Author Topic: FFVII: Shinra Archaeology Cut  (Read 89180 times)

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #125 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.

Chthon

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Re: FFVII: Shinra Archaeology Cut
« Reply #126 on: Yesterday at 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.
« Last Edit: Yesterday at 14:37:08 by Chthon »