D
DLPB_
Guest
STATUS:
3-D Battler odds: FIXED (Reunion via script fix).
info: Programmer had limited knowledge of probability and made the odds of winning 3709-1. Mini-game also has a bug after final round probably because no tester could actually get to this stage during testing haha. New odds of defeating all 4 opponents is now around 300-1.
Code: [Select]
Easy clock minigame: FIXED (Reunion via script fix).
info. Japanese versions of the game default to a more difficult clock minigame found at Temple of the Ancients. Originally, when you fail at this 3 times, it reverts to the version the west know as normal. This fix restores the original game and programming which was deliberately disabled for the Euro/US releases.
Code: [Select]
Rollercoaster framerate issue: FIXED (added to Aali's driver)
info: Rollercoaster was running at 30fps and not 60fps.
Code: [Select]
Rollercoaster aimer issue: FIXED (added to Aali's next driver)
info: Aimer was not moving at correct speed.
Code: [Select]
Rollercoaster propeller super points issue: FIXED (Reunion. Documentation on this thread)
info: Propeller on the Zeppelin gave upwards of 25000 points. Now gives 0 like later releases.
Code: [Select]
Snowboard framerate issue: FIXED (added to Aali's driver)
info: Snowboard was running at 30fps and not 60fps.
Code: [Select]
Snowboard easier PC time attack: FIXED (Reunion).
info: PC time attack had been changed from NTSC versions by making the times easier.
Code: [Select]
Submarine issue: FIXED (Reunion. Pending).
info: Submarine mini-game is more annoying than later FF7 revisions (including ff7 international). Turning,ascend/descend are 400% slower. Speed is 25% slower. Enemy submarine counts are different. Wire frame model is turned on with F2 and is white not green.
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Let's start with the rollercoaster game
The minigame for PC version is broken. There are a few issues, possibly created by the porting team, or Aali's driver or both.
1. The PC minigame aimer is not correct, very hard to control.
2. The animation is choppy (due to below)
3. The game freezes temporarily on certain special effects. (like big space ship exploding)
I am guessing Aali can deal with 3. 1 and 2 exist due to the following:
1. The psx game runs at 60fps. The game advances properly by 1 each of those 60. NO duplicate frames.
2. The aimer for PSX moves 10 pixels for each frame in a uniform way. (640*480, means 64 individual cursor points for X and 48 for Y)
3. The PC is running at 30fps and duplicating frames to make the coaster run at the same speed as the PSX.
4. The frame progression is not uniform. It progresses by 2, then duplicates by 2, (instead of expected move 1 drop 1).
These are the reasons the PSX coaster game is easier to control the aimer. The PC version is practically broken. It is unplayable compared.
After this is corrected, the game should run properly. although there may still need to be a tweak to the Aimer movement X and Y values. The first step is either restoring the game to the full 60fps or making frame progression work in the proper manner.
PAL users may note that it still seems harder, this is because the original coaster game for PAL runs slower at 50fps instead of the proper 60fps NTSC.
3-D Battler odds: FIXED (Reunion via script fix).
info: Programmer had limited knowledge of probability and made the odds of winning 3709-1. Mini-game also has a bug after final round probably because no tester could actually get to this stage during testing haha. New odds of defeating all 4 opponents is now around 300-1.
Code: [Select]
Code:
Solution: Script changes in flevel.
info. Japanese versions of the game default to a more difficult clock minigame found at Temple of the Ancients. Originally, when you fail at this 3 times, it reverts to the version the west know as normal. This fix restores the original game and programming which was deliberately disabled for the Euro/US releases.
Code: [Select]
Code:
Solution: Script change in flevel.
info: Rollercoaster was running at 30fps and not 60fps.
Code: [Select]
Code:
Solution: Cap fps to 60 with Aali's driver.
info: Aimer was not moving at correct speed.
Code: [Select]
Code:
Solution:http://dl.dropbox.com/u/36889302/FF7/CoasterAimerFix.exeChange following exe values:001ed679 = 05001ed69a = 05001ed6bd = 05001ed6e0 = 05
info: Propeller on the Zeppelin gave upwards of 25000 points. Now gives 0 like later releases.
Code: [Select]
Code:
Solution: Change following values in xbin.bin from coaster.lgp-10b84c=0010b8ac=00
info: Snowboard was running at 30fps and not 60fps.
Code: [Select]
Code:
Solution: Cap fps to 60 with Aali's driver.
info: PC time attack had been changed from NTSC versions by making the times easier.
Code: [Select]
Code:
Solution: Change following values in ff7.exe-00524E70=2000524E71=CB00524E72=0000524E73=0000524E74=F000524E75=D200524E76=0000524E77=0000524E78=C000524E79=DA00524E7A=0000524E7B=0000524E7C=6000524E7D=EA00524E7E=0000524E7F=0000524E80=E800524E81=FD00524E82=0000524E83=0000524E84=E000524E85=2800524E86=0100524E87=0000524E88=9000524E89=5F00524E8A=0100524E8B=0000524E8C=FF00524E8D=FF00524E8E=FF00524E8F=FF00524E90=D000524E91=0100524E92=0100524E93=0000524E94=7000524E95=1100524E96=0100524E97=0000524E98=2800524E99=1D00524E9A=0100524E9B=0000524E9C=E000524E9D=2800524E9E=0100524E9F=0000524EA0=8000524EA1=3800524EA2=0100524EA3=0000524EA4=A000524EA5=8600524EA6=0100524EA7=0000524EA8=C000524EA9=D400524EAA=0100524EAB=0000524EAC=FF00524EAD=FF00524EAE=FF00524EAF=FF00524EB0=7000524EB1=1100524EB2=0100524EB3=0000524EB4=F800524EB5=2400524EB6=0100524EB7=0000524EB8=8000524EB9=3800524EBA=0100524EBB=0000524EBC=0800524EBD=4C00524EBE=0100524EBF=0000524EC0=1800524EC1=7300524EC2=0100524EC3=0000524EC4=B000524EC5=AD00524EC6=0100524EC7=0000524EC8=D000524EC9=FB00524ECA=0100524ECB=0000524ECC=FF00524ECD=FF00524ECE=FF00524ECF=FF
info: Submarine mini-game is more annoying than later FF7 revisions (including ff7 international). Turning,ascend/descend are 400% slower. Speed is 25% slower. Enemy submarine counts are different. Wire frame model is turned on with F2 and is white not green.
==============================
Let's start with the rollercoaster game
The minigame for PC version is broken. There are a few issues, possibly created by the porting team, or Aali's driver or both.
1. The PC minigame aimer is not correct, very hard to control.
2. The animation is choppy (due to below)
3. The game freezes temporarily on certain special effects. (like big space ship exploding)
I am guessing Aali can deal with 3. 1 and 2 exist due to the following:
1. The psx game runs at 60fps. The game advances properly by 1 each of those 60. NO duplicate frames.
2. The aimer for PSX moves 10 pixels for each frame in a uniform way. (640*480, means 64 individual cursor points for X and 48 for Y)
3. The PC is running at 30fps and duplicating frames to make the coaster run at the same speed as the PSX.
4. The frame progression is not uniform. It progresses by 2, then duplicates by 2, (instead of expected move 1 drop 1).
These are the reasons the PSX coaster game is easier to control the aimer. The PC version is practically broken. It is unplayable compared.
After this is corrected, the game should run properly. although there may still need to be a tweak to the Aimer movement X and Y values. The first step is either restoring the game to the full 60fps or making frame progression work in the proper manner.
PAL users may note that it still seems harder, this is because the original coaster game for PAL runs slower at 50fps instead of the proper 60fps NTSC.
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