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Messages - The_Iron_Chef

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Just wanted to say thanks for the mention about Enslava's save file compilation! You were a great help. I'm transferring my stats to one of his saves. So far, I think the cause was Black Chocobo. I guess I'll wait until it's out of its beta stages. Thanks again for the help!

2
Yes, I have, actually. Could that be the problem? I like the program, in all honesty, but I've got some weird effects sometimes, and I understand its somewhere in the beta stages right now. Like, for example, after I used it, sometimes my character's sprite (Cloud) is invisible in-game, with just the white glove indicating where he is, and other times, his sprite has been switched with another character's, namely Red XIII's. Thanks for the reply!

3
Hi there. I've searched the forums for anyone that seems to have the same problem as me and it seems I'm the first one to encounter this crash in the game. I've installed the remix patch (huge compilation of mods/enhancements) and then I installed a few independent model changes, etc, involving the battle/char.lgp files. I thought at first, those files were the problem. So I tried actually re-installing FF7 to another folder in my computer (meaning I installed it twice), with one version of FF7 with the mods and updates, and another fresh, clean install that is unmodified. I STILL crash at the same exact spot! I also tried using GYPT to "guard" that scene and hopefully overcome the freeze point. No luck either. My game is crashing at the part where it's RIGHT AFTER the date scene with Tifa/Aeris/Yuffie/Barret. I also tried to modify the love points to see if a date specifically with one of the characters is causing the character, but it wasn't. If it wasn't a fresh, clean install that fixed this problem, I don't know what can. I guess there's a complex problem with my system's hardware that is interfering or something. The game crashes RIGHT when Cait Sith has reached the Chocobo square entrance of the Gold Saucer. He is supposed to toss the keystone up to the helicopter, but in my game, my characters never come into the screen, and Cait Sith is just standing on the steps, facing me. However, the music is still playing and the background animations are still running! I believe I've tried all the possible solutions to fix this crash point. Does anybody know a solution/encountered the same problem? I also uploaded the save file for anyone that is willing to play me through that chocobo square crash scene, which I would be extremely thankful for! All I would need is a save point immediately after that crash scene. Here is the link if you need:

http://www.2shared.com/file/7KgMbcCG/save00.html

Thank you in advance!

4
Archive / Re: STICKY: FF7 Music
« on: 2008-07-30 06:18:10 »
hmm... Well from my knowledge, i followed this site: http://savvygeek.com/2007/10/05/final-fantasy-vii-in-restored-glory/

I followed it EXACTLY step by step, except that i used out_wave.dll because out_ds.dll didn't work for me. Make sure you get your psf files folder path correctly, otherwise, everything on that site should explain very clearly...

68mustangfan, did you solve your problem from before?

5
Releases / Re: [Release] Slayersnext's Customized Models
« on: 2008-07-30 06:13:02 »
Wow these models look great!

I see you've released the max models, but are the ones you just released able to be put in-game? I'm used to doing the old method of extracting the battle.lgp files and then replacing the files with the appropriate replacements and then re-compiling, but i've never done this before. I have 3ds max 8 and all, but did you release these just so that we can view them? Or are they able to be put in-game by ourselves? I'd really like to enhance my playthrough right now with your models, thank you for replying in advance!

6
Archive / Re: Game Save, Mithril mine
« on: 2008-07-30 06:07:57 »
You sure are lucky! I just got up to that point, plus i've got all the enemy skills that you can get by that point in the game. I've trained all my characters to level 22, including non-party members (was a pain). I've been doing some intense training, plus i've got up to Aerith's level 3 limit break, so i'd say they're pretty uber by now. I didn't edit any stats or items or anything, but I DID add a bunch of enemy lure mastered materias into my collection because i wanted to speed up my encounter rate, sorry about that. You can take them out.

http://files.filefront.com/save00ff7/;11279268;/fileinfo.html


Enjoy!

Oh yeah, remember, you just have to replace your other save file in your root ff7 folder's save folder  :wink:


7
Archive / Re: STICKY: FF7 Music
« on: 2008-07-21 04:27:09 »
Strange... I can't seem to figure it out

I can't seem to find what's missing, I guess I'm all out of ideas too.

I'll look into it mustangfan

8
Archive / Re: STICKY: FF7 Music
« on: 2008-07-21 03:07:25 »
Hmm... weird

Did you start with a fresh install? And did you use out_wave.dll instead of out_ds.dll?

Also... did you first install the 1.02 patch? Oh yeah, and you HAVE to make sure that the music directory is CORRECTLY written in FF7music... that is, the path to the folder that contains all the .psf files. Mine is C:\Program Files\Square Soft, Inc\Final Fantasy VII\Ficedula\FF7Mp3\PSF because I installed everything by their default paths.

9
Archive / Re: STICKY: FF7 Music
« on: 2008-07-20 07:24:51 »
I'm getting unbelievably frustrated right now. I followed the instructions carefully but the psfs I'm using are refusing to work. I've tried literally everything I could think of short of throwing this computer into a wall but it still plays the original midi files and when I mute the midi, there's no music at all. I hope someone can help me because I'm all out of ideas.

Here, try this website: http://savvygeek.com/2007/10/05/final-fantasy-vii-in-restored-glory/

Follow those instructions exactly. You can skip all the other mods other than restoring the music (that is, what you want to do: Playing the original PSF files instead of the MIDI music) I think the key here is that you HAVE to install the 1.02 patch. The link to the patch is given in that site. THe only two mods that HAVE to be installed before anything else are The_SaiNt's high resolution mod and the official 1.02 patch, everything else can be done in random order I believe. Just remember, since you're trying to replace the music, try installing the 1.02 patch FIRST. That's pretty much a must. The site gives pretty detailed instructions, and I also suggest you use out_wave.dll, not out_ds.dll. I've gotten success with out_wave only. All the other mods on the site are optional :)

10
Archive / Re: Very tedious and overused question... Sorry
« on: 2008-07-20 04:44:41 »
Well the maximum of the bar is 255, since in the savegame character editor, if you set it at 255, your gauge is full, but i'll try and do it at 4 bytes anyway.

Well i got a trial version of Gamehack 2.0 since that's what the gamefaqs guide author says he used, but the addresses seem different from yours. I'll try it with this one now, but thanks for all the help Landarma! Let me know if you recall anything new.

EDIT:
Looks like gamehack is a bust  :-(
It uses totally different addresses... Landarma, if you remember HOW you obtained both the limit gauge addresses and the random encounter one, I would be forever in your debt. But you've helped me out a lot already so far, thanks a lot man.

11
Archive / Re: Very tedious and overused question... Sorry
« on: 2008-07-20 04:28:55 »
WOW THIS IS AWESOME!

Thanks Landarma!

However, I just ran a test using your advice. I checked my limit bar meter for Player 1 using the character editor program, and set it at 251, and it seems to correspond with the address I put in! (99A470 E950h)

However, when I changed the value to 255, nothing happened! The limit bar didn't reach the maximum! What could've gone wrong? I read somewhere that the character limit bars in the game actually have TWO addresses that need to match in order for it to change...

Also, this is the gamefaqs hacking page that you mentioned http://www.gamefaqs.com/computer/doswin/file/130791/13970

The author says, near 3/4 of the page, in the limit break gauge section, that there are two addresses...

However, I forgot to tell you, I have a BUNCH of mods installed on my installation of FF7... the NPC RP mod, avatar, the new buster sword, the high res cloud, and the_SaiNt's high res patch, and a few others. I also have ff7music so that I play the .psf files instead of the MIDI ones... Could these mods have POSSIBLY changed all the addresses around?

Thanks for the help though, looks like you were right! Maybe there's one other address that needs to be changed too though... That's what I read.
Thanks for the reply Landarma.

12
Archive / Re: Very tedious and overused question... Sorry
« on: 2008-07-18 09:05:19 »
hey thanks for replying!

One problem with what you suggested is that... well... I don't have the addresses for the 1.00 version either!

I think I may have a solution though. I was thinking I would check for an unknown value after I've exited an area that HAS random encounters, and check in "Has changed to 0" when I go into an area that has 0 random encounters, like a town. Wouldn't that make sense? I mean a town or other place with no random encounters should have a random encounter rate of 0, right? The only problem is that I don't know if there are any other values that change to 0 in a situation like that... I mean I don't want to mess up the game in any way you know? Then I'd have to start all over again.

13
Archive / Re: Very tedious and overused question... Sorry
« on: 2008-07-16 06:32:36 »
Alright, so I finally decided to just install the 1.02 patch. It works great so far, and I also decided to make my own trainer for it (if I'm not mistaken, there are not a lot, if any, 1.02 trainers out there right?)

The two options I essentially want to edit are the limit break bars and random encounter rates. The point of this trainer, i guess, is to speed up gameplay and to basically cover up what the save editors can't do. I've got the character 1, 2, and 3 address values for the trainer figured out using the trainer address finding program Tsearch, so I'm set on that. However... the random encounter value is a whole different story. Not only do I not know the byte range, but I also don't know when the value changes in the game! Is it whenever you enter a new area? If your character is in a town, then does the value suddenly change to 0? I'm using tsearch to accomplish this trainer, so if any of you experienced trainer-makers are around, can you please reply to my question? Or if you already know the addresses for random encounters, that would be even better! I know Tony Nilsson made his trainer to bump up the encounter rates, so does anybody know how to solve this for me? Thanks in advance!

I will definitely release this trainer once it's complete, since it's probably one of the few (if there even are any..) trainers that's compatible with 1.02. Thanks in advance for any replies!

14
Archive / Very tedious and overused question... Sorry
« on: 2008-07-16 00:30:05 »
Hi guys! I've been inactive on these forums for like 2 years now, but i guess something just sparked my interest in my copy of FF7 again. I'm still not exactly up to par with all the modding knowledge for FF7, but i hope i can eventually contribute something to these forums. However, since I've been gone, I found some awesome new mods made by people that I haven't seen before, and I decided to play through FF7 again using all the incredible mod releases. Most of the mods I downloaded, including the high res cloud in battle patch, the NPC RP project, new spell names, battle swirl fix, advent children avatars, and the XP chocobo fix all seem to work flawlessly! However, I decided to cut back on the two probably most important ones, The_SaiNt's High resolution 1280 x 960 patch.... and (I know, what was I thinking) the official 1.02 patch.

THe reason I didn't apply these two patches is because I also wanted to utilize Tony Nilsson's trainer, specifically for the fact that I can bump up my random encounter rate to as high as I want. I want to do this so that I can make my character training go a little faster... However, I've also heard that this trainer's incompatible with 1.02! So I just decided to use the mods I have right now and not take advantage of the 1.02 patch or The_SaiNt's high res patch... Quite a stupid tradeoff, but this is what i prefer. Now the LAST patch I wanted to use was Ficedula's FF7music program, and specifically, I used Kocuru's compilation of Neil Corlett's  and Ficedula's programs in one package (the one including all the plugins, ff7music, the psf files, and cetra). I followed every single direction according to this specific site http://savvygeek.com/2007/10/05/final-fantasy-vii-in-restored-glory/ (only the section that tells you how to replace the crappy PC midi's with the playstation's PSF files).

I followed EVERY step in that section along with the file i downloaded from it... To no avail. When I play FF7, all I get is the game effect sounds and NO MUSIC! It seems when I turned my midi volume back ON... I was back to the plain MIDI sounds instead of the psf songs. WHich means they were never replaced! I came to the assumption that I NEED to install version 1.02 to get FF7music and cetra to replace the MIDI's with the psf files?... Is this right?

And if so, then is there a trainer out there (which allows VERY high random encounters) that's actually compatible with 1.02? I've looked at most of them, and saw that they were all for 1.0... I guess my only solution would be to make my OWN trainer and change the random encounter rate myself, which I am willing to do. This is all because I'm also willing to install the 1.02 patch (which, on the good side, would also let me use The_SaiNt's high res patch  :-D).

I'm sorry for the reaallly long paragraph.. I know i'm rambling, but it would be a GREAT help to me if you guys replied! I've searched the whole night for answers to these repeated questions, but I just couldn't figure out the answer (i also checked the sticky thread on FF7music). Thanks in advance for any replies! It's great to be back!

15
Archive / Re: And now wearing glass armor..
« on: 2006-07-28 04:18:03 »
Editing Weapon models?!

I can clearly see a custom battle animations importer... awesome job Reunion.

I know I'm new, and though I just started planning to contribute to the community, Reunion was the first name I heard when I entered these forums. It's nice to know there are still dedicated people for this hopeful little community. Insane job, Reunion.

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Archive / Re: Modding the ff7 [need help]
« on: 2006-07-25 15:50:37 »
ingame battle animations (Cloud slashing his sword, Barret shooting his gun, Tifa punching, Spell casting animations, limit breaks, etc..) are a no-no for now, aren't they...?

Battle animations and battle weapon models are really the only two things I want to edit...  :-(

Will Reunion's importer support these two?

17
Archive / Re: Zack Field Model
« on: 2006-07-23 16:43:49 »
WOW! That portrait's smexy  :-)

I lub it, but can you plz re-upload the file? Pwetty plz?  :-(

Rapidshare stated the file was taken off.... I'd really like to try out your field mod, thx a lot in advance Unknown.

Oh and to the user above me, I think you would first apply the Zack battle and field mods first, because the NPC mod is a .exe, which will run an installation externally... meaning it might change the FF7.exe file, so back the exe first, and then apply the Zack mod first before NPC.... or at least I think that's it.... I'm new, so I won't know so much :-/

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