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Messages - sicatrix

Pages: [1] 2
2
I'm planning to do something like this.
This "don't quote images rule" is really not being taken seriously


I like the Idea of pictures instead of names, however it seems like there is alot of unused space in the box.
and the pictures seem to be too thin, can't really tell which pic is what char.


Unused space? If you mean the blank area to the right of the portraits  then of course they should be blank. Since that is where the Barrier bar is located, Character name limit will not allow you to, and where the battle menu appears.

I'm curious though. Because these symbols will be placed in the name selection screen will that mean everytime the characters' name comes up in normal text outside of battle it will appear as the picture bar?

YOU FAILED!(lol, sorry just a little payback. Try to remember why.)
at reading/understanding the quote below.

|
Quote
Field/Menu Fonts
üéâçËÆôÙΩ changed to  Cloud*blank*

Same process done with the battle fonts, but instead of graphic blocks the Alt symbols will be replaced with used letters and blank spaces that will form a name.(The field/menu texture will now have two C's , two l's , extra blank spaces, etc. )
So that out-of-battle texts will show a name instead of the Alt symbol combination.


Throw them in the "empty" region of the texture, then call those with the 0xF8XX code and you should do no harm to any text that uses special characters.

Some have already told me to do that and heard it was difficult.
That is why I plan to do this workaround instead.

Battle fonts and Filed/Menu fonts are separate.
So the battle fonts will have the unused symbols replaced by graphic blocks.
While the Filed/Menu fonts will have the unused symbols replaced with used letters/symbols.

Ÿ - C (I don't mean that I will redirect it to a used symbol, but replace the picture of the symbol itself. So when you look at the Field/Menu texture fonts you will now see two uppercase C's.

Example out-of-battle Dialogue:

1.)
Tifa
Did you forget your promise,üéâçËÆôÙΩ? - unedited field/menu font texture

2.)
Tifa
Did you forget your promise,Cloud*blank*? - edited field/menu font texture(downside will be those blank areas after short canon names in dialogues.)

So like I said, if both the battle text and the field/menu text both allow the use of these unused symbols. All I need is a way for the initial names to be replaced with those symbols during the naming screen or a way to edit them after.

Edit:

Yeah what seif said.
I'm too slow to reply. ;P

I will start editing the textures and give you the symbol combinations.
Thank you, thaynk you, for this help. :?:

3
If you mean you want those foreign characters to actually choose in the menu, then that would be more difficult and would require editing the game, something I can probably not do.

No need, they just have to appear as the default name.

I'm planning to do something like this.




Example process:

So I would change the fonts used for battles first like this.


Battle Fonts
üéâçËÆôÙΩ - These symbols are replaced with graphic blocks that form the character portrait.

Field/Menu Fonts
üéâçËÆôÙΩ changed to  Cloud*blank*

Same process done with the battle fonts, but instead of graphic blocks the Alt symbols will be replaced with used letters and blank spaces that will form a name.(The field/menu texture will now have two C's , two l's , extra blank spaces, etc. )
So that out-of-battle texts will show a name instead of the Alt symbol combination.


If both the Field/Menu text and Battle text supports the Alt symbols then this will work, right?

And if it does, I would be very greatful for your help. :)

4
If you want me to change the default character names at runtime naming screen for you I will create a patch for you.

Do you mean when the naming screen appears.

You will be able to change what is shown initially on the input area to something like this...

from Cloud____ to üéâçËÆôÙΩ

5
How were you able to use them in-game, and can they also be used during character naming screen?

6
Actually i do believe that there may be enough characters available. The game has a lot of weird symbols and characters with accents on them that shouldn't ever be used in the english version of the game.

How can I make the game allow me to input and show these unused symbols for battle, field dialogue,menu, and character naming menu?

Because,I think I found a way to make the battle portraits thing to work with this information.

7
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-13 00:08:36 »

Image 1

Image 2


^
This is what got us started.

Assistance:

1.)Numbers that are not present needs to be identified.(even if we have identified some already and are not on the list above, more people confirming it is best.)

2.)Find/Confirm Field only sfx
It's pretty easy to decipher the sounds that are used in the field, but the problem is knowing when and where they are used. Refer to the list then listen to the sfx (Example: "036- Reactor1 - bombing mission 1 and etc." - the more specific the description the better.)

3.)Find/Confirm Shared sfx
(at first I thought #017 was only used for Cloud's normal attack but then... "17- known uses - (Cloud Attack -1st part climhazzard- 1st 2 hits cross slash)". The more annoying sfx are the ones that are shared both in battle and field(Blehh...*** Drama queen Barret had to spoil Tifa's voiced attack)

4.) Find/Confirm Battle Specific sfx
The easiest ones to document IMO. All sfx that are only used in battle.
Basically you can just tell us something like "#28- ice2 or any item that produces Ice2 is definitely only used in battle."

5.)Find/Confirm Unused sfx
Armorvil stated that their are some unused sfx. If anyone finds any then please notify us to prevent a few headaches. :)

6.) If you want to share some sfx you found/made/edited then that's cool to.


We are not demanding help but will be very greatful for such assistance.


I will post my list soon and is basically Armorvil's initial one with...
-my discoveries
-corrections
-confirmations
-some crude descriptions of what unknown sfx sounds like and/or where they might be used.
-updates whenever new information is shared before release.

8
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-12 05:05:07 »
Speaking of which, are we going to consolidate these into one designated package, or just leave it up to preference? I think we should try and decide/vote on the best sounds that we have doubles for, and ultimately create an official patch. Sorry if I'm getting ahead because I know this is still really new, I'm just thinking long-term.

I think that's the idea...I think, hence we give each other feedback and If we can't agree on some sfx then  multiple wav files can be included with the patch. IMO, the sfx that we keep sharing as of now is not the important thing, but the listing of the 700+ sounds and when and where they are used. Armorvil already posted his when I asked him to and I'm currently in the process of merging it with mine and refining it. If you also have a list then smack it here, since I've noticed that some people here are looking for the audio.dat documentation.


Also...one small, very important thing that everyone needs to implement as a general rule for all these sounds.... PLEASE give everything a short fade out, just enough so it doesn't clip at the end

Thanks for that. Since I did a mass sfx change a few days ago I forgot which ones didn't have proper fades or normalizations. I guess these were one of them. ;P

9
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-12 01:29:54 »
here's some more.

http://www.mediafire.com/file/ean0dztdzgy/FF7_Random_SFX2.rar

17- known uses - (Cloud Attack -1st part climhazzard- 1st 2 hits cross slash)
22- Aeris Critical hit
23- Ice1 (New version)
24- bite attack
26- known uses - (Cloud critical attack- 2nd part climhazzard(fits very well IMO) - 3rd slash cross slash-  Initial Blade Beam hit)
29- Demi hit
32- High jump - (Two versions) - (With and without a Tifa voice) Known uses - high jump of meteor strike.
359- Zemzelet wind attack
368- Known uses- (Swamp shoot travel- Blade beam Travel)

10
Ah, now everything makes sense. It also explains why Aeris seems to get called Aerith when I've been messing around with save editing and the debug room.

However, I presume that the names in the .exe are still what he would have to change, in addition to Cloud and Sephiroth's initial names, right? If so, that will be a pain given the weird text system in FF7 that makes "Cloud" into "#LOUDÿ".

That's correct.

Dang...but it is possible, yes? What tools would I need to operate on the .exe?

11
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-10 17:41:50 »
As for Ice1, the second part of it is excellent. Really sounds like ice breaking. But that first sound gives the impression that some kind of beast is roaring, and ice doesn't break in the graphical effect. Maybe it could be used for another ice magic ?

I'm not satisfied with that one either, I really wanted to use a type of "Shing" sound for it.
Back to the drawing board.


And finally, Fire1. It's a really good sound, my only gripes with it are the fact that it feels perhaps a bit violent for it (more fitting for Fire2 perhaps ?), and that is doesn't sound deep enough. To me, anyways. Add a little more bass to the sound, and it should make a great Fire2 (I think the Fire1 I made is good enough). But it is all my opinion, and it's worth what it's worth.

lol, so that's why. I said to myself when I listened to Fire1 "Now why didn't Square make the other sfx sound a little more like this". I completely forgot I was already using yours. I'll edit it then and use it for another fire spell.


How about this, as an escape sound ? I really like it, but I'm sure it can be improved.

Sigh...much better indeed, but I just encountered a problem with the escape sfx.
It seems all attacks that flag a character to escape(example: Midgar Zolom's Tail smack) play this sfx.
So being flung out of the battle with the sound of footsteps playing??
That's just inexcusable and Square clearly got lazy on that one.
It seems they were hoping for players to just not notice it, so that's why they made their sfx low quality(Joke ;P ). I'll make a new one or find an existing one that will fit both animations.

I liked yours fine, though it is a little muffled and anti-climactic at the end. I tried to take your advice, so give me your feedback:

85 - Bolt3 (All)

http://www.mediafire.com/download.php?lwmwgqjwdjj

Nice,nice, very nice. :) (Whoot! That's one less work for me)

This seem to be a general issue, although I suppose it's an inevitability if these are samples from things like real-life cracks of thunder. Real sounds tend to start off loud and get quieter whereas the SFX in FF7 get louder towards the end and therefore more dramatic and more satisfying. Is there any way to easily edit these sounds to mimic the original without diminishing the quality?

Ah you bring an interesting point, I didn't think about that. But I think it's possible to give a more dramatic feeling by playing with Audacity a bit.

Not all sfx though, but yes this is definitely a case. The Choco/Mog and some other SFX I made that I haven't released yet were made to mimic the exact sound progression. The others namely shorter sfx are surprisingly much more difficult to mimic.

12
I just remembered that Cloud's name during the start of the game is "Ex-Soldier" before you can actually name him. 
Quote
re-write the menu to look at those "letters" instead of the characters' names.

So it's possible to show a different name during battle? What tools would I need to do this?

13
I just did a test and it works. Field text is safe because the battle ones use a different png file.

Huge ass problems though....

1.) A certain combination of symbols are required to form a complete portrait. So you have to name a character something like this "&^@#%".

2.) Tifa

            Have you forgotten your promise, &^@#%?


^
Biggest problem I encountered.Blehhh...

14
Well like what Halkun said and  something I learned customizing with Mugen.

Those letters/symbols are basically just graphics as well (the letter "C" shown is a picture of the letter "C" :P )
So all it takes is to replace that with a character portrait since the battle screen itself will align it to the location where the character name goes in the battle interface.  Anyone correct me if I'm wrong here.

That image I made had the eye portraits placed at the exact location of the names and have the same height, but I took a guess with the width though. So if it works it might look like that.

15
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-09 22:37:59 »
I can't recall the PSX sfx of the Choco/Mog, but #579 to #583 are definitely it.

It's actually one of the weirder sfx in the audio.dat, in the sense of how the game plays them.
#579 to #581 are played almost exactly the same time and overlap each other, and #582 and #583 are played the same time and overlap each other thus creating a mix. Making this one of the more difficult sfx to decipher if not for #583(long ass sound that seems to portray a dizzy effect :P )

Well here's a few more: http://www.mediafire.com/file/5lt2dzmznix/FF7_Random_8SFX.rar

483 - Summoning
473 - Flamethrower
444 - item/materia equip
386 - Escape battle
342 - Yuffie Attack(work in progress and subject to change)
284 - Bubble attack(you know from that elephant thing near chocobo farm and possibly some other attack that I hope this sfx would fit)
23 - Ice1
8 - Fire1

16
So it can be done and the only draw back is screwing up the name selection screen?

17
General Discussion / Are these possible to do in FF7 PC?
« on: 2010-07-09 19:09:24 »
Is it possible to make Vincent's transformations manually controlled?

And...
:-P



^
Is it possible to replace the name letter fonts in the battle interface with picture fonts or it's shared so bad idea or just plain can't be done?

18
But if you mean adding different camera angles to the same formation, I'm afraid that's not possible. Or easily possible, because you can always do whatever you want with enough knowledge and time.

Yep this is what I meant and I hope it's "not easily possible" as opposed to "not possible". :)

EDIT:
Wow, with that angle it'll make huge enemies look all the more menacing.

EDIT:
Oh, and is the brainpods, smogger, and iron giant battles from the hardcore patch or FF7 remix extras?

19
Graphical / Re: [WIP] Battle-scene Enhancement
« on: 2010-07-09 17:15:28 »
I hail from Mugen forums, and from my experience there all creations should only receive bug report feedback, throw an opinion here and there and hope the creator would agree, and if not edit it yourself upon release = a much better form of freedom.

20
Would it be possible to have different camera shots for different battles, randomized of course?

Example:

Random encounter : over the shoulder

Next encounter: worm's eye

Another encounter :P : over the shoulder/worm's eye/ etc.

21
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-09 01:22:06 »
By the way, i forgot to tell you that I heard Tifa's normal attack sound when the girl punches Big Bro at the gym (after he lost to the squats, he's hit by his boss), and when Barret hits the debris in despair, just after the plate fell and crashed sector 7. The former is not really a problem (the voice fits her, and it's hilarious ^^), but the latter... ...Let's just say I didn't know that Barret has such a feminine voice :P

Bleh...I guess there are two options then, just use a higher quality sound effect, or put the one with the voice after the sector 7 barret scene...and hope that it's not shared anymore.

Well anyway this new one here is definitely not a shared sfx :

Choco/Mog http://www.mediafire.com/file/vdb3gydnuym/chocomog.rar

Feedback is welcomed as always. :)

22
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-04 21:43:08 »
And her voice is... ...well. No offense, but it sounds like the scream of a harpy or another monster. I think you'd have to torture Tifa quite a lot to get such a sound out of her, lol.

I got confused here. ;P

Tifa's voice got amplified wrong and couldn't be heard because of the horrible water splash effect I used. The squeaky banshee voice that is audible was a dolphin voice.

Oh and thanks for the new splash sound. Im going to redo the fx then. :)

Magic one seems fine, but I think it still doesn't quite hit the mark.

EDIT:
Okay 4th times a charm...I hope : http://www.mediafire.com/file/amovqnzymdt/403-dolphin blow test4.rar

EDIT:
Here's a new Beta sound effect : http://www.mediafire.com/file/nwzxqnnmmdo/139-beta.rar

23
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-04 19:37:43 »
lol, that's what I thought as well. The water sound raped the whole effect...man that was my second attempt. It's surprisingly difficult to find a good water splash sound on the net. If you find one then send it my way.

I'm currently at Junon and I have my fingers crossed that mr.dolphin won't screw this up.

Oh and the tifa voice was amplified the wrong way *dope*...my bad, I'll fix that.

24
I read somewhere here that all I needed to do was replace the current png files with a new one, but when I fire up the game nothing is changed. What am I doing wrong?

25
Releases / Re: [WIP] New sound effects for FFVII
« on: 2010-07-04 18:14:46 »
It seems 15 machine gun is also used for Angermax, too bad.

*EDIT*Well here's Tifa's Dolphin Blow: Failed attempt :P

I haven't quit tested this one yet so if you think any part of it needs to be changed just tell me.
I just hope this one isn't a shared sound effect.

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