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 - Chthon

Pages: [1] 2
1
Releases / Re: Aavock UI 1:1Remastered
« on: 2025-11-10 05:45:23 »
Hi there. Would you mind if I included a few textures from Aavock ESUI in a "compatibility pack" mod?

Specifically, I'm looking at:
* Prelude screen
* Game over screen
* "500 years later" text crawl

I'd like to use your versions at maximum priority, even if other mods want to do something else, or are just plain incompatible with Aavock ESUI.

2
Hi there. Would you mind if I included a reverse-color-corrected version of your "Potraits Borderless Cropped" icon set in a "compatibilty pack" mod so that they will display correctly with the revised NTSC-J mode?

3
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2025-11-10 05:29:00 »
Hi there. Would you mind if I include a few files from this mod in a "compatibility pack" mod that resolves compatibility problems, and also color corrects a few textures for the revised NTSC-J mode?

Specifically, I'm looking at:
* color correction of mini-avatars
* SNES-style button glyphs (requires reproducing font spritesheets)
* new materia icons (requires reproducing some spritesheets)

4
Hi there. Would you mind if I included your "ninostyle" chibi-replacement videos in a "compatibility pack" mod to override compatibility problems with other mods (notably SYW Unified FMV)?

5
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-10-14 14:05:44 »
"Restored Test enemies' models from JORG, meaning they are no longer all pyramids."

What animations should I use for them for 60fps?

The best list I can find via googling is:
Test 0 = Guard Hound
Test 1 = Grunt
Test 2 = Deenglow
Test 3 ?
Test 4 = Hedgehog Pie
Test 5 = Serpent
Test 6 = Adamantaimai
Test 7 = Grosspanzer A
Test 8 = Grosspanzer B
Test 9 = Grosspanzer C

Edit: And which Grosspanzer is which? 7=big;8=small;9=mobile?

On the video front, I've worked out how to reproduce the beta text crawl pretty closely. I've just been delayed by some ongoing family stuff.

6
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-10-03 14:29:45 »
Those two text entries aren't used on that map so it makes no difference. The player will never see them.

Oh, I see. Or, rather, I don't. No one does.

A status update on videos:

For the demo video, I was eventually able to make .ass subtitles that are within a few pixels of the subs in your original video when displayed by whatever version of libav vapoursynth-subtext is linked against. (Probably my system library...) It turns out different fonting engines produce painfully divergent kerning, which I had to hack around by changing character spacing repeatedly.

For the beta video, I'm getting nowhere. The square brackets, epsilon, lowercase y, and lambda are neither Times New Roman nor Helvetica. I can probably fake the brackets, but I can't find anything even close for the others, especially the serifs on the lambda. Do you happen to remember what font you used for those characters? Would it be alright if I gave up and went with some other serif font?

[Edit: aha! The epsilon, gamma, and lambda are Monotype Corsiva. (And it's a gamma, not a lowercase y.) Still no idea what font the brackets, but I can probably fake them.]

7
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-23 14:38:27 »
About blin70_2.chunk.1, it looks like you accidentally reused the "yes cut content, yes controller" version of the file for the "yes cut content, no controller" version.

Unless I missed some, I think there are two text boxes that contain button prompts (97 & 98), and I've already fixed them for the hopefully-forthcoming-very-soon 60-fps-fixes.

8
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-22 14:54:38 »
Also, @Chthon, this means you can re-fix shinra office map with this change (I had Palmer open his mouth in the scene where they find President Shinra dead that's why it changed). You have my permission to release your SAC 60fps fixes mod. I think it's less of a headache to just keep it separate because I don't find the hacky solution to detect if 60fps is active on my end very reliable. Just do me a favor and unpack SAC and find the "60fps fixes" folder and include everything in that too (it has 60fps interpolated animations that are unique to SAC).

OK, I'll get to work on that when I can. Is it safe to assume that the fields in need of 60-fps fixes (blin70_2, kuro_4, nvmkin1, mds7st_2, sinin2_1, woa_1, woa_2, woa_3) probably aren't going to change in future SAC releases? At least not very often?

Quote
EDIT: oh the FMV fonts. Opening FMV uses Helvetica Nueue Light STD medium condensed and bold condensed for the main text, and I think Times New Roman for the dates.

Ahhhhh..... I fundamentally misunderstood something. I thought those opening crawls came from some original videos, so I needed to carefully preserve every pixel of them with a mask. But they're not; they're translations you made in a similar visual style as the Japanese originals. (In retrospect, I'm feeling pretty darned foolish for not realizing Square would have no reason to translate a beta video...) So I can, and should, go redo them as subtitles.

On a somewhat related note, I'm redoing Jenova-E again because I figured out how to use .ass effects to mimic the "letter at a time" way FF7 did the subtitles in this FMV. (Those smart alecks named their file standard ".ass" just so that people would have to say things like "ass effects.") (This effect is also doable in vapoursynth/avisynth using masks, but setting up the mask for each character would be miserably time consuming.)

Quote
Also you can capitalize promised land.

OK, I'll do that.

9
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-11 15:41:04 »
Alrighty, here are 15-fps FMVs with SAC translations and beta/demo text crawls applied to SYW's latest and greatest upscales. (Link expires in 7 days.)

For the nonce, I'm planning on releasing the 30-fps versions of these FMVs and the SAC 60-fps fixes as a part of a compatibility-pack mod. They can be moved later if you decide you want them as part of SAC after all, or SYW or 60/30 Gameplay want those components as part of those mods.

10
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-10 15:26:54 »
Good news: I found a method for extracting the opening crawl text from your beta/demo opening FMVs so it can be overlaid onto SYW's latest and greatest upscales. Beta is already done. Demo will get done as soon as I find time. So you're going to get your upscaled 15-fps video set after all.

While I'm here, I've got two questions about the other FMVs:
  • I'm assuming that the change to lowercase "promised land" is intentional, so I shouldn't capitalize it. Is that correct?
  • Fonts. Do we want to approximate the fonts used in the original videos, or try for some sort of consistency?
    • It looks like the original jenova_e FMV uses the original menu/text font, which is a lightly bastardized Verdana.
    • It looks like the original ending_2 FMV uses a Franklin Gothic clone. (Very similar, but lowercase 'a' is a bit different.)
    • If we wanted to make all movies consistent with ESUI, it looks like ESUI is using Helvetica(/clone?).
    • If we wanted to make all movies consistent with the original menu/text (even though ending2 wasn't in the original game), Verdana is a close match.
    • Some other choice for consistency?
    • (If you leave it up to me, I'm going to match the fonts used in the original videos.)

11
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-08 06:31:12 »
Another update: SAC 60fps fixes files v3

I promise this is that last revision of the 60fps fixes until the new new blin70_2 is available.

It belatedly occurred to me to check whether FFNx is automatically doubling wait opcodes in field scripts. Indeed, it is. Which has a few consequences:
  • I incorrectly doubled some waits in woa_1. woa_2, and woa_3, so I had to go back and undo that.
  • The fix for the Shinra Mansion safe is not correct. We want the dial to move 1 number per 2 frames, but automatic doubling of the fix's waits results in 1 number per 3 frames. I was unable to find a hacky way to make a 1-frame wait and ultimately settled for increasing the time limit from 20sec to 30sec. I used Black Chocobo to hack a save file to test this. 20sec is just barely doable; 30sec is more reasonable.
  • My fix for Nibel Reactor gears is not correct. We want them spinning at 30fps, but automatic doubling of the fix's waits results in 20fps. Unfortunately, without a real 1-frame wait operation available, I don't see a way to fix this without adding stutter. Oh well, it still looks better than 60fps. (Hmmm... would stuttering gears actually look... good?...)

12
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-07 16:19:36 »
Okay that's a lot to respond to.

Sorry.  :(

Quote
I've changed blin70_2 since the last update so that will need to be redone

OK. If you send me all four variants of the new blin70_2, I'll redo it.

Quote
maybe I could arrange for the rest of these to be added to the 60fps mod in a new SAC setting. There are also issues with Test 0 since the animations for it in 60fps are for the pyramid version.

Good news! Here is version 2 of 60-fps fixes for SAC. (Again with the lame file host because I can't do forum post attachments -- sorry!) Changed stuff:
  • All it takes to fix Test0's 60-fps battle animations is to copy/paste/rename the guard dog's 60-fps animations. The renamed file is included. (Aside, I had to do a search to figure out what the heck Test0 even is.)
  • After testing, I discovered that the 60 FPS mod's fixes for woa_2 and woa_3 aren't really complete. I've revised them, and added woa_1. These puzzles should now be completely correct at 60 fps. (However, you need FFNx with commit 3ab025d for stuff to continue working correctly after the scripted battle that happens if you fail.)
  • I tested everything except the Shinra mansion safe (sinin2_1), and they all seem to be working correctly. I couldn't test sinin2_1 because I don't have a save file near that point. (Also, I only tested the cutcontent+controller variants, and I'm just assuming I didn't mess up applying the same edits to the other variants.)

Quote
Honestly if you're not doing my intros anyway, I don't want your upscales. It would just be inconsistent at that point.

I'll try to isolate and extract the beta subs from your intros, but I can't guarantee it will work.

13
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-05 05:03:13 »
SAC does not incorperate those fixes, no. frankly I'd rather the 60fps mod accomodate it with a SAC setting, which could also fix some of the other issues 60fps creates with it, but I'm not sure those guys are around anymore.

Fortunately, their readme does include detailed notes on how to apply the fixes to mods like SAC that alter the field scripts. Assuming I didn't botch anything, these chunk files are the 60 fps fixes applied on top of SAC v1.3291's chunk files. Plus one experimental fix of my own. None of them are tested yet. See the included readme for details. (Sorry for the external link; apparently I'm not allowed to attach files to posts here. Link expires in a week.)

[EDIT: Also, what "other issues"? My skills at field script editing are pretty limited, but I could give it a try.]

Quote
as long as they're still the original framerate

They're 30fps, but I can make a 15 fps set if you'd like. Shall I?

Quote
Our version of Jenova_E is already upscaled so I don't need that

It seems like SYW sourced his latest Jenova_E from some apocryphal source, since the quality is waaaay better than the usual PS1 upscales. And, more to the point, waaaaay better than yours.

Quote
but I wouldn't mind the opening variants

I didn't do that one. (Since I personally find the extra text hokey and meddlesome.) The only tool I have for masking baked subtitles that fade in like these do requires a clean copy of the same video as a reference. I'm not sure I've got a version similar enough to that video that it will work.

Quote
and ending variants... Also if you do want to give us them, please change it from "O, lady luck" to just "O lady luck" on Cid's line. That's an edit I've had in the docket for a while.

I can do that.

While I'm at it, I think "lady luck" should be capitalized "Lady Luck," because (a) the general rule is that anthropomorphic personifications of abstract concepts are capitalized (e.g., Lady Liberty, Death, Britannia, Uncle Sam, etc.), and (b) I can't recall ever seeing it elsewhere not capitalized. (Aside, I rather like this translation and would probably favor keeping it over whatever remake3 does.)

Quote
I can ask Turq but I think he has it where he wants it. [EDIT] Yeah he doesn't want to change it. Hope is that Remake 3 gives us an excuse to have a less literal translation anyway lol.

Honestly, I'd be really surprised if whatever remake3 does turns out to be an improvement. I guess we'll see.

14
And it's fixed in v2.3.

15
Update: I think I figured out what's wrong. The directory Dynamic Weapons/Chibi/battle/ is used without any check that the chibi battle models mod is active. If you're using any other battle models mod, like ninostyle HD, this makes a mess. Deleting that directory seems to have fixed the issue. If anyone wants a short-term fix, try that.

16
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-02 05:18:28 »
FYI: The download for v1.3291 is corrupted.

Also, do you know how to contact htp314? The latest Ninostyle Fixes (v2.2) messes up Vincent's 60fps battle animations.

Edit: A couple more questions:

- 60/30 Gameplay has some field animation fixes, but cautions that they're likely not compatible with translation mods. Are these fixes incorporated into SAC? Is compatibility OK if SAC has higher priority than 60/30 Gameplay?

- I applied your retranslated subtitles to SYW's latest generation of upscaled videos. (With some help from Satsuki getting a clean enough copy of Jenova_E to remove the existing subs.) Would you be interested in using these?

- About that troublesome line in Ending2, how about "Yeah. Let's go meet there."? That preserves 会うwhile eliding its direct object by substituting an adverbial phrase, and sounds fairly natural.

17
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-02 05:15:08 »
Like?

As far as the materia growth thing, it's because SAC changes the text to say "Materia Growth" when the vanilla game just says "Growth". ESUI's rearranged menus doesn't account for this. It expects it to just say "Growth" like the regular game does and spaces it accordingly.

But I'm not aware of any other issues...

Bunches of text boxes are borked b/c Aavock's chunky font doesn't fit. The first two examples are Jessie's instructions on how to mount a ladder, and the item pickup on the screen after meeting Aerith for the first time. These are fine in stock ESUI; it's just Aavock that doesn't play well will SAC. I've just given up on Aavock entirely. Stock ESUI looks perfectly fine, and a better translation is much more important to me than a 1:1 UI remake.

18
General Discussion / Re: 7th Heaven on Linux
« on: 2025-08-30 15:04:55 »
Sorry for very tardy reply. Try installing d3dcompiler_43 and d3dcompiler_47 via winetricks/protontricks.

19
Looks like the newest "Ninostyle Chibi Fixes & Additions" broke Vincent's animations, at least for 60 fps. Does anyone know how to contact htp314 to tell them about it?

20
You want Shinra Archeology.

Echo S takes a lot of very self-indulgent liberties.

21
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2025-08-08 02:18:13 »
Small bug with Shinra Archaeology Cut: The text in the pop-up window for the "limit" > "set" menu is misaligned.

Unrelated: I made a button set for SNES-style xinput controllers, like 8bitdo's SN30pro. Would you be interested in adding it?

22
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-08-05 02:44:54 »
[EDIT: Nevermind. Shinra Archaeology Cut and Aavock UI just don't mix. There are so many visual issues that it's not even worth trying. It looks fine in ESUI.]

Hi there. I'm seeing a small issue with Shinra Archaeology Cut + ESUI (+ Aavock UI):

When looking at the preview for buying a weapon/armor in a shop, the second line is supposed to say, for instance, "Materia Growth Normal." However, "Materia Growth" is so long that "Normal" appears over the top of it.

So... one possibility is to change the text to something shorter, like "Mat. Growth," "Growth Rate," "Growth," etc.

Another possibility is to change the x coord for where the value displays.

I'm not sure how feasible changing the x coord is. If it's shared with the first line, it might not be possible to move the start far enough right without having the slot graphics an 8-slot item  run past the right edge of the window.

I also don't know which file contains this x coord, but I have a bad feeling it's probably something that gets clobbered by both ESUI and Aavock UI...

23
Releases / Re: Aavock UI 1:1Remastered
« on: 2025-08-05 02:21:22 »
Hi there. I've noticed one small problem with this masterpiece: The "slot link" graphic used for the preview when buying items in a shop is misaligned.

Also, this sorta-related issue with Shinra Archeology might require a fix at the ESUI and/or Aavock levels.

24
I'm having two problems:

1. I'm trying to run this through Wine (no Steam, no Lutris, just straight-up wine staging 10.12 with DXVK) on a desktop PC (not a Steamdeck) and I'm getting a whole bunch of "window class name is not valid" errors. I can click through the errors and the parts of the UI that do get drawn work. I just can't see or do anything related to those windows.

If someone has this fully working on Linux (desktop, steamdeck, or otherwise), please kindly let me know exactly what you library overrides are.

2. If you launch the game via ff7.exe, as recommended in the steamdeck instructions, the trainer doesn't launch. So no dynamic weapons, etc. What's the proper launch order -- trainer first, or FF7 first? (FYI: It should be possible to launch the trainer inside Steam by using a bat file that launches both ff7 and the trainer.)

25
When you say that this new round of FMV have "more accurate colors," what exactly do you mean?

Did you locate better sources? Use a different method to extract the videos? Use a different upscaler that better preserves color? Made a color adjustment in your avisynth scripts?

In that last case, please share an example script so I know exactly what you did.

(I ask because I'm again working on colorimetry updates for FFNx, and I want to make sure to get these perfect.)

Pages: [1] 2