[FF7PSX] Final Fantasy VII: Revisited (Demo 1)(Download Missing)[DEAD]

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Forget about ppf patches. Use ClickTeam instead so all your changes will be included into our ISOs. Make sure to just use a fresh ISO NTSC US to compare with.
 
Sorry again.  I was just trying to make them real quick without refamiliarizing myself with the patch maker software.  I will try the link you posted.
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Alrite, I figured out what my problem was.  I am testing the Demo version.  Once I make a few more changes I will upload a .zip with the .ppf patches - this will be like 1.6Mb but will not include the text changes.  Thanks to Vgr I have a way to make a patch that includes the text changes, but it is about 350 times the size.
 
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Hey great work, ive been reading this thread and checking out your youtube vids and it really is a neat change which will make playing through the game again, a lot more interesting, thank you for taking the time to work on a project like this. Just curious, im currently using a turk mod, i know this is for psx, but im sure i read someone will help you release for pc, is it possible to use this mod, along with the turks mod, for instance all the materia and all, but just the characters are swapped like in the turks mod?

Sorry if this is a noob question, im not the best at this sort of thing as you can see  :-D
 
To summarize, convert this to the PC version? Yes, I'll do that. The ONLY prob is within the text changes, but it's still doable.
 
Alrite.  This IS a working set of patches for the demo.  Sorry to the 3 or 4 of you who tried using the ones from yesterday.  These ones work.

The demo includes:
*98% complete [KERNEL.bin patch]
*98% complete [SHOPMENU.mnu patch]
*90% complete [LIMTMENU.mnu patch]
*Scene changes up to the end of the second bombing mission [SCENE.bin patch]
*Text changes are not included

Final Fantasy VII:  Revisited Demo1 download
http://www.mediafire.com/?dlknk0ghdlgjktp
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I played through the demo and there are a few battles that aren't correct, but the scene.bin is the major work in progress right now, so these battles will obviously be fixed in the final version.  Other than some enemies being a little too powerful and some being a little too weak, but things are looking good.  The Boss battle that replaces Air Buster is actually pretty sweet.
 
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Do you think you'll use the ClickTeam patch maker for your final release?
 
I may have to in order to include the text changes.  If anyone can let me know a method for patching the FIELD Folder without using a 530MB file, please let me know.
 
This is the minimal since ClickTeam only patches the needed files so there can't be any cut-out. Sorry about that.
 
Just figured I would update on what I've been doing.  After the demo, I started working on the scene a bit more systematically.

1.  Use PrC to set new formations data, camera info, attack data, and battle backgrounds.
2.  Use Hojo to set new stats, weaknesses, drops/steals, and double check backgrounds. 
3.  Test in-game; note what needs to be revised

I'm doing about 25 scenes at a time...a little risky for some of you, a little conservative for others.  I have completed everything in Midgar in Hojo.  In PrC I'm up to Mt. Corel.  In-game testing, I'm only to Wallmarket lol.
 
It looks like I may just have a day or two to sit around and work on the project.  I am making good progress, but the scene work is tedious and repetitive in some cases.  I have many factors to consider when adjusting enemy stats.  For enemies that are usually present at x point in the game, it is a bit more straightforward (Edit Formations, Beef up stats, Set Exp/Gil/Items).  For enemies that I've transplanted from other points in the game, it is a bit more complex.  For instance, I've stuck some SOLDIER 2nds and Death Machines in Sector 6 (where you usually see Hell Houses) and given them stats similar to other enemies for that point in the game - except these two enemies have various multi-attack actions.  Each Death Machine blasted me with Matra Magic, then proceeded to 100 needle me twice, THEN W-Machine gun me twice.  Basically they performed 2 Multi-Target attacks, then 4 single target attacks.  Other enemies at this point in the game attack the player only once, sometimes twice.  Therefore, these enemies' stats need to be reduced comparitively speaking (they were meant to be the toughest enemies around at this point, but they are a bit too powerful).

Another factor that I need to pay attention to is what can be won at different points in the game.  Seems basic, but certain semi-bosses can give you some excellent items - which in their own right are appropriate for that stage of the game, but once you have 3 of them, or choose to farm them for gil, you can become quite wealthy fairly quickly.

While testing my changes, I've noticed that many battles just aren't tough - but then I ask, "Do I want every single battle to be a challenge?"  The answer is no.  However, I am hesitant to increase the Exp/Gil/Ap/Item rewards for tougher battles because they are the standard, and the easier battles are the exception.  So here it is - about half the random battles will be a moderate challenge.  A few random battles will contain semi-bosses of varying difficulities (some semi-bosses that are not too tough, some that are nearly as tough as a boss).  The other half of the random battles are there for your benefit - take advatnage of the fact that you can still gain average amounts of Exp/Gil/AP/Items from these enemies, because they are not the only ones lurking around.

I am beginning to experiment with battle stages.  Just as with the Hundred Gunner -> Heli Gunner battles, and Hojo ->Helletic hojo -> Lifeform hojo battles - there will be many battles that transition into another battle.  I had more to write, but I gtg, I will edit this later.
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Alrite well transition battles work perfectly.  Now I have a few thousand more options when it comes to altering this scene.bin.  I can basically have any battle transition into any other battle in the game.

Right now I am still just fixing all the little nuisances and whatnots up through Midgar.  Mostly just little things (Adjust HPs, Strs, Item Drop rates, Enemy positions in battle).  The only major issue I've encountered so far is the Elevator Boss battle ceases to progress if a SOLDIER tries to use a Short Range attack.  Two possible fixes - make their attacks long range, or replace the enemies in this battle.  FIXED, but otherwise the mod is looking great.  I may be posting a new video once I get the fixes taken care of.
 
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Progress feels so slow.  Between Formations, Camera Angles/Focuses, Enemy Attacks, Enemy Stats, Drops, Steals, AP, Exp, Gil, Transition Battles, and making sure everything matches the Formations the games calls, then Testing everything, this is taking forever.  If something doesn't work, it prolongs the process.

But progress is being made, although I feel modded out at the moment.  PrC changes are complete up to Mt. Corel (excluding 2nd continent World Map encounters).  Hojo changes are made up to the same area, but many will require further tweaking.  I must say though, that most of the more difficult battles are just plain awesome.  I started to get that feeling while playing VII that we used to get before we beat it 30 times and took it apart.  Anyway, I'm fixing minor kernel issues as I go, but the Limit Breaks and Shops work perfectly.  Look for some new videos soon, but I probably won't release another Demo version, but then again that depends on how interested everyone is.
 
Oh crap!

I began testing it and it is quite fun. But I found a glitch. I entered a battle with 2 Grunts and 2 Monodrives. One of the Monodrive moved to do an animation, and... FREEZE! The battle still continue, but nothing happens. I can't escape either. Maybe check that...
 
Strange, I will check that out.  Thanks for letting me know.  Is that in the first reactor on the bridge?
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I have to revise my estimates for the date of completion for this project.  I can get a rough version of the scene done in 2-3 weeks.  Once I have this, I can play through the game and keep a log of what tweaks need to be made.  Or I could guess, but its tough to estimate in-game behavior - PrC says an Elphadunk's Bodyblow (or something) attack is 16 Strength and I gave the thing 88 Strength and made it level 36...it hit me for 70.  So its basically mandatory to test things first hand.  As I've been complaining about in previous posts, the scene really is a massive amount of work, and I'm cutting corners in some areas and speeding through them, Now I understand why some projects die and others take years.  Perfection isn't my goal however, so this won't die or take years...but it may take a month or two.  Much more time than I usually spend on something.
 
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No, in the screen before you put on the bomb.

On another hand, this is really a good mod :D And take your time, if it is gonna make this mod better :D
 
Yes, this kind of project takes ages, and I understand why you'd want to breeze through some parts. Still, when I did breeze through some parts in the past (be it for the beta or FFVII AV) and played said parts, it left me with a sour taste in my mouth. I think the most important part of a mod such like this is not to make it seem half-assed. So I take my time... ...Yesterday evening for instance, I spent maybe two or more hours working on a single enemy... ...it didn't feel too good to dedicate so long on a single monster when there are hundreds in the game, but I know this is the kind of effort, patience & dedication that will lead to a great single-player experience.

So yeah, it's important to take your time and not limit yourself to a deadline. It's annoying I know, but if such a mod is your thing and you have the time to spare, then don't be afraid to push back your release date. I don't have one for a reason :P
 
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Thanks for the input.  I think I will spend the time to make sure everything is up to a certain standard of quality.  I am very happy with all the boss battles I've created up to this point, and most of the random battles are how I want them to be provided I only do like 10 scenes at a time, then go test them, then tweak them appropriately.  So, progress will be slower, but most of my ideas are working without incident.  For example, I replaced Aqualung with Blizzard (using Shivaless Diamond Dust anim), then Switched positions of Beta and Blizzard, and added a second Zolem to the Midgar Zolem battle (may not be like this in the final version, but wanted to test it).  Now there are two Zolems that will cast Diamond Dust on the party.  Its pretty awesome.  I deliberately switched a lot of attacks and so far every one that I've tested works perfectly - well the Rumahless Judgement Bolt didn't work, but thats ok.  I will post some vids I think once I finish taking a small break from modding.  Just talking about certain things doesn't do them justice.
 
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Well I guess I didn't take a break, I just had to get that Chocobo Boss battle working.  But here is a new vid of some of the battle changes. 

 
dude I've been meaning to test out that demo of yours but I have been way too busy the last week. I'll probably get around to it whenever I give myself a break haha. Glad everything seems to be going good. Nice video, those boss battle look promising. Two Zolems is bound to be a pain but honestly I really like that idea so I hope you don't change it  :-D
 
Notes to self:

-Increase Jenova's Defense, Incease HP, Eliminate Ice Weakness, Edit Red Light
-Decrease Mythril Mine/Junon Area EXP
-Increase Serpent's Speed, Edit Viper Breath
-Edit Yuffie Battles
-Increase Str/Mag/HP second continent
-Increase Super Sweeper HP, Switch Atomic Scissors w/ Cannon Ball
-Fix Battle Backgrounds (refer to original scene.bin)
-Increase Gil all around
-Edit EXP curves
-If Dyne dies before Land Worm, battle halt.  Delete something in AI?
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