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Messages - Thestrifeisrife

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1
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2026-01-18 01:58:45 »
This is a stupid question, apologies, but with the Shinra Cut mod, why did they fix the W-item glitch? Is there a way I could convince them to release a patch without the fix?

It's not fixed in the PC version of the mod, but the guy who ported the translation to PSX applied a few other common bug fix patches as well because "all the other FFVII rom hacks do it," which I'm not very happy about. Apparently it would be a very big pain in the ass to undo now so that's how it is.

EDIT: Okay he actually just did a patch to un-fix it. There we go.

2
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2026-01-17 14:20:19 »
There's now also a patch for the PS1 disc that lets you play it with SAC's retranslation (no cut content):

https://www.romhacking.net/hacks/9352

3
FYI in my latest update I've made all the SAC FMV related options in Harmony be tied to the corresponding options in SAC to avoid any confusion (as in, setting them in SAC will also set them in Harmony if they're both downloaded and active). This does mean the settings will need to be set in SAC rather than Harmony, but I did add a new option in SAC to accommodate the custom version of the ending you did to compensate.

4
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2026-01-02 22:28:02 »
SAC is primarily made by editing chunk 1. I made the thing, I'd know lol. What you saw was the flevel folder in "main content." That's where the other chunks are still stored, and used to be where the chunk 1s were stored as well, but after introducing controller icon support the chunk 1s get stored in the folder for that option instead, which is under "gameplay augmentation." SAC's file structure really wasn't made for anyone but me to see so it is not super well organized lol.

5
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-12-31 02:27:57 »
Any mod that edits a chunk is inherently incompatible with any other mod that edits that same chunk. Such is modding FFVII lol.

6
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-11-29 14:59:05 »
Due to the fact that decent chunks of the cut content weren't translated by the original translation to start with (Honeybee Inn especially), from a certain perspective that wouldn't be possible at all lol.

But yeah, while I appreciate that there are people who would want the cut content without the retranslation (you're not the first one to ask) at this point it wouldn't really be feasible to do. SAC is already like five mods wrapped up in a bundle, including two full-game mods (vanilla and arch mode, which are then further sub-divided into versions with and without controller icon support), so in order to do cut content without the translation I'd have to manually go through and re-apply the original translation to the cut content files and start maintaining a third version of the game, which frankly I do not want to do.

My concession to people who want the nostalgia hit was the "Cultural Heritage" bonus option, which reverts a few memorable things from the original translation (i.e. "this guy are sick"). Our main script also just keeps a decent few of those as-is (crispy critters, "is that some kinda disease") just because we liked them lol. I guess I don't mention that option in the OP actually, should add.

7
Oh nice, you finally released this.

8
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-10-16 18:32:37 »
There isn't actually a "Test 3" enemy so I don't know what model it uses. There's a pyramid in its corresponding enemy model slot so it probably existed at some point, but I don't have the means to unpack JORG and see what the actual enemy model would be before they all got swapped with pyramids.

If you unpack the latest SAC build and go into main_content\gameplay_mode\Cut Content On\battle, you can find all the models and animations in there. Just use those for your 60fps interpolation.

9
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-10-04 00:40:23 »
The project file for the video is on my old computer which is sitting in a storage unite currently so i can't check what the fonts were, sorry. You don't have to match it exactly perfectly though.

Anyway, I've done a few more updates recently. Mr. 4-8 Productions has been streaming SAC and made me aware of some enemy AI issues I didn't know about, and Sega Chief was willing to fix them for me. Normally that sort of thing wouldn't apply to vanilla mode but making it Arch mode exclusive would have been a ton of trouble, so everyone gets those fixes. Rude no longer gets brain freeze in the Relnihka fight, you can use a gold needle on gargoyles to defeat their first phase, and a bunch of other minor fixes.

10
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-25 10:43:34 »
Those two text entries aren't used on that map so it makes no difference. The player will never see them.

11
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-19 02:22:41 »
Okay new version is out.

I finally got around to adding NPC mouths to the facial animation system, meaning they can toggle between closed and open mouths. This will fix the infamous :O mouths they usually have, as I used the mouth replacer mod as a basis to give them all closed mouths and converted their default :O mouth textures to be their "mouth 2"s that are only used when I specifically set the NPCs to open their mouths (usually in scenes where they laugh or yell).

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).

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. jenova_e also uses helvetica nueue light std medium condensed. I forget what I used for the ending, do whatever you want there. If you want to use different fonts though that's okay. Also you can capitalize promised land.

12
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-06 18:33:16 »
Okay that's a lot to respond to.

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

Honestly if you're not doing my intros anyway, I don't want your upscales. It would just be inconsistent at that point. Maybe you can convince Satsuki to add them as an option in his mod instead. Capitalizing Lady Luck is fine btw.




13
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-02 18:49:47 »
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.

Upload is fixed now. I think I must have thoughlessly closed filezilla before it finished uploading lol. And I can pass that along to htp314. [EDIT] He says it's fixed altready in 2.3
.
- 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.

- Our version of Jenova_E is already upscaled so I don't need that but I wouldn't mind the opening variants and ending variants if you've got them, as long as they're still the original framerate (higher FPS versions should be added to that mod instead imo). I was thinking the quality looked poor on our version of those. 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 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.

14
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-09-01 16:50:04 »
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...
Might not hurt to have a thing for the placement of that text like you do for the menu width, at least under the hood if SAC is being used. Otherwise I think Chris and I worked out most of the major kinks with SAC and ESUI, unless there's something else I don't know about.

15
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-08-02 19:03:47 »
Upload got corrupted. It's fixed now.

16
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-07-09 22:31:31 »
Multi-linked slots option doesn't seem to be working. I'm not seeing the changes in weapon/armor slots. I have Postscriptthree's Gameplay Tweaks (Version 1.56)
I messed up the file path for it when i added Cultural Heritage Mode. It's fixed now in version 1.321.

17
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-07-03 15:17:04 »
I'm playing this right now and love it so far. But I just ran into a major bug. When you go up to the 68th floor of the Shinra Building without having the Keycard you get stuck there. You can't leave the Stairwell because you don't have the Keycard and if you try to go back down the stairs the escalator automatically takes you back up. It completely softlocks your game. I wonder why nobody mentioned this before since a lot of people probably go up there to get the Hardedge.

I think this bug has something to do with a different mod rather than SAC itself. I've had it reported a couple times but I've never been able to replicate it.

18
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-05-19 15:25:35 »
Updated to version 1.315

Changes:

  • Removed a few instances of the word "fuck" in the script. I know people were mostly fine with them but the fear of the project being perceived as juvenile got the better of us. There's still two instances in places we feel it's appropriate.
  • Expanded "This guy are sick" option into "FFVII Cultural Heritage Mode" option that adds back even more strange lines from the original script.
  • Changed line in the cave with fire in Wutai so Cloud says "crispy critters" as in the PS1 translation because funny. This is a main script edit and not part of the aforementioned Cultural Heritage Mode.
  • Update dancing Vincent graphic.

19
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-05-03 03:27:37 »
There's hasn't been any one big update in a while, but I've released a bunch of micro updates over the past month that I've neglected to mention.

Added some content from the FFVII Sampler demo from March 1996, spruced up some textboxes a little (mostly adding spaces after ellipses or adding new commas), and I fixed a bug with the base PC port of FFVII in the big scene in the Northern Cavity where you're supposed to see Sephiroth flicker on screen briefly but his model isn't placed in a spot where you can see him.

20
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-04-21 03:53:38 »
Yeah, I couldn't replicate either. So it probably was one of those random occurences.
But I did just run into a new bug.
After finishing Rocket Town's Huge Materia mission, when on the Highwind during the break in the next cutscene, if you try to leave the screen instead of talking to Red XIII, when he talks to trigger the next scene, Cloud tries to run into position and gets stuck on Cait Sith or the Highwind Pilot (depending on where you tried to exit) and it leads to a soft lock. It's a glitch most people won't run into since they'll talk to Red instead of leaving, but I wanted to see if you'd be allowed to leave lol.
I always exit the map from the bottom so I never encountered this lmao. I've released a new version that fixes the issue.

You're not supposed to be able to progress the scene by talking to red though. Did you?

21
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-04-19 01:08:48 »
Enabled XXXXXXX lives!
Was confused when the scene happened
Came here and read through to realize I fell for some funny trolling. Kudos lol


Edit: Got a infuriating crash just now after giving the traveler wife's the letter and returning to Gongaga. The moment I entered Gongaga, I got a crash. Hadn't saved in awhile so I'm a bit upset, but yeah. The mods I have are PostScripts, Gameplay tweaks(only Tifa YEAH! Always turned on), the Cosmo mods, and the High Detailed World Map mod

Sorry about the crash. I tried to replicate but it didn't happen when I did it. May have been a freak occurrence. Anyway, you don't need to go back to Gongaga after delivering the letter, he won't be there anymore.

22
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-04-13 15:12:25 »
I am playing through and noticed something I believe might be an error:
In the menu it says Ancient Forest instead of Elden Forest in the cave at the end of it.
Oops. Will fix.

I am playing through and noticed something I believe might be an error:
In the menu it says Ancient Forest instead of Elden Forest in the cave at the end of it.

Another thing that might be dialectal:
If you go to Icicle Village when playing as Tifa, there is a man who says:
“It's gotta be that dome of light up north what caused the temperature to drop like this…”
is it supposed to be "what" or "that" here?
That's a sort of rural dialect thing. Might not be too well known outside of certain parts of America.

23
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-03-27 15:23:38 »
Version 1.31 out now.

Changes:
- Fixed bug where two different items received from a black cloaked man in Nibelheim shared a bit assignment. (Archaeology Mode only)
- Fixed bug where magic stat changes from equipment wouldn't display properly in menu (Thank you Postscriptthree).
- Fixed one (1) typo.
- Added new bonus options to restore content from the FFVII Sampler Disc demo (textures, music, and one field map).
- Added new option for opening FMV to use text from FFVII Sampler Disc demo.

24
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-03-15 21:04:05 »
Version 1.3 is out now.

Changes:

New high quality sound effects were added, courtesy of Bonez. They're closer to the quality of the PSX version, and are processed through FFNx's external sound layer, which has the added benefit of fixing some issues the base SFX have with volume and looping.

New Bonus toggle to restore the Elden Forest (Ancient Forest) to its beta location accessed through Bone Village starting after the Junon Escape rather than on the world map near Cosmo Canyon. See this quality Youtube video for more of an explanation there: https://youtu.be/EX3Tl7NY8kg?si=vFtD-RWO8mwuLo7o (feature not 100% finished but good enough for now).

New to Archaeology Mode, I've restored the originally intended mechanic of the Fort Condor sub quest where failing the minigame a certain number of times will cause the Fort to be taken over by Shinra, and all of the villagers dying (a fail state normally only seen by failing the minigame during the Magnus Materia event). You get seven losses before it's game over. If you have a file where you already started the quest, though, you'll be in instant death mode because the memory address for how many chances you have is only set when you first start the quest and otherwise defaults to zero, so losing the minigame at all is an instant fail state. People save scum this anyway so i don't think it matters that much. This will also bar you from getting the Magnus Materia at that point in the plot, as the game will treat it as though that has already happened.

25
Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-03-08 05:46:54 »
This mod is amazing, thank you so much!  ;D

I am new to the forum, so if I am posting in the wrong place, please tell me... So, I just played through a scene in Sector 7 slums where you try to leave (right after the promise scene), and Johnny and two other people stop you. Johnny asks (about Tifa):
"Just what are you to her, anyway?"
"Fess up!"

And you get to choose between:
- "We're just childhood friends."
- "Mind your own business."

Using Black Chocobo I saw that the second choice added 5 affection points to Tifa.

So my question is: Are there more scenes that change affection points in this mod? How do I find them?  :)

I never made a list for that sort of thing. Let's do that now.

BIG LIST OF LOVE POINT AFFECTING CHOICES NEW TO SAC

On the train:

Jessie
“Hey, thanks for saving me back there at the reactor.”

Cloud
“Oh…”
- Don't mention it. (-3 Tifa) [The player hasn't even met her yet lmao]
- Not lookin' for thanks. (Nothing)

Sector 7:

Outside bar:

Cloud
“Huh?”
- How could you say that!? (+5 Tifa) [Same as normal game but this is on a different map]
- …Sorry. (Nothing)

Johnny
“My sweet little Tifa… Just what are you to her, anyway? Fess up!”
- We're just childhood friends. (Nothing)
- Mind your own business. (+5 Tifa)

Inside Seventh Heaven:

Tifa
“But you’ll help us fight them, won’t you Cloud?”
- A promise is a promise. (Nothing)
- Barret isn't worth it. (-2 Barret) [Interaction can be repeated three times for a total loss of six. Doesn't matter though in SAC because Barret starts with zero points and you can only see this scene if he's still at zero [[i.e. didn't give Marlene the flower]]]

Outside Honeybee Inn:

(These are pretty brutal if you do them all. Good way to not date Aerith if you want someone else lol.)

Aerith
“Cloud… You CAN'T be serious.”
- I can check this place on my own. (-5 Aerith)
- Tifa's in here. I'm sure of it. (Nothing)

Aerith
“That was fast! How'd it go? Get lucky?”
- You could say that. (-5 Aerith)
- Tifa wasn't inside. (Nothing)

Aerith
“Wow, you smell great, Cloud! How'd it go?”
- It was fun. (Proceed to next choice)
- Don't worry about it. (-5 Aerith)

Aerith
“More fun than being with me?”
- A little. (-5 Aerith)
- Sorry… (Nothing)

Aerith
“Oh!… Finished already?”
- Yep. (Nothing)
- Not yet… (-5 Aerith)

Honeybee Inn Guest Lounge:

(This has to do with getting the "Dubious Panties" key item. To get this you need to use the member's card to get upstairs, and then not get any key items up there, which you can do by picking the top left door and not talking to the Honeygirl after Cloud gets out of the bed. After that, go to the guest lounge and talk to the guy on the couch on the right side of the room)

Guy lounging on couch
“Don't let it get to you. Here, I got somethin' that'll cheer you up.”
- Not interested. (Nothing)
- Let's see what you've got. (+5 Tifa)

Shinra Building Elevator:

Tifa
“Aerith… She sure has been through a lot.”
- Yeah. (+5 Aerith)
- So have you. (+5 Tifa)

Big bridge leading to North Corel:

- Not a choice, but if you have Yuffie with you the scene that plays out with her gains her +1 point.

Cloud
“Don't worry.”
- I'd catch you. (+1 Tifa)
- It'd take more than a fall to kill you. (-1 Tifa)

Cloud
“Don't worry.”
- I'd catch you. (+1 Aerith)
- It's nothing compared to being around me. (-1 Aerith)

Path to Gongaga:

(To see this, you need to have Barret in your party on your first visit, see the scene where Cloud looks up at the reactor, and hear a story from at least one villager.)

{BARRET}
“…Hey, {CLOUD}. You're gonna keep fightin' with us, ain't ya? We need you, man.”
- Count on it. (+3 Barret)
- Not interested. (-8 Barret) [Biggest single point drop in the game, and deserved]

(also, not a point gain or loss, but the scenes with Aerith and Tifa after meeting Zack's parents have additional dialogue that is locked behind an impossibly high point total [110] in the vanilla game [barring the Shinra Building exploit for Tifa's]. In SAC the total was lowered to 70, which is easily possible.)





That's all I remember right now but there could be more.

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