[FF7PC] Post bug reports here [use The Reunion thread instead]

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I've just tested the PSX version.  Music panning functions are disabled there too. So although field script does exist for music panning including transitions, they can never be executed in PSX or PC. And that's probably a good thing looking at the field script... there's a few entries there that look to me to make no sense at all.  I guess that's also why the values are 0, 0x4000, 0x7fff... because they never had to change them to conform to the correct one byte standard (in fact there are a few correct one byte pans in the script too!).

I will allow the functions to be used with my dll, but they'll need to be enabled with an opinion in the ini.

Akao 0xDA IS used in PSX though. It resets the music tempo to 0. I think it's rather redundant, because normal tempo setting can reset tempo to 0. 0xE4 doesn't seem to be used at all from what I can see, despite it being called a few times (mainly after minigames).

Tempo max value is 0x7F (not 0x40 as I previously reported.  The snowboard minigame does stop at 0x40, but the coal train part of the game will speed music up to the maximum).
 
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So I have just finished my rework on Cid and by the time I tested the new model I found a very minor bug in Mideel, many of the NPC have no colusion and you can literaly run through them.

I will now see what I can do regarding the shadow of diamant. However I have a few concerns, while Dan has defined the size he needs I have no way to exactly create them since it's a 3d object which can have any demision while using a texture with the exact size he asks for. Another issue I see is regarding the scene itself. Diamond is moving away from the party in the  FMV before and after, while in the specific scene the shadow is moving to the right (to the left from the player's view) which is actually not correct. This means the shadow has to move down if we follow the movement of Diamont. That's why I made a full shape shadow to test a few possibilities.
 
That may not be exactly true.  The orientation of a shadow cast from that elevation could probably move left to right (also depends on light source).  I am not sure, but I don't think we need to alter the scene.  The original worked fine and no-one questioned it.  Is it possible to create that shadow with the dimension and shape I mentioned?
 
Have we ever addressed the issue with mtcrl_3?
3CA442D689AB07149A60DF6CE6DEB6D536074FC4


I had encountered once myself but it is very rare, so I mostly forget about that. Maybe a side effect of the faster loading time?
 
Yeah, I fixed it.  It's caused by poor scripting (the models should be hidden in the init section and aren't being - they're being hidden after a delay).  Probably doesn't "show up" on PSX due to load differences, fade differences.  But it's there too.
 
Yeah, I fixed it.  It's caused by poor scripting (the models should be hidden in the init section and aren't being - they're being hidden after a delay).  Probably doesn't "show up" on PSX due to load differences, fade differences.  But it's there too.
So this can be prevented if the delay in Init to hide a model is removed?
 
There is no delay in an init.  The init section is there precisely to set up models to be shown / hidden - or other things that must happen at field load.  The init section is executed as fast as your cpu will allow - which is virtually instant UNLESS you place an instruction that has a natural delay there (like Wait).  If you use a loop in init, the field will simply not load, as the game will not be able to progress past init.

What they did in the above field (iirc) is to place the model hide/show data outside of init (like Main) - and using script call instructions - which added a delay long enough that the PC screen will fade in before the model instructions were reached.  This is also a big problem in numerous other areas on the PSX as well as PC, where the script programmer made a mess of how script calls work, leading to a delay in models being shown or hidden before / after fades.

The issue is made worse by the fact the execution limit per group is set default to 8 instructions a frame maximum. So if your "hide model" instruction is in main and on byte 24 (25th byte), then it will take 4 frames to reach that instruction under the best case scenario. If you had a wait 10 there... then it would take 14 frames. If you had a "move model to X" there, then it won't be reached for 14 frames + the time it takes model to move to X. And so on.

That's why init should literally be used for initialize instructions only. The setting of positions and initial vars / math.  Not anything that the engine has a natural delay for.  And definitely not script calls - which will probably be ignored by the engine anyway... not sure.

See here

https://www.ff7catalog.com/posts/210749/
 
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Yeah, all sfx related issues are likely fixed because I have replaced the audio functions entirely.
 
Yeah im a bit behind adding it and Im waiting to test it with my own dll but am far too busy atm.
 
I am going to have to somehow merge my databases...  at the moment I am duplicating too much crap.  I am updating the database with latest bug issues sent to me here and in PM.
 
Shikun spotted a plot hole.  I've looked into it and fixed it by removing the the exposition.

Major plot hole: Only one NPC mentions the Undersea Mako Reactor before Cait does aboard the Highwind (after Midhir).  Other NPCs start to talk about it after Midhir. This is a problem because Cid immediately knows that the last Huge Materia is at the Undersea reactor after the Corel/Fort Condor mission.
 
Junon March.  Don't talk to the captain.  I forgot to close the dialogue box.  So you are stuck there forever if you do haha.
 
Shikun spotted a plot hole.  I've looked into it and fixed it by removing the the exposition.

Major plot hole: Only one NPC mentions the Undersea Mako Reactor before Cait does aboard the Highwind (after Midhir).  Other NPCs start to talk about it after Midhir. This is a problem because Cid immediately knows that the last Huge Materia is at the Undersea reactor after the Corel/Fort Condor mission.
While a poor excuse narratively, you can explain it away that the group gained the knowledge of it during that week in Junon we don't see because if Tifa's coma. It would make sense that since they were there a week while supposedly being Shinra's guests that they would learn of the reactor. It does beg the question of how they learned the huge materia was there as that was supposed to be a secret IIRC.
 
We're with Cid all the way up to that point (he's team leader), and the exposition comes just out of nowhere. It wouldn't be so bad if someone had mentioned it directly a few times, but I think the writers of the scene assumed this would be taken care of.  And it never was.  So then no one went back and amended.  Then you have Cait later on with his revelation that the last one is at the undersea reactor.  And then you think "yeah.. so? I know."
 
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OK, apparently there is a bug in FF7 where the characters in cutscenes don't show up because of some issue with the party - perhaps PHS/New party field opcode breaking something.  So far, I haven't been able to replicate.

Any ideas?
 
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