[FF7PC-98/Steam] Multiple mods and Modding Framework-The Reunion [R06f]

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Good luck with the re-installation of the OS.

I pray every day I do not have to go through it.
 
This is the first time it's happened to me in a very long time. I was due a reinstall... which I will start later.  Can't work on anything until I do it, because I seem to exist here for about 5 minutes before everything goes blue haha.

Safe mode still works... so it's extremely likely a driver.
 
I have a doubt in blin67_2 field. In the document says:
"Dead prison guard does not display when you return to this field."

But during the game, Barrett stays neart at the guard dead and says this:
{BARRET}
“Leave this to me.
  You guys keep movin’
  before we get caught again.”

Then, Did Barrett hide the dead guard?
 
No, the dead guard stays on the floor. It stays there until you have left the building entirely. Unless he was supposed to hide the guard... but even if he was meant to - where would he put it? It's not there anywhere if you return.

I am not sure what "leave this to me" means - but it doesn't work in any scenario. I think the dialogue is just an excuse to tell you to move on.
 
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No, the dead guard stays on the floor. It stays there until you have left the building entirely. Unless he was supposed to hide the guard... but even if he was meant to - where would he put it? It's not there anywhere if you return.

I am not sure what "leave this to me" means - but it doesn't work in any scenario. I think the dialogue is just an excuse to tell you to move on.
According to Japanese version he says this at the beggining: こいつ (koitsu) means "this guy". So, I guess he will hide him in someplace. :|
 
I'll check with Luksy. If so, he will need moving at a later stage when you enter the elevator (when Barrett is with you again).  Until Barrett moves from that spot, the body will have to remain or it looks even worse.

It may be that the way I have done it is still the right way.
 
There's a bug that causes the battle menu to be behind certain objects. Certain areas in Great Glacier have a wall covering the menu, and close-up/summon animations can cause it too.
 
Please upload a screenshot of this problem.  Thanks :)
Here ya go. Happens when you use Mind Break:
http://imgur.com/aIXowyB

Also,
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LATEST CHANGES (R05c)...10. 'Incorrect places' option will also change Midhir to Mideel, and Nibl to Nibel.This is the last compromise on naming that I will make.
:>
 
According to Japanese version he says this at the beggining: こいつ (koitsu) means "this guy". So, I guess he will hide him in someplace. :|
Yeah it definitely refers to the guard, he's pretty much saying "I'll clean up / finish up here / handle this", it could mean hide the guard, it could mean put him out of his misery...they don't flat out say he's 100% dead after all.
 
That's a strange bug but other effects also go over the top. Havent a clue how to fix that:p it might be the price for a larger battle screen. I'll also change localization so it's clearer about guard. Not really a bug though and the guard does need to stay on floor until you can't return
 
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Actually, I think that model-over-menu bug is present in original game + Aali's driver?
 
I am currently pondering whether to do away with the current method of installing Reunion in favour of a dll.  Regardless of that decision, I am trying to make a full replacement for battle effects using my own dll.  What this will do is play effects on one of the 4 channels by detouring the functions in much same way as aali's driver does. The new effects will be pulled from a folder based on ID (like Roses and Wine does with music). If the music file isn't found, the game version will be played.

We'll see how this goes.

If successful, I might even add my own music function too. But Aali's does a pretty spot on job of that already.
 
It's done.  Can use wav or ogg or mp3, but I think best to use OGG 192 as usual.

The hard part is getting all the effects from a higher quality source and editing them in.  I recorded megalixir a long time ago using ps2 spdif.

As a test, I've put it back in. Works a charm. For a first test, all is going very well indeed.

File sizes don't differ too much, either. The original megalixir (mono) in ff7 pc is around 50kb. My 192 ogg version (stereo, which is why I made this 192) is  67 kb.

I'll leave this as a side project for now, but it's promising.
 
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File sizes don't differ too much, either. The original megalixir (mono) in ff7 pc is around 50kb. My 192 ogg version (stereo, which is why I made this 192) is  67 kb.
Does the panning work properly with stereo though?
 
Yes. It's stereo in psx. Panning doesn't depend on channel data. You ever switch left and right in a media player?
 
Oh, right. I see what you mean. For some reason, I momentarily assumed FF7 uses 3D sound placement but thinking about it without a sleepy head now, of course it doesn't.. FF7 only ever uses 2D sound so literally everything can be in stereo.
 
Isn't it possible to give the always run mode a more proper logic and activate it if the player has the control over the character (so it is disabled when the character can't be controlled by the player)? Hmm, now I realize that I actually didn't test this setting so much. :P Does it working already that way? ???
 
I'm revolutionizing the way this all works. Gonna make the game play from files inside Reunion folder - no changes to original files.  Reunion to be set by simple ini flag. I think it can be done - especially with my new ddraw.dll
 
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