[FF7PC-98/PSX] The FFVII AV mod (2010-11-22 Demo)

  • Thread starter Thread starter Armorvil
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I will have a chance to try out this mod at the end of next month... really looking forward to it!
 
CodeFusion couldn't compare the two LGP archives, as far as I can remember. But it's possible I didn't use it correctly.
Anyways, thanks for the tip regarding "ClickTeam Install Creator" and "CreateInstall", though I think I'll keep the bat files for the demo (a child could install the mod, with them).
And yeah, I'll create a rar archive containing all the needed files, so this compression should further reduce their size.
i am just downloading now and i will hopefully try it either later today or tomorrow morning now,
Also when i finish downloading i will have a quick look as well at the size of the xdelta patch's and see what can be done about it (i mean i will see if i can make the size smaller for you).

EDIT:- OK i have played to just past the first boss (died only once due to my own stupidly in that boss battle, i let Barret die thinking i could revive him with a Phoenix down, i was wrong) and i have to say i am quite enjoying it so far (i was getting slightly annoyed at Barret though who kept getting hit by poison).

Also i did have a quite look at your patch's and why the delta patch's are so damn big, the reason seems to be because of the way the LGP was put back together, when it was recompiled the files are in a different order from the original LGP (if you look at both in a hex editor you will see what i mean), there isn't really a fix for the order problem but you could make the patch hell of a lot smaller by making a .bat to command UNLGP to extract the archive and just patching the changed files then using LGP to recompile the LGP and hey presto you will save over 70MB,
And 1 more small question, i had a look at your flevel and saw you only changed 4 files from the original, but what exactly did you change in the .TEX file you altered ?
 
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Your mod is included in my project,

I could make you a custom insatller if you want a stand alone version, it wont be anything to fancy
tho, probably an sfx with backup option.
 
I'm glad you're playing it, Kranmer. Thanks for posting your thoughts ^^

If Barret getting often poisoned is annoying, I can decrease the chance that the status triggers. Let me know if you feel it would make the mod better.

And thanks for the insight about the patch's size. I have no clue why the order of the field files was rearranged. And... ...hahaha, I modified a .TEX file inside flevel.lgp ?! That's news to me xD
Maybe I inadvertently saved the file after I tried some field background editing with some utility (like Palmer, maybe ?). Hopefully I didn't destroy the tex file ^^; (I don't think so but hey, anything is possible).

@Beavii: no, I don't want to abuse your time. It's already great that this demo is part of your installer ;)
 
I'm glad you're playing it, Kranmer. Thanks for posting your thoughts ^^

If Barret getting often poisoned is annoying, I can decrease the chance that the status triggers. Let me know if you feel it would make the mod better.

And thanks for the insight about the patch's size. I have no clue why the order of the field files was rearranged. And... ...hahaha, I modified a .TEX file inside flevel.lgp ?! That's news to me xD
Maybe I inadvertently saved the file after I tried some field background editing with some utility (like Palmer, maybe ?). Hopefully I didn't destroy the tex file ^^; (I don't think so but hey, anything is possible).

@Beavii: no, I don't want to abuse your time. It's already great that this demo is part of your installer ;)
Well to be honest i think more of the problem with Barret getting poisoned was that i had used my MP up early on so i didn't really have many ways of curing him apart from remedy (which i really wanted to save since i had no idea what battles where ahead, and i didn't want to go wasting my only way of curing any status), a few antidotes would have been nice but i am fairly happy with things the way they are now to be honest (well so far but i have only go up-to the slums in sector7 so far),
and it was Hand_1.tex you had edited, and the only part you edited was a empty part of the file with "EXTFieldArt/hand_1", it doesn't appear to be broken or anything, but i thought i should mention this, There where only 4 file changes to the whole of Flevel.lgp and they were
hand_1.tex
eleout
mds7pb_1
mkt_w
is this correct ?
 
Hmm... ...Could this slight edit explain why Aeris' left hand is invisible, the first time you see her just after the bombing mission, in my game ?... ...I don't think so, since everything related to the character models on the field should be in char.lgp, but I guess there's no harm to ask.

And yeah, this list is exact, if you remove hand_1.tex from it that is. I don't know how on earth I managed to edit this texture.
 
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Finally I've played enough to comment on this. so without further delay here's a quick review.

If its a new FF7 experience your after then this mod is for you. Throw out that guide book, Forget what you think you know, And please remember to save. For in the AV Demo, Expect the unexpected.

Ive been an FF7 Player since day 1, And for the first time ever, AV's Demo got me a 'Game Over' in Midgar. It seems that every battle, monster and magic has a surprise. To survive you Absoloutely must have individuality for your characters, No more Super cloud, with Yufiie and barret Miming every move.

Admittantly not one for the "Original is Best" scene, But defo worth a try.

If you are having difficulties with installation then try this
https://www.ff7catalog.com/]

Nice work Armovil, If/when you decide to take this beyond Midgar give me a shout
 
Thanks for the little review, Beavii. I'm glad you like it. I don't know what you mean by "Admittantly not one for the "Original is Best" scene", though.

Anyways, yes, I'm still working on the mod. I planned all shops' contents, bosses' drops and morph items throughout the game, yesterday (by the way, in the final game, if you plan to morph a boss, then you should steal it first - since most bosses' stealable items will be the same as their winnable items, it ensures that you get their drop as well as their morph item).

As a side note, I realized I forgot to add protection against the Hit element to most enemies in the 2nd reactor (at least), in the demo. For this reason, the Midgar weapons utterly destroy most of the enemies, and this overpower-ness wasn't intended. It will be fixed in the final version (Vices, for example, will be immune to them). I'd love to add the possibility of more elemental reactions (like enemies only suffering 1/4 or 1/8 elemental damage, taking 300% or 400% elemental damage, etc). Only having enemies able to halve, block, absorb or take 200% damage from elements is too restricting, IMO.

Oh yeah, and I'm also working on converting the demo to the PSX.
 
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Thanks for the little review, Beavii. I'm glad you like it. I don't know what you mean by "Admittantly not one for the "Original is Best" scene", though.
Some Members only like mods that uprade the AI thinking and Calculating, Expect a few post saying "Why'd you change this,Why'd you change that" lol,
 
Sorry about the double-post, but I managed to convert the demo for the PSX. Thanks to Lasyan3's earlier version of Hack7, that allowed me to edit the 2 field files that caused me problems (about the batteries, I just made them available in shop - I can't believe I didn't think about this solution, earlier).

First post about to be edited with a link to a .PPF patch.

EDIT : 1st post edited with the link.
 
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Sweet, I will grab your demo for now but probably will not play it for a little while.  But when i do I will provide some feedback.
 
It stands for my username. I took a habit of calling my mods / rom hacks "<name of game> AV" (I started the habit with FFVI, and I also have a PS3 AV -Phantasy Star III Generations of Doom- in the works).

About FFVII, I think it's fitting since there already are FFVII AC (advent children), FFVII BC (before crisis), FFVII CC (crisis core), and FFVII DC (dirge of cerberus). Makes for some kind of continuity >_>

@xLostWingx: cool. I'm looking forward to hearing from you ^^
 
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Sorry about the double-post.....................................
I beleive your allowed to double post in your own project forum with news and updates
 
Yeah but even so, I'm not too comfortable doing it  :P

EDIT: there's a problem with the .ppf patch, so link removed for now.
 
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OK, new working patch for the PSX version released in the first post. XDelta patches again, since they work so well (I think... ...no one complained that my .bat files didn't work, for the PC version, yet).
 
OK, new working patch for the PSX version released in the first post. XDelta patches again, since they work so well (I think... ...no one complained that my .bat files didn't work, for the PC version, yet).
>:(

I couldn't get them working but then again, had i got them working i wouldn't have wrote 'BML'
 
Beavii, do you have a 32bits or 64bits Windows ?... ...Now that I think about it, I think I overlooked 64bits ones  :-[ . Those who have one should either use BML, or download XDelta 64 bits version, and edit the .bat files I provided to correct the name of the program.

Also, little problem with the PSX patch : Reno, on top of the pillar, uses his rod on all party members in a single attack. Not a problem on the PC version, but the PSX can not deal with the animation. So, the game crashes. I already fixed it in my game, and am currently play-testing it.
So, if I experience other problems like this one, I can instantly fix them.

Bottom line is : you might want to refrain from downloading and installing it until I released a fix. You can still play the game up to this point though, and you'll have to save the game at the bottom of the pillar so you load it again once you installed the soon-to-be-released fix.

Thank you for your patience, everyone!

EDIT:

Here is the fix :

http://www.mediafire.com/?g5a3e93ugqxzrr5

Gosh, I'm tired >_<
 
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