[FF7PC] Red Werewolf

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I said I could have done it, I'm currently taking a break from FF7 to work on my novels.
 
Oh ok kuroda. Sorry :) Jeet could you take a look? And Kuroda where you able to get any work done on the field model? If so can you send it to me? Thank ya
 
For the overflow, I notice I don't get it at all when I run it in 256 colors, though that makes the models appear really horrible, it's great for things when I have to click on actual parts.
 
I'll try the limits again but I'm making it up as I go. I have experience with Wallmarket but I'm not sure how to export a file with the new limits that can just be added to the kernel folder or something. At best I can save the whole thing, but it'll require everyone replace their whole kernel.bin files to install this. I'll try Libre again, I'm not sure how to replace a characters limits with another but I maybe able to figure it out.
 
If you figure it out please document any findings and let nfitc1 know about it. It'd be nice to have some more info on the limits.
 
I configured the limits with Wallmarket. This could have been done sooner, but I was having trouble exporting the kernel file in a way the game could actually read it. Doesn't seem to work that way. They need to actually be tested to confirm everything works but I don't think it'll be an issue. Mainly just waiting on the field model files for the animations now.
 
Ok everyone!! It's done! And tested. Seems perfect. Oh god finally. Lol. The battle model is done. I updated the link on pg1. The kernel and avatar is also in the zip. Kernel is need for the corrections to the limit breaks. The avatar is a replacement for red xiii. Let me know what you think. I really want serious criticism. I can take neg crit. We are still working on the field conversion but this is my first complete mod. I am very proud.
 
What are you using to break apart and put together your kernel files? Because it updates the kernel, there is going to be some compatibility issues with the difficulty and story mods in the 7th Heaven catalog at first. I'll have to do a lot of patching to get everything compatible, which is just a matter of time. My summer is ending next week and back to teaching, so it'll take a bit longer to figure things out.
 
It's the whole kernel folder. I have no idea how kernel patches work or anything and no one said anything about it. I literally just changed Red XIII's limits though, otherwise it's default. So it would be a small file if I can export it.

If anyone knows how that works I can just export a patch file to simplify compatibility.
 
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I had once the idea to use a tool which compares two files which each other (for the flevel.lgp) but it didn't work as I hoped it would.
http://sourceforge.net/p/winmerge/news/2013/02/winmerge-2140-stable-released/
Maybe it works better with the kernels because they are in the bin format. You could also ask the Dark Penguin Lord of the Sith, if he knows a good program for this undertaking.  ;)


May the Ubuntu strong in you
lol thanks Kaldarasha. It's definitely worth checking out so the model is easier to use with gameplay mods.
 
I agree. Sorry I couldn't get anything done tonight. Comcast just sent an email stating the outage has been resolved and I will have internet back in the morning. So I'll be able to go full boar tomorrow night.
 
cmh175>

You wasnt forced to modify the kernel, the easier and faster way, was to edit with LIBRE, and  modify the 7 red13 limits break so they match with beast flare values, i cant do it since for PC its seems that they need "ff7.exe" to open libre with, while on PSX its a file named limit mnu.

The best solution will be to give him

Limit 1> beast flare

Limit2>livewire

Limit3>nightmare

Limit4>satan slam (make the game freeze on PSX after the second part of the spell)

What change the limits visual is the " animation id ( or effect i dont remember)", i cant give you these " id" because im sure they are not the same on PSX and PC, but to figure out this just take a look with libre on beast flare limit break, look his ID , and just copy this value in " sled fang " animation id, etc.


Ofc you can just edit the kernek and swap sled fang with beast flare, but i never did it this way, i think beast flare is not powerful as a real limits break, and the camera  is fix, unlike other limits break, thats why the better way is to just modify the visual.And with this method the kernel is intouched.
 
I like that idea, I'll give this a try later. When I'm done what file is actually altered than?
 
For PSX this is a .MNU file, look like its doesnt exist for PC and they ask for FF7.EXE instead, i dont know what they exactly modify since i never used it for this version
 
cmh175>
And with this method the kernel is intouched.
But this means that he will create another FF7.exe. But if he can extract the changed hex code and make a hext.txt file for DLPB's launcher then it would be the best way.
 
But this means that he will create another FF7.exe. But if he can extract the changed hex code and make a hext.txt file for DLPB's launcher then it would be the best way.
aaaand now I'm lost lol. I know more about modeling, I'm not much of a programmer. This sounds like a good plan, but I'm not sure how to extract ff7.exe and make a hext.txt file.
 
I'm not bad at programming. I will give this all a look tonight. This ff7 programming is it's own beast entirely. I've never really looked at game programming but I do understand what Jeet and kaldarsha are saying.
 
aaaand now I'm lost lol. I know more about modeling, I'm not much of a programmer. This sounds like a good plan, but I'm not sure how to extract ff7.exe and make a hext.txt file.
Libre makes changes to the exe. Basically you need to track down the offset values were different code is present. So you will write in the text file for the Hext_Launcher the offset(s) and the hex code which it should replace there.
 
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