Author Topic: PSX/PSP Sephiroth and Shinra MOD  (Read 97346 times)

ocete9

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #100 on: 2014-04-28 18:28:26 »
I write in spanish:

Soy un usuario español de este foro yo estoy jugando al hack en la version usa y algunas escenas se congelan aora mismo me paso cuando hay que luchar contra reno y secuestran a aerith y tambien me a pasado en el flasback de cloud me ayudado del black chocobo para poder seguir jugando pero haciendo otra vez el proceso del mod esas dos escenas no me van aora mismo solo esas dos si me pasara en alguna mas lo notificare pero Jeet usted no puede hacerlo en pmf para que sea para todos mas facil de aplicar y otra cosa no podria arreglar el pelo de sephitoth , Red Xiii ya vi que estaba modificado pero no podria sustituir a caithsith por palmer fuera de la batalla estaria mejor y aver si podria poner en el mapa a elena en vez de a tifa y una cosa no podria sustitutuir en los enemigos sephiroth por cloud,rufus por cid y etc, asin los buenos serian malos y los malos buenos asin el mod estaria mejor es solo una idea y mi otra pregunta e probado el mod en el juegos en español pero no funciona asin que me gustaria preguntar si podrian decirme las herramientas que hayan usado y explicarme un poco y asin yo crear un mod para la version española

Jeet

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #101 on: 2014-04-30 00:21:58 »
@Meesbaker

I will post the list and the locations of the animations , when i will have time for it since i really dont remember well, i think i noted this somewhere, i ll make u know in the week.

PS: thx for the dark nation skin , thats good , but i already created a skin for him after i made the video, ( i just recolored red 13 in black and grey) but if ur skin is more than a recolor then i will include it in my mod , can u send me a screen shot of it? thks.

meesbaker

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #102 on: 2014-04-30 00:59:13 »
Nah its just a recolor as well. If you found all  main rgbs and gave them slightly different black/grey tones including the yellow rings on his legs your recolor is just as good as mine. I also didnt invest more than 2 minutes in it as recoloring bcxs is very simple.

I just thought you didnt know that yet as your video did not include a colored nanaki yet, but now you cleared things up. ;)

The animation data is interesting but currently I don't need it THAT much anymore. No hurry, just do it when you're bored or so. As I wanted to get omnislash and all other Limit Breaks of Cloud working perfectly with Sephiroth for my patch, I tried putting Sephs body parts onto Clouds skeleton just like we did for the field models and I succeeded.



Sephiroth now uses all of Clouds animations and weapons perfectly, first time I saw a proper Seph- omnislash. I swapped Buster Sword for Masamune and created a similar model with Clouds parts on Sephs skeleton and that worked as well.
I left one half of Sephs cape on Clouds leg and colored it dark blue which looks a bit AC-styled and totally great. Ill do some screenies tomorrow so you know what Im talkin about. Im also nearly done replacing the villain by Cloud in the Fields to have a full role swap.

P.S. Why no Palmer in the Fields? Cant you just place his parts on Caith Siths skeleton getting a bcx model that works with CS animations? If you have problems I can try helping out on that.
« Last Edit: 2014-04-30 01:03:28 by meesbaker »

meesbaker

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #103 on: 2014-04-30 16:44:07 »
Here's what Im talking about




« Last Edit: 2014-04-30 16:49:55 by meesbaker »

Jeet

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #104 on: 2014-05-01 04:54:53 »
Hey Cloud look cool like this ,  like the AC version

I wanted to modify cloud field model too, and even swap the turks field model for  the avalanche team, but it was too much work, since the field model of the turks and sephiroth are included in the BSX and not in the BCS, it mean u have to modify them in every BSX files of the game ( and there is a lot of them)

For palmer, i couldnt do it cuz cait sith skeleton is very odd, dont fit for an human body, u can give it a try, but if u sucess it make me know, its the only character who dont have a field model and i must admit its kinda frustrating lol.

vayneruel

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #105 on: 2014-05-01 10:18:38 »
Great job meesbaker, Sephirot short hair is cool, i have a question, is possible added new model with the size is larger than te original file?
Thanks, if you need help let me know.

meesbaker

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #106 on: 2014-05-01 11:36:25 »
Yeah this can be done as long as it fits in the sector. If it doesnt you must change the lba pointer in battle.x and put your file elsewhere.

Ill try Palmer today.

meesbaker

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #107 on: 2014-06-13 17:59:52 »
You must extract the ISO from your eboot, then patch it and repack it to an eboot.

Jeet

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #108 on: 2014-10-04 02:06:54 »
The new version is UP

There is many changes and the mod have been totally reworked

New characters and features

Its now an automatic installation, very easy to use

Everything is explained in the first page

http://forums.qhimm.com/index.php?topic=14507.0

meesbaker

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #109 on: 2014-10-04 02:15:53 »
Hey, great work my friend :)
Glad to see you switched to ppfs as well and on the model I guess you fulfilled your plan and took out the broken animations? So you also have the hair now don't you ? Great stuff mate!

Jeet

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #110 on: 2014-10-04 02:20:54 »
Thx :)

Yes i thought ppf was complicated to use but in fact its very easy, that changes everything

I just put the real sephiroth model, thats why he have his hair, i changed every dat file so they fit with sephiroth's bones and part, and changed certain animation in the BSX, thats was a lot of works but i really wanted a decent model for sephiroth he look really much cooler like this, there was many other changed that was needed too ( specially the freezes that happened in battle randomly, it took me many days to solve this)

meesbaker

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #111 on: 2014-10-04 02:27:14 »
I just finished watching your video it is real cool! I hope you didnt edit each .dat by hand you asked me for the bsx files but for the .dat you would only have needed sed because you just search 00160f and change it to 151810(or 001810 if you switched the faces in field.tdb)

I did this as well for the 16 parts patch and the part working the .dat files was just a single sed command fixing all 770 files at once I hope you didnt do that with a hex editor :D :D

Jeet

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #112 on: 2014-10-04 02:34:46 »
 :/ Unfortunally i did it manually, i have thought about asking your automatic modifier, but i finally renonced because 80% of the DAT contain cloud's original animations, so i didnt just modified the number of bones and parts, but changed cloud's animation too ( if i modified only the number of bones and part sephiroth would display cloud's field animation and many glitches)

Thats why it took me so much time now i can finally breath lol

EDIT: thats why the "glitch" on makou reactor was really annoying, if makou reactor could work for PSX, i could just modify every animation with the program, save it ( so no need to re insert everything) and then use your automatic program because the only thing left to modify in the dat would be the number of bones and parts

I forgot to mention for my manual method, about comparing an original DAT with a modified one with makou reactor, i didnt changed EVERY difference, otherwise the game would crashes too, i just modified the animations script section differences, all the rest is "bad "differences
« Last Edit: 2014-10-04 02:37:48 by Jeet »

meesbaker

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #113 on: 2014-10-04 02:43:04 »
Okay, great work again ;)

For the next time try this in cmd: FOR %f IN (myfolder/*) DO sed -b s/x00\x16\x0f\/x15\x18\x10/g %f > %f.NEW

:D

Jeet

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #114 on: 2014-10-04 02:54:20 »
Thx you meesbaker  ;D but i think this will be my very last mod, it was really too much time consuming and i think i succeed everything i wanted exept the same thing that you are looking for : controlling the HD sephiroth/cloud from the final battle, i ll wait for your solo patch release the game could be interesting alone anyway

meesbaker

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #115 on: 2014-10-04 02:56:07 »
Yeah, thx. Im working hard to finish in a proper time! ;) By now I got most of midgar covered working pretty well.

GARDIN

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #116 on: 2015-01-04 14:04:47 »
Hello jeet There are problems in mod When applied to the two copies us I can not play gives me a black screen but

when you replace KERNEL.bin I can enter but give me another problem in the disappearance of players fighting So I

hope you give me a link to download the files but used manually Such as FF7 All Stars Mod To know where is the problem Sorry for the inconvenience  ;D

Jeet

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #117 on: 2015-01-05 10:37:11 »
Hi, thats strange the patch have been tested many times and works,but ur the second person who have this problem now, verify you have a clean ISO of the us version, delete your saves and start a new one, and do  not use hack/editor.

Verify your pff apply, use the one from my link in the video.

 If thats still doesnt works i cant give u the file one by one, since i modified something like 900 files in the game, thats why i created a patch for it. In that case u can try another emulator ( i tested this on PSP and emulator and have it works) of just use the old  all stars mod.

genesis063

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #118 on: 2015-01-06 21:25:19 »
Okay so how did you get supernova to work is it with Safer only?  We've been looking for a way to get it to work for awhile now on the pc for the Sephiroth swap mods as well.  We were thinking it was on the background or is this another one where it is really different between the two?

GARDIN

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #119 on: 2015-01-07 13:00:44 »
Hello I've put everything he has said on the original copy not Be did not work so I tried to copy fra end eng But the same problem with a copy us Please give me your copy with the name I carry For example (SCUS94163) Thank you for your effort jeet Returns psx Best.

Jeet

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #120 on: 2015-01-08 19:27:54 »
genesis> the supernova from the mod is the japanese version, usable in any background, for the "long" version it works only in spiral background , it can works everywhere if u modify the background to be spiral-like(only one value to change), but the look is awful

gardin> sorry i dont understand this patch work on my game and its the US version, its a simple application so i dont understand why its not working for you

genesis063

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #121 on: 2015-01-08 21:19:34 »
Ah so how did you obtain the Jap version is it easy to come by or do you need to some how get your hands on it?

Jeet

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #122 on: 2015-01-09 10:55:41 »
for the psx version the spell is located in the magic folder, its called something like " lastboss1 , lastboss2 lastboss3" ( not sure, its been long time) one of them is stigma (this one is hackable via wallmarket) the other one is the japanese supernova, not hackable on wallmarket so u need to manually swap this file with another, for example, i swaped supernova with pandorabox, in the magic folder, note that unlike the longer version of supernova its located into all 3 disc in magic folder , so its usable for all disc

Zara9

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #123 on: 2015-01-12 18:27:07 »
Hey Jeet

when someone uses the sephiorth level 1 limit break

heartless angel on your mod, it locks up the game

is it spose to do that

thanks

Jeet

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Re: PSX/PSP Sephiroth and Shinra MOD
« Reply #124 on: 2015-01-14 14:56:49 »
like i said in the description of the mod, in the video and in the read me there is an IMPORTANT note, i ll write it again:

1/Do NOT use transformation limits break (hojo: mako juice, and sephiroth: heartless angel) on the 3RD position, sephiroth must always be on 2nd position and hojo ( if u use him) on 1st position

2/Transformations limits break works only if u have at least 2 team members (it wont crashes, just the limit will do nothing, like caith sith transform limits)

3/when u patch the game, do NOT load a previous savegame before the patch, u have to start a new game

4/dont use gameshark codes/editors/other patches


So if ur limit doesnt works even if u followed the instructions, give me more details about this ( what was the position of sephiroth, what enemy u was facing, what weapon u had equipped)

I finished the games 3 times with this patch, using transformations limits break at most of the fights and never had a single freeze ( note that i did this with the V1 patch, maybe the V2 have a problem? i dont think so because the V2 consisted only of adding some small field animations and a new weapon in battle, but i have some free time soon and will release the final version anyway