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

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That did it. Removing it allowed the installer to detect it properly. Looks like everything's as it should be. Thanks.

Started a new game and enjoying the changes as I go. Mentioning this in case it was unintended:
mds7pb_1: Wedge cannot be interacted with after his dialogue about Tifa's cooking. Tifa cannot be interacted with after answering how well you slept.
 
If you made a choice in those dialogues then that is a fix - to stop you answering differently.  Once you've had a dialogue, you aren't meant to get another chance to answer. See The Reunion Database.
 
I did make sure to check the database beforehand, but as you used a different and better solution to the same problem for Wedge in mds7pb_2 (you can still interact with him afterwards, but his dialogue has been slightly rewritten with your response in mind and you are not given another choice), it looked like a possible oversight.

In Tifa's case the change was probably unintentional. No problem with dialogue choices concerning her is listed in the database, and at any rate there was nothing to fix: in vanilla psx and pc, after she reacts to your dialogue choice, she declares "I'm going this time."
This is the only line she repeats if you interact with her again; no further choice is offered. If you avoid talking to her at all and skip straight to Barrett, this line will be added after speaking with Barrett and before she starts talking about the weapon shop. Otherwise, it is omitted.
Presently in R05c Tifa's dialogue ends after she reacts to your choice, and you can no longer interact with her at all. She will declare her intention to go only after you talk to Barrett since she was unable to say it earlier.
 
Presently in R05c Tifa's dialogue ends after she reacts to your choice, and you can no longer interact with her at all. She will declare her intention to go only after you talk to Barrett since she was unable to say it earlier.
Then it's definitely on purpose. Having a character keep repeating that line is a little silly, since she repeats it again during main exposition. Additionally, in R05, she will turn to face you at all times.
 
To be clear, Tifa would only say that line once in the vanilla game, unless the player spoke to her a second time. It's omitted from the post-materia dialogue if the player already heard it.

While it can be seen as a little silly, it's no worse than the player talking to any NPC repeatedly. The alternative (rendering an NPC unresponsive to player input) is worse, and the game makes a point to keep those to a minimum.
 
I'll have a look at it and make sure.  Either way, I will make sure Tifa can't just repeat the same dialogue.  NPCs aren't a problem.  It's much worse when it's main character in a scene like that.
 
OK. Regardless, it is altogether great to see so many of the more obvious bugs in vanilla finally squashed in R05c, and your work is much appreciated. I'll report any more issues as I find them.
 
Major localization oversight. Charlie Beer just noted that Red sounds different (childlike) the second you reach Cosmo Canyon.  I've had a look at Yuffie and Fort Condor quest - and  now it makes sense why there are 2 sets of Red XIII dialogues there.  One is Red after you reach Cosmo Canyon (child like) and one is before (Red XIII pretending to be an adult).  Basically, up to Cosmo Canyon, Red XIII is putting on an adult persona. That's why Bugenhagen says "You thought he was older?".

This is going to mean significant rewrite / revision of Red.
 
And Gongaga too. Yeah, I don't know you've translated it but Red XIII slips out his natural first person pronoun (オイラ) instead of the one he's been using around the party (私) when he first gets to Cosmo Canyon -- He effectively says "This is オイラ's... no no! This is 私's hometown".

This doesn't really translate, but the official localisation instead goes with "Here is where I was... I mean, ... this is my hometown.". Which doesn't make sense as a thing to say! "Here is where I was born" is true and conveys the same thing!
 
Thanks for that!  Yeah... that would be hard to get across.  For a Japanese person, it's obviously a nice way to clue them in to what's going on. Still, we are working on it right now - so I'll be sure to get across the change in how Nanaki talks before and after.
 
Still not done with battle sfx because not only does it use akao and separate functions - but now it also has another set of play stop pause resume set vol etc set of functions... The Submarine minigame uses them for the warning sound, battle uses them for multiple effects (like Summons / Ultima), which is just yet another duplication.  It's bizarre.  The game is held together with blu-tac.

This is what happens when you don't have a set design from the word go and allow programmers to just do what they want.  Then port team come along and add to the cluster fuck.

edit. 

Well, here's kind of how it works

Field main > subfunctionsA (mainly field)
Battle Main > subfunctionsA and subfunctionsB (Battle only)
subfunctionsB (called directly from submarine (warning sound), very likely others)
SubfunctionsA (called directly from battle)

So you see, Field, Battle, and Other Main are just wrapper functions to be sent to sub functions. Akao (field) wrapper can do everything that the others can from what I can see... but look above... Battle main is a separate wrapper to do things that already exist in Akao (including a function that exists in SubfunctionsB to add effects at the same time). And subfunctions are often called directly without any wrapper.  The wrapper HAS to be used from field.  But from battle and minigames, your guess is as good as mine.  They just did as they saw fit.

What I am getting at is that if used properly, the field akao wrapper that the field module uses could do everything and there was no need for any other wrappers or subfunctionsB.

I don't know if subfunctions B existed in PSX version. I'm thinking like the midi functions, these were added by the porting team.
 
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That doesn't surprise me. Sorry you have to deal with such a mess.

Some more reports I couldn't find in the database:

60fps battles (I think; have not yet tested Reunion without it) - help window doesn't fade in correctly at the start of a battle
Model Overhaul - Bugenhagen's positioning needs adjustment during his FMV (boogstar.avi), so that the planet energy flows correctly into his sleeve
 
I'm aware of the fade issues - it will be a problem with or without 60fps. I'll adjust Bugenhagen when I finally get time.
 
Anyone out there got a real psx that they could test something for me?  Submarine battle.  Need sound recording of torpedo fire and torpedo exploding.  Both mednafen and epsxe have static with some sfx... and im thinking it's there in the original psx.

it's also there with PC.  I wonder why static would be caused when these were created from adpcm samples in realtime.
 
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Unfortunately, I currently don't have any empty CD's on which to burn the proper soundtest modded game, so I couldn't record clean sounds. I recorded a part of the actual Sub minigame though, if it's any help as it is. It's probably not in this case, due to at least two ambient sounds playing throughout, not to mention the alarm which couldn't be avoided either. Still, any comparison is a valid comparison, so here it is.
 
That is very much appreciated.

The crackling is there too (5-6 seconds).  So this is an original game error.  With quite a few effects, too.  it's the first time I've been happy that there is a bug there that I can't correct... because after making ~730 effects, that would have been a kick in the teeth.

Just for your info: The sub game uses two ambient water sounds, one warning sound as an effect, one warning sound with echo set as the music (the volume alternates between 0 and positive number), and one sonar sound.
 
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Sorry if this is covered somewhere else in the thread, have tried search.

Is there a fix for the double input that occurs when in menus. For example, if I do a quick down + circle, the game will receive 2 downs and a circle. Basically forces playing very slowly which really harms the experience and has caused me to die in 1 battle so far!
 
If you're using 60fps battles, that's simply how it is. That's how fast it is on PSX and that's how fast it has to be - since input is refreshed 60 times a second.  I've never had any problem pressing down in menus - unless you are using some other mod or 7h that has messed something up.
 
I'm not sure I understand, if this is simply how it is you should have the same problem, but you say you don't ? (I'm not sure why the framerate would affect inputs either, maybe someone can explain)

The down + circle was just a common example, it appears to affect all input in the normal menu and the menu in battle, the common input at any point being a direction followed by circle. If circle is pressed too quickly (not superhuman speed... I'm just playing normally) after a *single* direction press, the game will reflect *two* direction presses followed by a circle press, making me select the option below/above the one I should be on.

edit: not using any other mods
 
Since input is polled on each frame, 60fps will have four times the number of cursor movements and sensitivity compared with the PC original of 15.

I have never heard of your problem in regards to what you mentioned though.  It is not a Reunion issue. It could be your joypad or something else related to your set up.
 
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