A
Armorvil
Guest
I meant the former (the standalone patch), you know, kinda like how Wall Market can create a .wm file containing all your changes so you can distribute it.
But I just found another method, a lot faster and easier : the ouinja patcher. I made a ff7.exe patch with it - so people can just patch their ff7.exe with with it (by selecting "Ninja - binary" in the ouinja patcher ; the patch has the .rup extension). Works perfectly, and it has the advantage to also patch my changes to the shops.
Now all that's left is a way to create a patch out of my flevel.lgp...
EDIT:
Ah, I just read your post, Kranmer
Thank you very much for the great insight !
Since Dup2 is an exe patcher, I assume it won't work with an LGP archive, right ?... ...I'll try CodeFusion3 to see if it can work with LGP files.
Or now that you gave me the tip of Inno, I'll try to make an installer ^^. It would be much easier to install, than having to use Wall Market, Proud Clod, the Ouinja Patcher / Dup2, and CodeFusion3.
EDIT 2:
I tried Inno Setup Compiler, and the least I can say, is that is isn't as user-friendly as I thought. I'll need some time to figure out how to make it work the way I want (meaning : replace ff7.exe with the one I provide in the Program Files\Final Fantasy VII\ directory, replace flevel.lgp with the one I provide in the Final Fantasy VII\Data\Field\ directory, etc...).
Meanwhile, I tried CodeFusion. Verdict : it won't do. I can choose the file to patch, but the utility then asks me what is the data to patch. It wants me to enter the offset addresses, the data, the size... :lol: Yeah, right.
As for dUP2, looks like it doesn't want to work with lgp files. I get an error message after a while, when comparing the original with the modded one. Perhaps the file is too big.
The last one was the right one : Xdelta works great. It created a patch of 76.2MB (a bit much for the little modifications I made), but it does the trick. Maybe I'll make xdelta patches for the other files too ; that will make installing the mod a lot faster and easier (I'll create a bunch of already configured bat files in the patches' directory, so the only thing you'll have to do is put your originals in it and launch the bat files one at a time. Beats having to use many different programs).
I'll make all the patches and upload them tomorrow
It's getting late in my time zone.
Ah yes. I just tried to patch a dummy file : I created a text file, named it whatever.exe, and asked libre to patch it. Then, I opened it in Libre and indeed saw all of my changes. I guess I could distribute it, and people would just have to load it into Libre, then ask Libre to save the data into their FF7.exe (I noticed this whatever.exe didn't really become a ff7.exe even though its file size is more than 5MB - it just contains the limit data, which is logical).Now, if you wanted to create a standalone patch, all you would really need to do is 'patch' limit data to a dummy file, then distribute that and Libre (I'm happy with you distributing the latest version of either the executable or py files). You could create a dummy file however you want. Just creating a PNG called 'limitdata' would be absolutely fine. Libre doesn't really care about filetypes, it just reads and writes raw data.
But I just found another method, a lot faster and easier : the ouinja patcher. I made a ff7.exe patch with it - so people can just patch their ff7.exe with with it (by selecting "Ninja - binary" in the ouinja patcher ; the patch has the .rup extension). Works perfectly, and it has the advantage to also patch my changes to the shops.
Now all that's left is a way to create a patch out of my flevel.lgp...
EDIT:
Ah, I just read your post, Kranmer
Since Dup2 is an exe patcher, I assume it won't work with an LGP archive, right ?... ...I'll try CodeFusion3 to see if it can work with LGP files.
Or now that you gave me the tip of Inno, I'll try to make an installer ^^. It would be much easier to install, than having to use Wall Market, Proud Clod, the Ouinja Patcher / Dup2, and CodeFusion3.
EDIT 2:
I tried Inno Setup Compiler, and the least I can say, is that is isn't as user-friendly as I thought. I'll need some time to figure out how to make it work the way I want (meaning : replace ff7.exe with the one I provide in the Program Files\Final Fantasy VII\ directory, replace flevel.lgp with the one I provide in the Final Fantasy VII\Data\Field\ directory, etc...).
Meanwhile, I tried CodeFusion. Verdict : it won't do. I can choose the file to patch, but the utility then asks me what is the data to patch. It wants me to enter the offset addresses, the data, the size... :lol: Yeah, right.
As for dUP2, looks like it doesn't want to work with lgp files. I get an error message after a while, when comparing the original with the modded one. Perhaps the file is too big.
The last one was the right one : Xdelta works great. It created a patch of 76.2MB (a bit much for the little modifications I made), but it does the trick. Maybe I'll make xdelta patches for the other files too ; that will make installing the mod a lot faster and easier (I'll create a bunch of already configured bat files in the patches' directory, so the only thing you'll have to do is put your originals in it and launch the bat files one at a time. Beats having to use many different programs).
I'll make all the patches and upload them tomorrow
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