alex, maki and JWP) and Nicoc1991 who helped me all way long during this long and difficult mod ( 1 month but very intense since FF8 game structure if far more difficult to access than FF7's) with his artworks and all the data he gathered for me.


FF8" border="0


So what  this mod is about :

Visual changes :

1-Playing as Raijin, Fujin and Edea as permanent character they will replace Irvine, Selphie and Quistis ( Squall , Zell and Rinoa are not modified)
2-Squall and Zell field models ( out of battle) upgraded to high-res versions ( more details like battle models)
3-Recolored Zell and Kiros pants to black color
4-Restored Gerogero colors/texture from the original uncensored japanese game
5-Changed Quetzacoatl and Siren for Gilgamesh and Odin ( using doom train tool)

Audio changes :

6-"Man with a Machine gun" , "Premonition" and "Maybe I'm a lion" used for battle and boss musics
7-Restored original music from the demo disc "Dollet raid" for dollet mission

Gameplay changes:

8-Some GFs have better starting abilities and they cost less AP
9-Magics deal more damage and are easier to farm
10-Bosses are more difficults

Whats needs to be done :(for the V2)

1-Changing the second Edea ( the real one that join in disc3) models to another character , because right now there will be 2 Edeas in the Eshtar mission when she join, the one that join temporary wears the red mask
2-Ability to go into the dream world ( Laguna team) for some optional dungeons
3-Making Seifer playable

Modded characters have the complete skill-set in battle , limits breaks, all animations and their portraits working.


Here is some comparison screenshot in field with modded characters and normal squall to high res squall and zell:


MOD1" border="0

MOD2" border="0

MOD2A" border="0


In battle we finally can see Raijin and Fujin perform their " attack commands", with Raijin special and Sai as their normal attack commands:


MOD3" border="0

MOD4" border="0


Finally the portraits with modified character and new GFs (Raijin,Fujin and gilgamesh portraits rearranged by Nicoc1991):


MOD5" border="0



IMPORTANTS INSTRUCTIONS :

-PS1 US version of FF8 only
-Odin can kill bosses but doesnt works vs multi forms bosses
-Do not use any of Edea/Quistis limits break items, use only her first limit break.
-Fujin limits break have gravity elements, so it cant kill enemies but deal tons of damage to high hp monsters, its add status effect as well ( works 100% even vs bosses)
-Raijin limit break is " Mad rush" , its en enhanced version of mad rush and grants aura status to all allies
-Gilgamesh can use boost command
-Diablos now break armor/vitality of ennemies and deal normal damage, can use boost command as well.


15
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2015-07-05 13:27:31 »
Yes i know, most of hacked characters dont have something that could match with a throwing animation, except dyne maybe, so they dont play any animation when they are throwing something.

16
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2015-07-01 13:17:17 »
Hi, no i cant upload the eboot, but the patch should work if you follow the instruction, if you play on the PSP , test it on psx emulator first, on your computer.

Verify you have the US version of ff7 , it wont works if you patch an already modified iso, or load a savegame from an untouched ff7, you have to start a new game once you installed the patch

But it seems your playing on psp, and the only blackscreen issue i noticed is if you created a MULTI DISC eboot, i wrote in the read me that a multi disc wont works and will result in a blackscreen at start, to solve this just create one eboot per disc, you'll have 3 FF7 in your PSP game folder, but it will works without problems since when u finish a disc, you can save, then quit and load the other disc , etc.
Dont forget to name all the eboot with the same ID, (not only the game save id) or your psp wont recognize your saves if you swap disc.

Tested on a 6.60 and 6.39 fat psp, and probably works on others versions.

17
1/You must open your ISO ( not the eboot) with CDprog
2/Changing the battle model:once ur inside  the iso browse the folders until you find BATTLE6 (or something like that, anyway its the last battle folder) u'll find a file named CLOUD.LZS , right click on it > insert file , now choose the modded cloud.lzs from lazy bastard
3/Changing field model: now go back in the main ff7 iso directory, u'll see a FIELD folder, go in , find CLOUD ( i dnt remember the extension  but there is only one cloud file in this folder u wont miss it), right click on it > insert file, and choose the modified cloud field model from lazy bastard mod
4/Changing the world map model: same as above but in WM folder instead of FIELD folder, there is 2 WM folders if i remember  u have to find the one with WM0 , thats the name of cloud world map model , ther two others are tifa and cid
5/ Close CDprog, convert your modified ISO in PSP format and ur done

This mod was the very first PSX graphical mod i saw, I could never release mine without the knowledge from his edited files thats why i remember it even if im not a big fan of cloud :D

This may be look tempting for a beginner to mess with the characters with CDprog but swapping already modded files is one thing, while editing them to be playable cant be done without knowledge in hex editing. But you can still swap sephiroth.LZS ( his battle model) with Cid for example, u'll have a playable sephiroth instead of cid BUT this the ' easy way' because he'll have cid 's limits break (it will be buggy) and since he will not be edited he will lack advanced animations  like 4*slash, and he wont have a field model (he have an existing battle model but the field model is compressed with many other npc, so unlike cloud and his team u'll never find him in the field folder) But at least you'll have a modded cloud and a playable sephiroth in the same party, without any hacking knowledge, thats better than nothing.

I had a fully edited and playable sephiroth who could replace cid and barret in term of compatibilty, for field and battle, but my hdd crashed some month ago and i lost these data, the sephiroth  from my actual uploaded mod is the real one,meaning he is not compatible with any other characters except maybe aerith, and more than that its an auto installer so its impossible to get 'only' him, so like i said ur best bet would be the easy way, by swapping only his battle model  with another team member

Edit: you can change his portrait too, in the MNU folder, if, for example, u swapped cid with sephiroth in battle , and u want him to have his portrait , u have to exctract sephiroth portrait, right clik and extract the file who looks like zephiros.MNU or sephiroth.MNU i dont remember well, then go on cid.MNU and insert sephiroth 's portrait. I think thats all about the basics with cdprog

18
I had a similar problem using a modification tool, after i edited the file it was corrupted for the psp platform, but working well on emulator, to solve this I manually edited the file with hex editing, like someone here suggested to, its look impossible to locate the desired value because the amount of data but this is donable using the 'look for differences' option, just compare the untouched save with the edited one,the hexeditor will show you all the values that have been modified, the trick is to change these values so they match with the hacked save, and ofc do note modify the value that made the file corrupted, again its not possible to localize it directly, but if you change the love points from 0 to 09, u'll be able to see the '9' in the hexeditor 's differences calculation, with this you'll be able to locate where are the love points, for values over '09' u must use a calculator to translate the number into hexadecimal.

That maybe look complicated or not accurate but i did this to edit manually the dat files of the game and its worked.

19
Its not really a 'psp' version , the psp only emulate the original playstation game,so its more correct to say psx version .

There is some things you need to know about the psp/psx modding.

Mods that import custom data like the ones in this thread are impossible  on psx, the only way to modify a psx version is with already existing models, as you can see here he created his own models and weapons, so there is no way you'll have this on console.PSX version is limited in memory, implanting too much detailled characters will result in a crash. In addition to that,unlike on PC, there is no tools for modding 3D models, everythings must be done with hex editing. For these reasons , i suppose, most of the mods that change characters graphics are for PC.

If you really a big fan of Cloud and psx version i remember that Lazy bastard uploaded a costume mod for Cloud in shinra uniform,in field,world map and battle, that looked really cool, far more detailled than the original cloud's outfit. I dont think the mod was uploaded here but must be easy to find on google

20
Completely Unrelated / Re: Dilly Dally, Shilly Shally
« on: 2015-05-02 14:50:43 »
If i remember well the  original FF7 team is different from the guys who made AC, if that was EXACTLY the same team i would accept that AC is canon , ofc i'll still be mad but i'll accept the fact(just like for star wars)

The guys who have made FF compilation thought FF7 was great because Cloud and sephiroth was cool looking, had big swords and superhuman powers. They dont give a sh*t about the story itself , the pessimist background, the personnallity of each characters,even Caith sith story  in the game is more interesting than any AC character's.

I remember these guys in a making of saying things like they spent TONS of time on the mouth's animations, visual is cool sure but theses money makers doesnt desserve the word canon on their work,even if they own the rights

21
Completely Unrelated / Re: Dilly Dally, Shilly Shally
« on: 2015-04-29 18:42:15 »
Totally agree with luke fight, intense, short and realistic, I never had this feeling in the prequels, ( It  looked more  like a cartoon movie with all theses retarded androids and jarjar), and its sad because i really liked the idea of retracing the story of such  interesting characters like vader, and obi. I personally think that  movies follows the same path than videogames, tons of visual and empty story/backgrounds, Of course there is still exceptions..

22
Completely Unrelated / Re: Dilly Dally, Shilly Shally
« on: 2015-04-26 22:32:40 »
Im glad im not alone to realize how fashion-emo ff7 movies(and sequels) are, for me the most important difference was with zack death ( not the movie but similar ) his death was sad to watch, no music, just the sound of the bullets killing a dying zack, he looked pathetic at this moment and that made his death even more awful, two guys shooting a young man full of dreams and projects.

In crisis core, he is smiling vs 65456776555 soldiers shooting at him, where is the sadness in this trash scene? they totally ruined one of the most epic moment, it was like watching a japanese remake of 300.

I  remember a pessismist story, musics and background for most of the game, if the movie was supposed to be fan service they failed

23
Agree, this costume is definitly the best, its really sad they didnt stay on this kind of design for all FF7 sequels, the new generation sephiroth really sucks compared to this, anyway good job , this looks really nice

24
lool , really fun message, but i think your in the wrong thread, this is for release only

25
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2015-01-23 00:29:40 »
Its PSX , not PC, we cant insert a file BIGGER than the original, with all the modifications i did, certains file was biggers, to insert them back in the game i was forced to delete some text, most of time its useless text like this one " enter the menu and select save", if i wouldnt delete this text the mod would not works, i dont understand why u care about something so trivial?

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