Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - SmasherHell

Pages: [1]
1
Hello,

I have troubles with Red XIII Kela51 Model, I only see its shadow on the ground when fighting, and that's all it does not appear in cut scene either, is there a way to manually fix it, without installing again the bootleg.

Plus, I discovered that field textures when encoutering Red XIII in Hojo's lab are broken, the background layer is missing when exiting the service lift, and top layer is missing when barret attack the exam cylinder, every playable meshe are glitching and not appearing except their weapons in that location.

I used Bootleg 040 on a steam ff7 release (french version)

Has someone had this kind of trouble ?

2
Now that you say that...32 bits, you 're right...My wowexec is just messing around because of a 16 bits ld installer

3
When FF7 runs on windows XP, it is kind of emulation cause it runs under Window-on-window execution (wowexec.exe) used for 16-bits  old applications...I wonder if that can not cause memory offsets to change...It's just hypothesis I don't have the answer...

4
Memory Offset can not change on Win XP ? Some offset are not reserved for itself ? that would explain FF7 multiple crash and instability, even without patch and software mode...

5
I read the wiki about field file and started trying to code a palette viewer...(just a test to learn programming ^^)

well i've extracted md1stin (first field), uncompressed it and opened it with a hex editor (file is 426 902 bytes) :

00 00 09 00 00 00 2A 00 00 00 47 4A 00 00 71 4A
00 00 97 4F 00 00 A7 69 00 00 41 6E 00 00 29 9D
00 00 5D 9D 00 00 45 A0 00 00

This is offset 0x00 to 0x29

Wiki says offset 0x12 palette section pointer : 97 4F 00 00, I assume section start at offset 0x00004F97 (If I'm not right, it means that section pointer points out of the file...

I make a test with the Camera Matrix Section to see i i'm rights:
offset 0x0A : 47 4A 00 00 (pointer)
I go to offset 0x4A47 to check if data length match the szie
offset 0x4A47 :  26 00 00 00 (assuming it's 0x00000026 cause 0x26000000 will be more than the file size)
0x26 is 38 in dec, size of camera matrix
offset 0x474A0000...out of the file...

Then I go to offset 0x4F97 and start reading

0c 1a 00 00 0c 1a 00 00 00 00 e0 01 00 01 0d 00
85 0c 64 08 63 08 83 08 84 08 a5 08 a5 0c c5 0c
c6 10 e6 10 e7 14 e6 14 e7 10 c6 0c 07 15 84 0c
c5 10 e6 0c 07 19 28 19

0c 1a 00 00 : 4 bytes : section length (6668 bytes)
0c 1a : 2 bytes : section length (including these offset, or else it would be less than 0x1a0c)
00 00 : 2 bytes : unknown
00 : 1 bytes : unknown
00 E0 01 00 : 4 bytes : number of color in palettes...
Where is the problem?...well 1E000 colors, it means 245760 bytes... (16 bits by color)

I can't figure out if i'm too stupid to read the wiki, or if the wiki is wrong and need an update...

Sorry for my bad english...

* Edit
I think i've found out the problem =)

6
Troubleshooting / Re: FF7 XP not working......
« on: 2007-04-17 18:52:08 »
Then enabling TrueMotion codec should fix your blank screen during video =)

7
Troubleshooting / Re: FF7 XP not working......
« on: 2007-04-17 18:25:35 »
Blank screen appear instead of videos, well you don't have TM20 decoder or something disable it...if you have Ace Mega codec pack (if not, I suggest you to install it...), in the Ace dashboard you have to check "TrueMotion 2.0 video decoder" your game should work (I think, it works fine for me)

8
FF7 Tools / Re: Meteor (Alpha)
« on: 2007-04-17 14:53:07 »
Someone could post a new link to download Meteor 0.2, the old one doesn't work...

Thank you =)

9
Archive / Re: Model conversion Tutorial (56K WARNING!!!)
« on: 2007-04-17 00:06:43 »
It's just wonderful, great tutorial, the final model in game looks marvelous ^^ thank you for this work...well I guess after the NPC reconstruction project, the Batlle model enhencing project will begin =) or that would be great (taking model from FF8 to 10)

Pages: [1]