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

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Thank you.  I am taking Armorvil's advice not to set a release date, but if all goes well, it should be done in 4-6 weeks.  I has taken about 2 weeks to complete 40% of the scene.bin, and I need to create a seperate scene.bin for Disk 3, which will take ~1.5 weeks.  Of course, my demo is available and with gameshark codes you can check out all the equipment/materia/spells.  You could also check out FFVII:  Lost Wing - my first project.
 
Have most crude changes up to Rocket Town taken care of.  Still can't get Zolem to successfully cast Blizzard...very confusing since it cast it successfully the first few times I fought it.  Need to test battles up to Rocket Town.  Right now am at Gongaga.  Progress slow and not much fun anymore.  Anyway, World Map battles are 65% done, Field battles are 50% done.  Disk 3 is 0% done.  Need to fully restore the kernel because I had to fix Cait Sith, so kernel is 95% done.  Need to reorganize Limit Breaks because many of them caused glitches - might have to leave them in their original placement, or do extensive testing to see which Limits can be placed in which positions.  Have to tweak the shops a little.  Oh, and I need to go through all the scenes when I'm done to tweak Elements and Statuses and Items.  And I haven't done any of the text editing, but that may or may not be necessary anymore - the game is a little easier than I originally wanted it to be, so the warnings and tips are probably not necessary anymore.  So I really have a lot left to do.
 
Changes to be made:

-More HP for second continent enemies
-Turks more HP, more STR
-Gi Cave Boss> More HP
-Get 'Blizzard' to work with Zolem
-Set Drops/Steals second continent
-Test all chocobo bosses
-Tweak Mt. Nibel beasts
-Edit 'Shotgun'
-Tweak Elements/Statuses
-Fix 'Meltdown Reactor' encounters
-Add more 'smoke bombs'>increase price

Next Stage:  Field Battles up to Ancient City, World Map battles up to Icicle Area
 
Just letting anyone and everyone know that I am still working on the project, just in smaller pieces over longer periods of time.  I have literally pounds of homework to do and can't spare the time to work on Revisited as much as I would like.  I do have rough scene changes completed up to the Ancient City though.  Whenever I do actually have a day to work on the project, I should make some serious progress.

Has anyone tried the Demo?  Are there any kernel.bin issues that I need to be aware of? 

EDIT:  Unfortunately I was being hasty with my scenes the other day and made a bunch of changes in PrC to 'scenea.bin' (meant to be a backup, not the file I am working with) and made the corresponding changes in Hojo to 'scene.bin'  So bad news is I need to make the changes in whciever scene.bin i decide to use, good news is I can just copy the changes over.  I think it will be faster and easier to use the 'scenea.bin' with PrC changes, and just copy over the Hojo changes.
 
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No, I pretty much stopped playing 7 after I started my new project. I didn't play it a lot because of AVgr too. But still good.
 
UPDATE

I have completed the enemy stats, EXP, AP, GIL, and formations for Disc 1.  I must still do drops, steals, status, elements for all enemies.  There are many minor changes to be made to the modified enemies.  School work is abundant.  I need to make a few changes to the kernel too (exp curves, limits, initial data).

I might release a second demo since the scene is really only like 30% complete overall.  I decided to make the difficulty increase a few notches post-rocket town since you have a chance to complete side-quests and level up and collect any items/materia you may have passed up.
 
Very cool looking project. Can I ask will it be compatible with the PAL version of the game or would I need an American copy?
 
I don't know if I can answer that.  I would guess NO, but someone else here can probably give you a better answer.
 
Ask Bosola. Awaiting that, here's an answer to the best of my knowledge:

Partially yes. Pal have the same kernel, scene and menus files. The rest is something different. Except for a few issues, the demo would be.
 
It depends on what the current version of the mod does.

If your mod impacts anything in the executable, or your mod is delivered in a patch for the whole disc (e.g. PPF), you will need the NTSC build of FF7 to play Revisited.
 
Thanks Bosola.

I intended to release Revisited as a .ppf patch, but from what you're saying, you seem to imply that there is a method I could use that would expand compatibility?  I'm no expert at modding PSX games, so I'm only familiar with PPF and that Patch Maker program that VGR posted a link about.
 
If all you're doing is touching the SCENE.BIN and KERNEL.BIN files, you could release individual patches for those files. This would make for cross-region compatibility, but it would also force your players to manually extract, patch, and reinsert the files, which newbies will find fiddly.

Earlier in the thread, though, it looks like you also wanted to change the names of stats in the equipment menu, which means modifying executable files. These files differ from region to region, so if you want everyone to play your mod in its full glory, no matter which version they have, you'll have to produce PPFs for each edition of the game.

You might want to find another forum member with a PAL copy and a basic understanding of the PPF-making process. I'd do it, but my hard drive has died (again!). I'm only able to post thanks to an old Linux LiveCD.
 
Project is Alive

Hey guys.  Just popping by to say that I will finish this project.  I have been working full time and attending classes at night, so I've had literally no time to do anything aside from dishes and laundry by the time I make it home.  I will continue this project in the late summer/early fall. 

Just in case you were wondering...
I left off with 99% [glitch free] completion from New Game -> Ancient City (for both world and field content), and about 50% completion [some glitches to fix] from Ancient City -> Whirlwind Maze. 

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Edit:  Alrite, so I went and looked at the most recent modded files that I had.  I don't remember wtf I was doing when I left off.  I found where I left off at in Hojo, but it is a little less clear in PrC.  But, I am doing what I need to do in order to get this project back up and running.  Just needed to remind myself how awesome it was turning out.
 
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@E1SUNZ and anyone else wondering wHeN!?  I will likely go through periods of binging with this project.  I'm not working on it right now, but when I do (~2-3 weeks from now) it will take up a large portion of my liesure time.  The problem is that At Most I will have 2 weeks to work on this before I start my next batch of classes.  I also work most during most months of the year, so we can reduce this to a few simple equations.

If [not working] and [not going to classes] then I could finish the project by the end of September.
If [not working] and [going to classes] then I could finish it sometime in October hopefully.
If [working[ and [going to classes] then it will not be done until Christmas time.

I definitely have classes, so don't expect anything until at least mid-October.  I was thinking about releasing Disc 1 patches once I complete everything on Disc 1, but I don't want to do that if it is gonna take me another several months before I complete the project.  Anyway, yeah, just talking to myself mostly.  Glad to see that there are individuals still interested in this mod.  I promise, you will not be disappointed.

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Saturday July 30, 2011:

Due to some recent episodes of insomnia, I have decided to start working on FFVII:  Revisted earlier than expected.  In order to reacclimate to the feel of the game, I am going to do one of two things.  I am either going to put all notions of modding it aside for a moment, and start a New Game using my most recent iso and play up through all my changes - - OR - - I am going to save some time by just playing for 10 minutes at each of my 20 saves from the beginning of the game to Bone Village.  One way seems more prudent, and the other way seems more efficient.

Either way, once I am back in the Revisited mindset, I will reacclimate myself to the tools so I don't waste time making stupid/hasty mistakes like I have a habit of doing when I am out of practice.  Apparently PrC has been updated since I last worked on this project.  And I have yet to decide if I will be making the previously planned dialogue changes...really I am only concerned with Funtionability.  I will be posting a new video or two in the near future since the last one related to Revisited is quite outdated.
 
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I haven't made any new changes, but I have been playing through the game and here is a look at the first optional boss battle.  This is in the Winding Tunnel after you jump off the train before you destroy the mako reactor for the second mission.  Those red special combatants you may recall...well they are gone and now we have two Crazy Saws who average 220 damage per attack and often confuse their target.  Their speed is quite high and if they land a critical hit and confuse you at the same time, you're gonna have to get serious.

FFVII Revisited:  1st Optional Boss Battle (Dual Crazy Saws)
 
[size=8pt
Choco-Steroids – Billy’s got a bit of a blackmarket in my game.  These choco-steroids, when injected into a party members, will cause the party to receive their Limit Breaks (still experimenting with this to see if I can make it affect all party members.  Seems stupid if Cloud uses it, but Aeris and Tifa get their Limits and Cloud doesn’t)..[/size]
I think I know why Choco Steroids are affecting only 2 characters out of 3. You're probably using the code for Aeries' or Nanaki's Limit break that makes the other 2 characters fill their limit gauge up. Just modify the target value to all party members and it should work.
 
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