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

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I'll supply you the texture later today. There are 2 for the font, I think.  Might be 4 given the menu.
 
Okie dokie, as long as it's not a complete mess it shouldn't be too hard. I edited the ones for 8 before so hopefully they are somewhat similar. I'll find out one way or another.
 
In regards to releasing this mod...  it's getting closer. Very close. Can't believe the amount of work that's been needed on it.  Must be longest I've ever gone without a release.
 
If you want to implement that 360 degree field movement (or was it 255), I have no qualms immediately scanning through all of the field files and fixing the default directions.

Also, great to see you posting again, I had wondered what happened.
 
you run risk of it not looking great if you deviate too much from my icons... or rather il ducci's. but we can fine tune it in testing later @obesebear  cheers and i havent forgotten your request
 
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I made a couple cause I wasn't sure if color mattered so.

Xbox l.tex Colored
tupJgxo.png

Xbox l.tex Colorless
zaND08Z.png

Xbox h.tex Colored
Sosacxn.png

Xbox h.tex Colorless
eCj8RV5.png


.tex files: https://www.dropbox.com/s/i5zspilclo43e4o/controller images.7z?dl=0
 
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If you want to implement that 360 degree field movement (or was it 255), I have no qualms immediately scanning through all of the field files and fixing the default directions.

Also, great to see you posting again, I had wondered what happened.
I help you when you work on it. I think it will be easier if I tell you the value for a scene rather than letting you import it into the field.
 
They do need to have colour,  The texture format supports pallettes. 

I can't preview the files in dropbox though...  think it's forcing me to have account?
 
The format has to be correct and paletted properly or the colours will not work correctly. See the tex I sent. It's also important that the style of the buttons be basic like the ones we made for ps - otherwise they will stand out like a sore thumb.  If you can design them to fit in, Ilducci or someone could correctly format.  Otherwise, let me know how you get on.  I have zero idea how to make tex files.
 
Dang it I was gonna make a super basic version but thought against it haha. I don't know how to make them either I just used textool to convert it.

Edit:

So rereading what you've said I'm not 100% sure what's needed. I used the tex you sent to make the edit, and saw you said that colors were needed, yet the file looks like this:

GZPQkAh.png

OLg2nIj.png


I dunno if textool is making the png's monochromatic or if they are supposed to be that way, but if nothing changed, then I'll just replace △ ○ □ ✕ with already existing A B X Y in the fonts (would prefer to have the other .tex files with the rest of the upper case alphabet to make the font match perfectly with the rest.) I could change their color to be the matching button color as well just to make them stand out a bit if preferred.
 
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The file is a texture file and has palette data to allow for colour.  I suggest you design them to fit in like the ones I have and PM Ilducci to fix them up for you.  I have no idea how to make palettes work.

Some tools will show you the different palettes.
 
@obesebear

Do you happen to have the Death fix and Knights of Round fix for interpolated 60fps battles?  If not I will check my backups.
 
Scrap that

Knights of Round works only when original files are present...  which is very weird.  Can only assume it's recalculating somehow.

 deathdat.a00  on other hand I cannot get working.  The original is too slow - and the one you supplied stays there and doesn't animate (may again be something internal).  Can you check this one for me again please? :)
 
I'll check deathdat.  Knights of the Round should be done, but it originally had issues with the pause buffer used to make the battle 60fps.  I thought you had fixed that?
 
The truth is Knights of Round original files works automatically with full 60fps.
 
So - Modpath now includes texture and file replacements - but global is checked first
and can supersede
it's looking like the finished article
global\Direct
global\DLL
global\File
global\hext
global\Texture
global\Movies :  not implemented yet
global\Music
global\SFX
and then modpath is

Custom\Mod_ID\Direct
Custom\Mod_ID\DLL
Custom\Mod_ID\File
Custom\Mod_ID\hext
Custom\Mod_ID\Texture
Custom\Mod_ID\Movies :  not implemented yet
Custom\Mod_ID\Music
Custom\Mod_ID\SFX

direct:  checked before LGP archives.  Any file inside archive superseded by the one in this folder.
DLL: load any dlls you need
File:  Default path to files - such as any normal file and lgp archives.  When direct fails - this is where it will check next.  This also allows scene.bin etc to be loaded from this folder.
hext:  Hext format binary changes - to change font spacing data this will HAVE to be used.
Texture:  PNG file replacements.
Music:  Game music in ogg format
SFX:  SFX in ogg format
Depending on options - BASE is used and supersedes global and custom if file exists>

Base\60i  : interpolated 60fps battles
Base\Closed_Mouths  : closed mouths on original models.  Will not work when Model_Overhaul selected.
Base\Model_Overhaul
Base\Movies :  I am still trying to add this to global and custom as well...   At moment does not work at all.
Base\Weapon

In the end, there is a hierarchy here that will allow for a full flexible modding experience.  BASE is purely for my own optional mods, which I have integrated into aali dll and my own dll.

Audio Replacement is mandatory.
Window.bin abolition is mandatory.
Certain fixes may end up being mandatory.
New frame limiter is mandatory - unless an issue crops up.
 
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That pesky help menu flicker issue has been fixed.  I had to rewrite my auto size action box code. Really didn't want to.
Code: [Select]
Code:
0:  8a 4d 0c                mov    cl,BYTE PTR [ebp+0xc]3:  66 8b 85 a8 fe ff ff    mov    ax,WORD PTR [ebp-0x158]a:  66 ba 80 02             mov    dx,0x280e:  66 89 d3                mov    bx,dx11: 66 29 c2                sub    dx,ax14: 66 d1 ea                shr    dx,117: 80 f9 19                cmp    cl,0x191a: 75 19                   jne    0x351c: 04 18                   add    al,0x181e: 66 a3 1c d2 91 00       mov    ds:0x91d21c,ax24: 66 29 c3                sub    bx,ax27: 66 d1 eb                shr    bx,12a: 66 ba 0d 00             mov    dx,0xd2e: 66 89 9d 8c fe ff ff    mov    WORD PTR [ebp-0x174],bx35: 66 89 95 a8 fe ff ff    mov    WORD PTR [ebp-0x158],dx3c: 66 c7 85 98 fe ff ff    mov    WORD PTR [ebp-0x168],0xb43: 0b 0045: 66 c7 85 b8 fe ff ff    mov    WORD PTR [ebp-0x148],0x04c: 00 004e: eb 07                   jmp    0x5750: 66 ff 85 b8 fe ff ff    inc    WORD PTR [ebp-0x148]
Quite proud of it. Not a byte to spare.
 
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