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Messages - LimitBreak

Pages: [1] 2
1
Hmm...

This is Thomly again, from the psp-game :)

Thanks for letting me use your files, off course you will be in the credits, if my project will ever release that is... (being realistic)

Well i followed the link on the torrent at thepiratebay from my pc at home, so it wouldn't be a public pc.


Maybe it's possible that following that link gets you logged in in the account of the poster of the link?

dunno though...

Thomly

2
Hi,

I'm currently coding a PSP homebrew game in C, called Final Fantasy VII - The Complete Saga.

The plan is to create a homebrew rpg, which contains the story of FFVII Crisis Core, FFVII, and Advent Children.
My original plan was to use the original midi files as music, but i recently noticed this on the torrents.
The description contained a link to this thread :)

Could i use this music in my game?

If needed i'll post screenshots, not great yet though, i only got zack/cloud running around on a field ATM xD

Thanks in Advance,

Thomly

(PS: I do not know why, but i followed a link to this thread in a forum i have never been, and i am logged in as someone called LimitBreak lol
I AM NOT that person)

3
Any chance you'll be doing any other games in the series?

4
LKM,
Hey, I had the same sentiment towards Red and Aeris. I had used Red a lot. I never used Aeris, and in fact loathed the game for sticking her in my party when I went to the Temple (What? You mean I gotta choose between Red XIII and Barret discovering this cool stuff? Damn you, Square!), so the strategy guide spoiler wasn't as bad as it could have been, but still... I felt bad because I had shrugged her off the entire game and here she goes and sacrifices herself.* I didn't find out about Red's father ahead of time since I didn't really consult the guide during Cosmo Canyon, so that was a powerful moment.*




*Truth be told, I was kind of relieved that she wouldn't be forced into my party anymore. Sue me.
*More powerful when he returns. I was worried at first that I would have to continue the game without him!

5
Troubleshooting / Re: FFVIII PC
« on: 2009-01-21 21:33:37 »
I heard that daemon tools and other programs like that piss off the "security programs" that a bunch of games ship with nowadays so they won't let you play with them installed.

Anyways,
http://forums.qhimm.com/index.php?PHPSESSID=f2abcc3e501e018832c22862876ea5d7&topic=5731.0
There are two versions of the patch - one is for GeForce users only.

6
Archive / Re: Safer Sephiroth not so safe?
« on: 2009-01-21 21:24:46 »
(...) By the end of disc 4, he'd be comparable to Emerald. (...)
Oh, shoot. I missed that one! What happens on disc 4? :P

On a side note, there was a version of FF7 with cds labeled as Disc1 (InstallCd), Disc2, Disc3 and Disc4, but I suppose it was still Disc1-Disc3 in the game.

Disc 4 is the Install Disc. Right after you defeat Sephiroth, remove Disc 3 and put in the Install Disc. You play as Zack and must revive Aeris and find Red XIII a mate while Cloud is battling Sephy in the lifestream. And the only thing you can use is the Floor Damage materia. Thankfully, it takes place in a huge building and you start at the very top. Then you can run around the world map before returning to the crater to sacrifice yourself for... ah, I forgot where I was going with this. So, in conclusion, TYPO.

7
We all know that Eidos released FF7 and 8 on the PC, but after that, despite their wonderful translation fixes and optimization, they didn't get to do FF9. Of course, we haven't had a FF game on the PC since - not even one of the numerous remakes. Okay, Final Fantasy Online, but not releasing a MMO on the PC would be like Capcom making Street Fighter 4 a Wii exclusive - i.e. no sense at all. We know the next FF game probably won't be coming out on the PC (hell, I won't even be leaving Japan until mid 2010).

Recently though, Square has been bringing all their adventures to the 360 instead of or in addition to the Playstation. Last year, Square said they would bring Last Remnant to the PC. Unfortunately, they haven't said anything since so who knows, but at least they did admit that the PC still exists as a gaming platform.

Now, this brings me to the topic. The fabled FF7 remake where Aeris is revived and Yuffie takes it off... er... well, no, not really. The completely true-to-original-except-for-the-bare-minimum-needed-enhancements remake. Would there be any incentive to bring it to the PC where the game still gets played and all this great modding work has been done? A few years ago back when that CGI "tech demo" (just a movie, really) was shown it would have been absurd to think it would come to any platform but the PS3. However, with all the recent work towards utilizing the 360 by Squeenix, if a remake was to happen, it's probably not too far fetched to believe it would also come to the 360. Now, I have a 360, but the PC is where I experienced Final Fantasy 7. I still have the September 1998 demo disc from PCGamer. My computer couldn't run Grim Fandango, so I grudgingly checked out the next game on the list - FF7 - and was amazed... just by staring at Mount Corel (I hadn't read the readme so it took me a while to figure out the numpad controlled the game... so I did literally just stare at the Mount Corel starting area).

Now, Final Fantasy sells wherever it goes, and the money invested into a PC port would all return, but the main question is whether Square would think they could make enough profit to be viable. There's also the issue of piracy - which has been blown out of proportion by several large companies to, apparently, scare developers away from the PC platform (or, at least unless they seek the support of one of these large companies... but that's a whole different story).

Then again, there's no evidence to suggest that Square is even interested in a remake, much less proof that they're working on one, so this could all be a moot point. But it's fun to speculate.

Second question, in case the first one just ignites sighs: what was your first FF7 experience? Corel remains my favorite place in the game because of that demo, which I played over and over before I saved up enough cash to by the game (triangle boxes, ftw!). I even bought the strategy guide, which I stupidly developed a habit of skipping ahead a few pages of where I was, which eventually led to me finding out about Aeris' death when I was in Bone Village. :|

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Archive / Re: Safer Sephiroth not so safe?
« on: 2009-01-21 20:14:59 »
Easy to do with Heidegger (see bottom of post). I took my Zolom in a different direction - he's meant to be impossible on disc one; the player has to come back to fight him on disc three. Some more info is in the video description.

Based on the Safer Sephiroth info, I'm hoping there's a way to apply that to the Zolom to make him gradually stronger. I wonder if I could flag some story event (Aeris Dies, get Cid, etc) that would change his stats. By the end of disc 4, he'd be comparable to Emerald. The Zolom is one of my favorite bosses.

9
My connection isn't that great, but I decided to put up a torrent.

Uploaded to Demonoid.

Located at: http://www.demonoid.com/files/details/1767807/?rel=1232492159
Direct link: http://www.demonoid.com/files/download/HTTP/1767807/33386591

Hope that helps. Please seed after completion because my little connection cannot handle the full load.

10
Archive / Re: Safer Sephiroth not so safe?
« on: 2009-01-20 04:24:50 »
No. Well, yes if you create a separate attack that is identical to the first one in every way other than the status change, but you'd have to get rid of another attack first...

It would probably get too complicated anyways if it was possible. I'll just take a page from the Hades summon.

Quote
No longer needed. There is a patch to fix the bug.

Cool. I had no idea about that one.

Quote
Do-able. It's best to change the stat curve instead of the starting stats. If you only change the latter, the way the curve works will take them back to their normal levels fairly quickly. Lessening physical damage should be easy enough; make all of the weapons less powerful, or fiddle with each character's stat curve.

I'm also making the weapons more individual, so that each one has it's use, rather than being a minor upgrade of the last. For example, weapons with more materia slots have less power, those with a high critical hit rate have a high miss rate, some cause status changes and some attack all enemies; my machine gun style weapons for Barret work like magic paired with all: I can switch between attack one and attack all, and attack all does 2/3 damage (my slash-all command works like that as well).

Editing the AI is probably the best way to make a good hardcore mod, but unfortunately, it's harder to do than everything else put together ;-)

I wouldn't touch weapons. If I do attempt this I will probably just mess with the level curve. What you're doing sounds really interesting though! Again, I wouldn't mess with them, but making all the weapons have their own benefits would certainly add a whole new element to the game since you wouldn't automatically say "Oh hey, new town. Time to throw out all my old stuff and get new stuff." Square kind of touched on this concept with the materia growth rates. But then again, buying new stuff is always good, so there should be some obvious upgrades, IMO, to prevent equipment stagnation.

I wouldn't call what I'm proposing a hardcore mod, because I don't plan on doing "hardcore" things like bumping up HP and handing out insta-kill attacks, or multiplying the enemies on screen. I'll have to look into editing the AI of course, but I do have next to no experience at all in the area, and I don't want to mess things up or go overboard. It's about improving the original game and not trying to create a 'moddy' new one.

11
Archive / Re: Safer Sephiroth not so safe?
« on: 2009-01-20 03:47:19 »
LKM: Thanks again! I need to read through those. I don't see why I couldn't do something like this. Edit a few numbers here and there... easy. :-D :| Well... maybe not.

Anyways, here are some preliminary ideas. Tell me what you think. Note that I just quickly drew these up and I haven't looked at the enemies, which is where I plan to make most of the changes (I have some stuff to do concerning endangered indigenous languages of Brazil and I need to get back to it!).

Character Tweaks
(Physical damage will be lessened because, at least in my experience, materia quickly becomes useless)
(basically I just want to exemplify their inherent strengths/weaknesses so they'll be further pigeonholed into their roles... except Cloud, because he needs to stay the way he is)

Accessory Tweaks
White Cape prevents Frog, Mini and Silence
Silver Glasses prevent Darkness and Sadness
Peace Ring prevents Berserk, Fury and Confusion
Headband prevents Sleep, Slow and Stop(Idea from gjoerulv’s Hardcore Mod)
Ribbon prevents all status changes; good and bad (Idea from gjoerulv’s Hardcore Mod)

Magic Tweaks
(I actually don't plan to do much in this area except tweak some of the enemy skills because I think everything works as intended... it's just not all useful in the current context)
Magic Breath damages MP (Idea from gjoerulv’s Hardcore Mod)

Armor Tweaks
Precious Watch has 8 linked slots but no materia growth
Equipment adds Spirit instead of MDef (Idea from gjoerulv’s Hardcore Mod) (eh... actually I'm not too sure)

Summon Tweaks
(I need to find out if I can add status effects when you level up the materia; for example, leveling up Typhoon to level two (maybe three) will net you the added effect of Confusion)
(Basically I want to make them all unique and be useful when fighting the more challenging and status inducing enemies... I'll probably up the MP cost on them all too)
(Note: "Causes" = definitely happens; "Can Cause" = random chance
Kjata’s Tetra Disaster can cause Silence or Darkness and damages MP
Typhoon’s Disintegration causes Confusion, next level (if that's possible) can cause Darkness, final level can cause Berserk (all effects are cumulative... but the former two are random) can cause Confusion, Darkness, or Berserk
Choco/Mog's Fat Chocobo can cause Confusion
Ramuh can cause Paralysis or Fury
Titan’s damage and MP cost is greatly increased
Ifrit’s damage increased, but it casts Haste on the enemy
Shiva’s damage increased and causes Silence, but it casts Barrier on the enemy
Leviathan’s damage increased and causes physical damage in addition to water-elemental (possible?), but it casts MBarrier on the enemy
Neo Bahamut causes Slow
Bahamut-ZERO causes Stop
Odin’s Lance works as DeSpell (Idea from gjoerulv’s Hardcore Mod) and DeBarrier
Choco/Mog and Typhoon deal Wind damage as well (Idea from gjoerulv’s Hardcore Mod) (he puts this in, but the FF7 Citadel says they already do deal wind damage, so I need to check it out)

The whole idea with Ifrit, Shiva, and Leviathan is to intelligently weight the benefits and drawbacks before you decide to use it.

Item Tweaks
Items cost more and can be sold for less (will expand in more detail); and MP restoring potions have their usefulness lessened (a counter to the spruced up summons)

Boss Tweaks
Guard Scorpion’s Search Scope causes Darkness (Idea from timu sumisu)

Enemy Tweaks
None yet!

12
Archive / Re: Safer Sephiroth not so safe?
« on: 2009-01-20 02:39:01 »
Thanks. That's.... very interesting. I had no idea so many different elements went into his power. Where did you dig that up from and is there more?

13
Archive / Re: Safer Sephiroth not so safe?
« on: 2009-01-20 02:25:25 »
I think that this is the only hardcore mod that doesn't just do that; there is some AI modding in there as well, and the new bosses (there are lots of them) are all very hard.

Yea, I see. The headband and ribbon tweaks I like, the magic breath change, MDef/Spirit, the Odin lance, and the character stat tweaks (the concept - since he doesn't list any numbers), but that's about it.

idk if youve attempted it, but if ur chars are lvl 99 (or a hundred dont remember the cap atm) the summon break does pretty much instant kills if i remember correctly. so the higher lvl you are the harder the final fight is.

Interesting.

Doesn't make much sense why it would be easier if you were weaker, but interesting. Instant kills aren't fun though.

14
Troubleshooting / Re: Problems in the Observatory
« on: 2009-01-20 02:18:01 »
It's not really, I'm just wondering. It's something weird that I never figured out, and since the party members all had unique dialog it made it even more weird.

I did reinstall. I hardly had any disk space back then so I was constantly uninstalling and reinstalling games because I couldn't hold more than one or two on my computer at a time.

15
Archive / Re: Safer Sephiroth not so safe?
« on: 2009-01-20 02:12:36 »
*cough*

Didn't see that... and it's so recent too... :|

However, I don't like a lot of his edits. I guess I'm not looking for a hardcore mod so much as a challenge mod still in tune with the original game but adding some thinking to fights (NOT just bumping up damage and HP).

16
Archive / Safer Sephiroth not so safe?
« on: 2009-01-20 01:43:49 »
Has there been any attempts at a difficulty tweak?

IMO the fights need to be ramped up. They're good, but they could be way more hardcore. I'm not talking about a complete balance overhaul or anything crazy like that, but just increasing the difficulty of monsters and especially bosses. Making status effects more widespread (more enemies use them and less enemies immune to them of course) so things like the Poison Ring and spells like Mini are actually useful. I think it would add a lot to the game if the Jenovas were comparable to... say... the Materia Keeper, or if the final Sephy battles rivaled Ruby Weapon (For destroying an entire solar system, Seph's summon break does suck). What if the Guard Scorpion (first boss) could poison you? It would add some challenge there!

Now, I know what you're thinking. This could very well add in a ton of horrible grinding to one of the only RPGs that thankfully doesn't overwhelm us with that crap. BUT I think the real ticket here lies in the status effects, and if they could be worked out and employed properly, a real tactical element could be enhanced. Another problem would be to not fix things up right, so the mod really does feel like a mod and not part of the game. That would be tough. You can't just randomly add in a bunch of status effects to enemies without extensive testing.

Has anyone attempted this? Succeeded? Utterly failed? Possible with the current tools? All the projects on here have gotten me motivated and difficulty is one area that I'm really interested in that I haven't seen worked on.

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Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-01-20 01:17:30 »
Wow, yours does look better. But then again I guess I still like the classic Cloud a whole lot better than his remakes (maybe it's nostalgia).

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Archive / Re: Final Fantasy VII - Clever Hack Name Here
« on: 2009-01-20 01:14:49 »
Ah, forget morrowind. That game has been modded to death anyways! :-D

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Troubleshooting / Problems in the Observatory
« on: 2009-01-20 01:04:50 »
This is something I've always wondered about. I don't have this problem now, but back when I first got the game I had a measly Windows 95 computer. The game ran perfectly well except for one thing. At the Observatory when Bungehen explains the lifestream and all that, right when his CGI thing finished but right before the other character's commented, my game just stopped. I could run around the simulation and speak to my two other characters who all had unique lines, but I could not progress the game. I uninstalled, reinstalled, tried all different combinations of characters, but nothing worked. Figuring either the game my computer was just whacked, I gave up. About a month later I went to visit my uncle who also had a PC (it was a nicer one, but still ran Win95), installed the game, copied over my save file (remember floppies? I do), and lo and behold right when I expected the game to come to a halt, it continued on. I didn't get a chance to run around and converse with my comrades, but I was able to get the hell out of that place. I saved, copied to a floppy, and when I got back home I never had another problem with the game.

Does anyone know why this happened? When I ran around and talked to the characters they all had unique stuff to say (except Bungehen - my experience with adventure games immediately brought to my attention that maybe you have to directly on some obscure pixel to move forward, so I wasted so much time just tapping on that key and moving positions, trying to talk to him). This was such a weird error and I have no idea what could have caused it and as long as I've been in front of a computer (unfortunately) this is my biggest "WTF?!" moment.

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Ah, yes, I gotcha. I read your original post, but it looks like I didn't really think about it :P Thanks!

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Archive / Re: Final Fantasy VII - Clever Hack Name Here
« on: 2009-01-19 23:17:10 »
Quote from: LimitBreak
I read somewhere that in the Japanese version the scene with the clock hands was this really cool and challenging puzzle with many steps, but then it was turned into this pointless exercise because "Americans are teh stupid" apparently.

Then why didn't they put it back in for the PAL version? :-P


I suppose since they already made all the edits they wanted to in the NTSC version they just left things as they were. I don't even know if the rumor is true because I've never played the Japanese version.

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"These tracks will not loop correctly in FFVII due lack of cue support in mp3"

So you can't use them in-game? :? I thought Ficedula's music thing could loop mp3s.

Oh yea, amazing stuff!

23
Archive / Re: Final Fantasy VII - Clever Hack Name Here
« on: 2009-01-19 22:46:05 »
I also agree that not everything should be put back in; the foreshadowing of Sephiroth here is probably better left out.

Wow. That could have destroyed the entire pacing of the game.

Thanks, I apologize for the lack of updates on this - I've been trying to wrap up a project I've been working on for Morrowind.

I HAVE been messing around with the Final Fantasy VII sampler disk looking at some of the scenes in that, though. I'm hoping I can find a way to open it's field files so I can study how certain scenes in it were created. For example, after you set the bomb in the first reactor mission, in the sampler not only is Jessie's leg stuck, but Biggs has been knocked out as well. You have to grab them both before you can escape. You can't miss him where he's laid out, and it doesn't add any difficulty in the escape really. At most the extra running gives you one extra random encounter. But I think it helps further paint the scene of what AVALANCHE really is - just a bunch of kids that maybe don't have the most talent, but they've got a lot of heart, a will to learn what they need, and they believe in their cause. This idea is almost completely ripped out of the final game and it's a shame, because it really draws you closer to them, and makes you understand their awe they have of Cloud.

Adding a little extra complexity reminds me... What about the Temple of the Ancient's? I read somewhere that in the Japanese version the scene with the clock hands was this really cool and challenging puzzle with many steps, but then it was turned into this pointless exercise because "Americans are teh stupid" apparently. Hmm... I wonder if you could put Biggs in some out of the way place that you had to search for him (you are given a ridiculous amount of time after all).

Anything with more of Avalanche is great. It'll give more emotional "oomph" when you get to Cosmo Canyon and Barret says how he promised he'd take the gang there one day, and of course when they're killed (Barret really should have some expanded dialog when the plate crashes... these people were his dearest friends!).

Good luck. I tried messing with the game text many years ago using one of Ficedula's programs and it didn't go so well. :oops:



Suggestions? Well, watch out for suggestions. Restoring cut out content is great and all BUT... as you probably know, things can go overboard. HOWEVER if you make it modular, then there's no risk, I guess! I'd say try to expand the scene at Fort Condor. That place offer such a huge mini game but the whole thing seems almost tacked on. Check out the Letters (key items that were never used) and maybe, just maybe, SPOILER: ... actually have Marlene and Aeris' mom in Kalm (I read a rumor somewhere that said the letters were related to them - one to Aeris' mom from her dead husband that has been lost, and the other one to Marlene from Dyne... but it was just a rumor, another one said the letters were regarding some guy in Gongaga).

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Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-01-19 03:45:11 »
Wow, FF7 is able to use models that are that detailed?!

Any plans for....... say.............. Tifa or Red XIII? :D Yea, yea, I know it's unfair to ask about something like that. :P

Man, I wish I knew how to do this stuff!

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