[FF7PC/PSX] Final Fantasy 7: Rebirth (Midgar Demo)

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Ah, didn't see that. Ok.

Yes, it was (and I'm not too sure here) a data error in the five hundreds, then a 32. Sorry. It happened to me this morning and I exited out too quickly to properly remember it.

Oh, and I'd like to say that the error didn't occur during H0152 "screaming in agony" (nice touch by the way), It went through that action several times with no error. I had Cloud and Tifa as the other party members with no change in materia/weapon set-up than before the fight. I can only guess it was something done by H0152 or it's offspring.

An additional note; in some of the battles with the armored soldiers, when I got into a pincer(when you have to avoid the guards) a back attack by one of them would do enough damage to bring Barret down to less than 100hp. Not sure if that was intentional or not(so it made sure you avoided them), but it was kind of irritating having to restart all the way from outside the building.
 
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Yayyy farmed 99 potions in like 1 hour :D after you finished the event of reactor no.1 and you're about to leave to destroy another reactor go to the right more and farm off the "sahagin". Also a great way to get limit breaks 1-2 and a few levels :) go back to the room above the hall of the beginners to rest, doesn't cost much :D. Just a tip to help those at the start who lost all their potions like me for example, goddamn buffed up hounds killed me like 3 times :O
 
I have ff7 in the form of bin and cue, what's the easiest way to convert these into an ISO? I have literally been googling for like and hour and tried a number of different things but nothing has worked.

Ripping it from my game disc directly is an absolute no go, it's so old and scratched there's no way I could get a quality ISO out of that. As a result I have to use a downloaded copy of the game and the only ones I can find are in the bin and cue format.
 
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Hi! Great Mod, and since I want my save as complete as possible, I steal everything is possible. And then, after Church's event, I save and went to Aerith's house. In the meantime, I ran into a random encounter (1 Whole Eater & 2 Heigdebod Pie (Dunno if it's like that you call them)) and stole from the Whole Eater a Tranquilizer, but then I got a Data Error : Scene 377 Code 32 once it was stolen. I couldn't do anything but restart. Hope that help. :)

EDIT : Oh yeah, I use the "Complete Menu" cheat code which xLostWingx gave us. I didn't even use Uso sub-menu and I use save-states. I dont remember of any others things that I could have. Want my inventory BTW?
 
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When you get those errors you don't have to reset the game. If you press R1+L1+select it exits out of the battle and acts like it never happened.
 
Ah, yeah, forgot. Didn't even try ^^ I'll extract scene.bin and see what is wrong with Proud Clod :)
 
Guess? The Hedgehog pie shouldn't exist in that set of encounters, so he doesn't have animations defined.

I'll have to address the other comments a little later.
 
This is just a suggestion from my observation and experience of the original game. You know the junon alarm? where they spawn disc two monsters on disc one and some players manage to over level at that area. You should give them a surprise :D and that level grinding takes the fun out of the game!
 
My feedback.

First of all, I heard about this today as I just happen to go explore Garland's new videos. Really interested in this and I can't wait until beta. Got to the end of Midgar just now.

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First complaint is with Tifa's survivability and/or the power of Wobbly Rockets. The rockets kill Tifa in 2 rockets which is insane considering the packs they come in. I'd recommend either buffing Tifa's lower levels or nerfing the Wobbly's power. Probably the latter since Tifa was fine throughout the rest of what I played. Maybe just a small damage decrease so she dies in three, instead of two.

Later in that area you go into a duct where Jesse tells you why the alarm went off so early. In that area, for some reason, the Wobbly Rockets would never make an action. I believe the area was called "4th Street Plate Int."

I got this error when I went into a battle in the area directly after where Aerith and Cloud jump off after being chased by the Turks. Can't remember what the area was called or what exactly I did. (Irrelevant but Aerith with only steal is because I was getting several ethers from Hedgehogs.. By the way.. noticed you lowered the sell price of them..)

From there everything was fine and had little trouble with anything (Great idea with the Shuagins, by the way.)...Double sided battles with Might Grunts are incredibly hard to survive as their attacks can kill someone in one hit if they're hit from the back. Not really a problem since the only place I can remember these sorts of battles was on that floor where you have to sneak past the guards.

Finally, Sample: H0512. Got this error very often. I reloaded too many times to count since I really wanted to defeat this guy without getting an error and using L1+R1+SELECT. What I noticed is that the error happened at random points through the battle. Although they occurred often when Barret was the first person to make an action and when it used that poison attack for a second time on the same person.

This is how I was finally able to do it. (Aka super lucky) First off, I completely forgot to equip the Star Pendant and I didn't buy a Mythril Armlet.. so no poison protection.. Not to mention I had no Antidotes..

The materia doesn't really matter except I had Cure and Bolt on Cloud and Water=All and Cover on Barret. By that I mean I have no idea exactly what I had equipped except I had Sense on someone.

When the battle started, Cloud was hit with the poison, and then hit again with it the next turn. Was about to reset but just decided to go with it. Had the two use a Phoenix Down and a Hi-Potion on Cloud getting him to full health. Nanaki attacked one of the adds while I had Barret use a Speed Potion on Cloud. When one of the adds die, it forces the boss to revive it instead of attacking so you can fight without him ever attacking other than the opening move. The adds have extremely low health. Cloud would cast Bolt every time his turn was up. Barret would cast Water. Nanaki would keep attacking the adds. (I had him use my only two damaging items. Bolt Plume (Stolen from Reno and casts Bolt2) and a grenade.) Everyone would use their Limits on the boss whenever they popped up.

Not the best method, but hey it worked and I was able to defeat him without an error.

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Amazing work. I REALLY can't wait to see what you have in store for us. I'm eagerly waiting for the beta and then the full release. Keep up the good work.
 
My feedback.

First of all, I heard about this today as I just happen to go explore Garland's new videos. Really interested in this and I can't wait until beta. Got to the end of Midgar just now.
Thanks for the support!

First complaint is with Tifa's survivability and/or the power of Wobbly Rockets. The rockets kill Tifa in 2 rockets which is insane considering the packs they come in. I'd recommend either buffing Tifa's lower levels or nerfing the Wobbly's power. Probably the latter since Tifa was fine throughout the rest of what I played. Maybe just a small damage decrease so she dies in three, instead of two.
I'll nerf the damage, but the Wobbly Rocket shouldn't hit you much if you're not asleep. If they're scoring crit rockets even when you're not asleep, I'll take a look into their accuracy.

Later in that area you go into a duct where Jesse tells you why the alarm went off so early. In that area, for some reason, the Wobbly Rockets would never make an action. I believe the area was called "4th Street Plate Int."
Thanks again. I'll look into this.

I got this error when I went into a battle in the area directly after where Aerith and Cloud jump off after being chased by the Turks. Can't remember what the area was called or what exactly I did. (Irrelevant but Aerith with only steal is because I was getting several ethers from Hedgehogs.. By the way.. noticed you lowered the sell price of them..)
Duly noted

From there everything was fine and had little trouble with anything (Great idea with the Shuagins, by the way.)...Double sided battles with Might Grunts are incredibly hard to survive as their attacks can kill someone in one hit if they're hit from the back. Not really a problem since the only place I can remember these sorts of battles was on that floor where you have to sneak past the guards.
Maybe I should replace that back attack encounter. They ARE pretty strong creatures.

Finally, Sample: H0512. Got this error very often. I reloaded too many times to count since I really wanted to defeat this guy without getting an error and using L1+R1+SELECT. What I noticed is that the error happened at random points through the battle. Although they occurred often when Barret was the first person to make an action and when it used that poison attack for a second time on the same person.
Dang. This was persistent, but I thought I'd corrected it. I may have to redo that encounter from scratch.

When one of the adds die, it forces the boss to revive it instead of attacking so you can fight without him ever attacking other than the opening move.
That was intended - when H0512 screams in anguish, you know her focus is her children. Do you think the battle is too simple once you've 'cracked' it?
 
Meh, I'll just go over all the bosses..

Guard Scorpion - A little strong for a first boss since you only have limited items. Not sure what you can do. Maybe give the player a few more potions at the beginning of the game?

Air Buster - Fine and not much of a problem if you pay attention to which way he's facing and go in prepared.

Aps - Too easy. I'd lower the damage he takes from his tidal wave attack as well as increasing the damage to the player when the attack comes from behind Aps. The wave that comes from behind the player should stay the same.

Reno - I didn't feel like there was much of a difference between the vanilla version and this other than the Bolt Plume.. (Thank you for that item, by the way.) Maybe make him a little stronger?

Sample: H0512 - Way too easy once you notice it never attacks if you kill one of the adds each turn. To counter this I guess you could make the adds do more damage or have the boss attack more often, so you can't interrupt her all the time.

Elevator bosses - Well done, not much here. Felt much better than the original.

Rufus - Dark Nation needs to be buffed at the very least. Two casts of fire and he was gone, meaning Rufus would be without MBarrier (As he uses Barrier on Rufus, then himself first.) Just switch between using Bio and Cure and he "died" quickly.

Motor Ball - Feels the same a Reno.. It's pretty weak except when it casts that Fire3 thing. Don't even need to be in high health to survive it either.. Maybe increase the damage he does with the other attacks?

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You did say in this demo you only did through Midgar, right? It's a little bit past it but I went to get Matra Magic from those Sweepers and I was given one of the new Enemy Skills. The text (As well as the animation) said it basically did the same thing as the old skill ? ? ? ? but when I used it, it did nothing. It was called Balance and is in the slot where Flashcannon is in that video you made awhile ago. Didn't know if it was a bug or if you decided to change things.

If you did do more than just Midgar (I noticed you updated some shops in Kalm), I'll get back to going through the rest of Disc 1.

Oh, and I have the same odd blue materia that another person posted about earlier. It doesn't do anything at all though.
 
You did say in this demo you only did through Midgar, right? It's a little bit past it but I went to get Matra Magic from those Sweepers and I was given one of the new Enemy Skills. The text (As well as the animation) said it basically did the same thing as the old skill ? ? ? ? but when I used it, it did nothing. It was called Balance and is in the slot where Flashcannon is in that video you made awhile ago. Didn't know if it was a bug or if you decided to change things.
That demo's only for Midgar. I didn't really bugtest anything implemented later. There's a bug in Balance and a couple of other enemy skills.

Oh, and the monsters around Junon are really hard in that build IIRC.

As for H0512, I am really attached to the idea of 'distracting' a boss, but it does make things too simplistic. And if I increase its attack power, all I do is screw over those who don't recognize the boss 'mechanics'. I'll have to think about this one.
 
In short: a few more 'interesting' weapons with remarkable mechanics; a tendency to offer 'sidegrades' rather than straight upgrades; more elemental, status inflicting, healing and MP damaging weaponry.
This caught my attention. Here's an idea I'll pitch at you, but I really don't think it would make it into this project (maybe a future one).

How about having all of the weapons & armor having fixed stat values (meaning character levels are more significant) and having their features being specific Materia that cannot be removed (Materia all level up at normal rate). I would guess the only real reason not to do something like this is because it sharply resembles (to be honest, it's about identical) to Final Fantasy X. The only difference from FFX is the ability to level up the materia on the weapon/armor so (like FF9) it is rewarding to hold one weapon for a longer period of time.

This way, you get more variables to work with as a player and weapons become more valuable throughout the game as opposed to only as good until your next, more powerful weapon. It also allows you to drop all materia pickups/shops and substitute them for more items that can be used. This could also be used cleverly to bring back the Class System within the game (Making all of the Characters useful, as opposed to the same 3 characters through the entire game).

Problems? I can imagine an extremely high difficulty in doing this and still having a well-balanced game. The fact that materia won't be found/sold will mean there will probably be difficulty in replacing whatever is found appropriately or risk having long gaps between finds. This also means having weapons more spread out (because we will still want some extremely rewarding weapons) so you don't have too many options to work with in most the game.

My Suggestions (if this were to be done at all) would be still having some armor that can be customizable (meaning someone would find an "Ultimate Combo" for it) but any materia bound to it would be permanent. Maybe even having a specific weapon for each character that can be found throughout the game with the same properties. This way, Materia can still be found at some points in the game, but must be chosen to use (this also gives a reason to Master Materia). Doing this freely would be convenient, but having it restrained to one place or select shops to customize and add Materia to something would also be neat (as well as a programming nightmare I can imagine).

I don't know if someone suggested this before, but seeing your idea of making weapons have more "sidegrades" just rang bells in my head. If I knew the first thing about modding this game (or modding in general) I would take up this kind of project myself. Your thoughts?
 
In short: a few more 'interesting' weapons with remarkable mechanics; a tendency to offer 'sidegrades' rather than straight upgrades; more elemental, status inflicting, healing and MP damaging weaponry.
This caught my attention. Here's an idea I'll pitch at you, but I really don't think it would make it into this project (maybe a future one).

How about having all of the weapons & armor having fixed stat values (meaning character levels are more significant)
I considered it, but thought it too controversial. Plus, it seriously limits the number of weapons I can implement. It's not a bad idea though.

This way, you get more variables to work with as a player and weapons become more valuable throughout the game as opposed to only as good until your next, more powerful weapon.
I've arranged the equipment selection so that, at any time, you've a choice to make between two different weapons. In the Midgar demo, for instance, you can gain a Hardedge - a massive, brutish weapon with tremendous attack power but no materia slots. Losing the buster sword means losing one of the few paired-slots available. I want to make players face choices like that throughout the game.

and having their features being specific Materia that cannot be removed (Materia all level up at normal rate). I would guess the only real reason not to do something like this is because it sharply resembles (to be honest, it's about identical) to Final Fantasy X. The only difference from FFX is the ability to level up the materia on the weapon/armor so (like FF9) it is rewarding to hold one weapon for a longer period of time.
Preventing players from changing materia is doable (you just make sure the Materia menu never becomes available, and stop Yuffie from stealing it), but it wouldn't be in line with what I imagined for Rebirth. I make blue materia abundant because I want to make the most of the materia system, not get rid of it.

It's something to look into for a different mod, though.

your thoughts?
I think it's a good idea, but you need to understand the limitations of what we can and can't do with materia. You can't 'lock materia to armor' or to characters, I'm afraid, or make characters respond to equipment in different ways (without Gameshark Codes, at least). It has to be about compromise, alas.
 
I just wanted to run the idea by you for a potential project in the future. I feel it would be a great way to play through the game if Materia was actually bound to a weapon and all the weapons shared the same stat values. I think I'd more or less like to see a FF7=FFX type mod for this type of mechanic though.

Still looking forward to Rebirth, the only reason I don't demo is because I'll get into it and be sad when Midgar ends (honestly, Midgar is my least favorite part of the game). I'll probably play it for PC since character models and such are replaceable.

As for the demo (from reading other posts), I would like  to know if it's at all possible to just have it give you a Save Prompt (like the End of Disc Saves) and just reset the game back to the beginning, but with all the Weapons/Materia that are usable? This would allow demo players to see more of what's to offer in the game as far as customization goes. Since I haven't taken the time to play the demo (I don't actually own a copy of FF7, so I'm not too keen on ISO burning it) I don't know if you offered all of the Materia you have finished as of the release of the demo. Again, I'm not knowledgeable on coding or modding so I'm not sure how difficult (if possible) it would be to do this. Another idea is having the player sent to the Debug room when they leave Midgar.

EDIT: This also would allow you to beta test more spells and such
 
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The easiest way would be to provide a Reactor 1 save file with all materia / equipment active. *Should* work just fine...
 
Ok that works too. I just figured it would be an idea to pitch at you so people can give you feedback on any spells that weren't available through the demo. If it was your intention to keep them secret though this idea would be counter-productive.
 
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