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Messages - Bosola

1
Non-FFT Modding / Re: Final Fantasy VII: Rebirth
September 11, 2012, 03:33:41 pm
QuoteCan you link me to your editor? I'll try messing a bit with the limits and see what I can do. Sadly I lost my Rebirth saves, overwritten by the other version of the game.


Certainly. You can find LiBrE (Limit Break Editor) here. Do be aware I modified Red's limit skills in the KERNEL.BIN character data too - to modify that, you'll need WallMarket.

QuoteI didn't activate the VRAM display, it actually appeared right on the display screen, partially covering it, but not entirely, for a few seconds. It is POSSIBLE it was an emulator bug, because I've never seen such a thing in my life, but how would anyone trigger something like that?


I don't know. It's very odd. Did you see it with a particular limit break, or all of them?
2
Non-FFT Modding / Re: Final Fantasy VII: Rebirth
September 11, 2012, 02:32:48 pm
Quote from: Xifanie on September 11, 2012, 01:44:51 pm
Depends, for the limits, issue-wise one time the VRAM popped up for a few seconds at the victory dance,


Stupid question, but are you sure you didn't hit the VRAM key by mistake? pSX allows developers to see the state of the video ram at any time by hitting a key (F12 in the Windows build, maybe something else on the Linux version). Because I cannot see any way the limit modifications could have caused an issue like that - I changed no animations, just a few indices. And I cannot replicate the issue (at least on Windows).

Quoteand usually I can't enter any location after the battle is over.


Again, I can't replicate this, and I haven't heard of anyone else having this issue.

Did the pSX console (as in, the output terminal) give you any errors or warnings?

QuoteOh yeah, I almost forgot... but there's an item with a glitched name you can sell for 2 billion gil, which you can steal from the first boss at the reactor notably. I'm pretty sure you're already aware of this though.


Yes, I'm well aware of this. It's just a bad steal reference giving you item 0xFF. Just leave the item alone, it won't do you any harm.

Quote
Did you change the limits through an editor?


I wrote the editor.

Limit break data is stored in an executable fragment named LIMTMENU.MNU . The limits themselves are simply blocks of attack attributes including animation and camera action indices. The animation data itself is completely separate; the rest of the executable is simply the logic behind the 'Limit' menu you see when you hit triangle.

I did, however, uncover a pretty stupid mistake I'd made - I'd swapped the animation and camera data for Stardust Ray and Cosmo Memory, AND swapped the limit skill positions in the character progression data (part of a file called the KERNEL.BIN). The result is an early Cosmo Memory with Cosmo's camera but everything else from Stardust Ray, and vice-versa. That's pretty derptastic on my part, and should be straightforward to fix.
3
Non-FFT Modding / Re: Final Fantasy VII: Rebirth
September 11, 2012, 01:22:27 pm
Quote from: Xifanie on September 11, 2012, 08:32:01 am
I've beaten the game on that emulator not with the original version, but with Hardtype, which doesn't really touch anything else other than very basic stuff. Got my level 4 limits for everyone and encountered no problem. The only thing I have ever encountered was an AI bug (something which wasn't even altered), something which seems very frequent in Rebirth.


Enemy AI is exactly the same as vanilla; only player AI scripts have been changed. Are you talking about Data Errors? They're an exception raised when there's issues with an animation. AI issues in VII usually mean that characters stop acting, but no errors appear and ATB bars fill as normal. Is that something you've seen?

Quote
Bosola, I don't know if you're the one that made those ASM hacks, but you have to be careful. If some things don't work on pSX 1.13, they likely won't on the real console, and other emulators. If it works on ePSXe, it likely means your hacks were not coded properly because ePSXe will bypass some things which will normally bug on the real console. You have to follow some guidelines which you can find here: http://ffhacktics.com/smf/index.php?topic=7346.0


There's not much ASM work in that demo except Gemini's MDef fix. I wouldn't expect any issues with things like undocumented BIOS calls tripping up in certain emulators.

Quote
What I meant by the limits using original limit animations/sound is that for me, Cosmo Memory (lvl 2-2 limit) used Stardust Ray's animation/sound and also the damage data because it was multi-hit, and I suspect, Cosmo Memory's camera. Out of the 4 times I tried that limit, only once did it not cause fatal glitches afterwards.


But the issues occurred out of battle? Hmm, that's very, very puzzling. I will have to investigate this. Thanks for raising it, anyway.
4
Non-FFT Modding / Re: Final Fantasy VII: Rebirth
September 11, 2012, 04:05:19 am
Quote from: Xifanie on September 10, 2012, 07:15:19 pm
Yeah using those limit breaks did things like having the whole VRAM appear on the visible screen for a few moments, or worst, just freeze on a black when loading a town after using such a limit.


Strange. That shouldn't really be anything to do with the mod - if the animation pointers are broken, you'll get a Data Error, but nothing that should cause issues on the field like making loading a town crash. I've never seen an issue like that in testing. Have you played the original on that emulator without any problems?

The animations themselves are untouched besides being re-assigned to different limits, so the graphical errors are puzzling too. I haven't tested the limits on pSX, however, so I'll look into this.

QuoteAnd Cosmo Memory/All Creation still use the original limits graphics/sound, but with a buggy camera.


Hmm, I probably forgot to update all the camera angles. That's something I can definitely fix.

QuoteOh regarding the materia bugs... I mainly noticed things like materias keeping their original Add Status materia effects.


I will look into this. It's possible that there are text changes that still need to be made for some materia.

QuotePerhaps I'll try this when it's updated. Bosola, any idea when that'll be?


Probably around December time. I need to fix up these bugs and start finalizing the changes to discs two and three.
5
Non-FFT Modding / Re: Final Fantasy VII: Rebirth
September 10, 2012, 06:53:28 pm
...I wasn't aware of any issues with the limit breaks. This is quite concerning.

What emulator did you play on?

QuoteI just hacked its HP to 1 and smacked it.


If it's a Data Error, there's no need. Just hit R1 + L1 + Select and you'll continue to the next scene, as though the battle was won.

These issues should be fixed in the next release, however.
6
Non-FFT Modding / Final Fantasy VII: Rebirth
September 10, 2012, 09:45:56 am
FFVII: Rebirth is a strategic mod and comprehensive rebalance of the PSX classic Final Fantasy VII.

Disc One Demo (NTSC PSX) | ModDB Page

What's it all about?

Wooing millions since its release in 1997, inspiring fanart, fiction, a series of spinoff games and even a full-budget movie, it's tempting to fit Final Fantasy VII with the title 'Greatest. Game. Ever'. And I'll agree, it's an awesome game - but, as much as I love FF7, as much I enjoy playing through it over, and over, there's always been a nagging suspicion: could it be... better?

Let's be honest. The battles can get a little too samey, there's little incentive to experiment with materia, and the game can all to easily be bested by simply attacking and spamming Cure-All. We've all heard horror stories about players who have managed to push themselves to the Northern Crater without even grasping the basics of the materia system.

This mod - this rebalance - seeks to address these issues, altering battle mechanics and creating new enemies, nerfing overpowered skills whilst promoting others that have been neglected, introducing new tactics, creating cunning and entertaining creatures, and overall making battles far more exciting and engaging. You won't be able to mash attack to get through REBIRTH. You'll have to keep your wits as sharp as your sword, and think carefully about every choice you make through the entire game.

I think you'll love it.

So what, specifically, have you changed?

Lots of things - but of particular note:

       
  • A fleshed out elemental system, where each monster belongs to a class with consistent elemental affinities. Use Holy, Water and Wind magic to decimate your foes

  •    
  • A revised status system, with debuff spells actually worth using, a more dangerous Poison status ("Disease") and memorable patterns of enemy vulnerabilities

  •    
  • Equipment that offers double-edged 'sidegrades' rather than simple 'upgrades'. Weapons that trade in damage output for situational advantages; armour choices that matter.

  •    
  • More distinct characters with stronger differences in stats and roles.

  •    
  • Double-edged spells and limits that can be compounded with accessories to create killer tactics. Will you use a Headband so you can use Lullaby (sleep on all) without putting yourself to sleep? Or would you rather keep the slot for a Zombie Ring, that doubles strength at the cost of preventing healing? These are the sorts of challenges Rebirth will constantly throw at you.

  •    
  • Faster, more dangerous enemies

Here's an example of the 'tactical gameplay' I'm talking about - Rebirth's revision of the Materia Keeper battle:



OK, I'm interested. What next?

I released a Disc One demo for the US PSOne release earlier this year. You can find it here. Alternatively, keep an eye on the mod's ModDB Page to find out when the finished version is finally ready to play.
7
Help! / Re: Disk burning with a patched iso?
February 12, 2012, 07:21:19 am
Yes, someone does need to create an open-source disc handling app to support simple reinsertion / extraction. It shouldn't be that tricky, really. Unfortunately, I've a few too many projects to do it myself right now, but it's certainly something I'd support.
8
Help! / Re: How does the game access auxilary files?
February 12, 2012, 07:17:56 am
Yes, it is I. FFVII and Rebirth aren't the only things I work on!
9
Help! / Re: How does the game access auxilary files?
February 11, 2012, 06:15:06 pm
The PSOne doesn't use filenames to access file resources. Any filenames in an ISO are artefacts of the compilation process - in fact, later PSOne games typically strip the filenames out completely. FFIX, for instance, turns all data into a single binary blob and flags it as a directory. No filenames there.

No, the PSOne seeks data with raw LBA+Size values. The LBA is usually stored in little-endian format (so LBA 0x123456 will be stored as 0x56 0x34 0x12). You should be able to grab the LBAs of your files easily with a tool like CDMage.

Bear in mind that if any component of the executable is compressed (I don't know the FFT binary), you may need to uncompress those sections to find the lookups. In FFVII, compressed segments are just subject to typical Gzip compression, so I'd expect something similar for Final Fantasy Tactics.
10
Help! / Re: Disk burning with a patched iso?
March 16, 2011, 07:17:16 pm
You shouldn't need a modded PSX so long as:

1. Your disc tools never touched the ECC data on the sectors for the Sony Licence file
2. You can force your burner to use only the ECC data held in the ISO, not auto-generate its own