(FFVII PC) The **ab files

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I had a look at soldier first class animations and the 2x cut is the normal attack my Zack has into animation 11 and the 4 x cut is normal attack animation into animation 13 then 14 then 15 n that’s awesome about the limits quid at least u taught urself something new, a lot of people would love ur skills for modding
 
I turned the 2X cut strikes into 04 11, it give it something a little original but if you want it exactly like the 1st class, I will re-adust to 04 13 or 12 13. Replaced the finish of the 4X with 15 so that one should be close to the 1st class.

Limits braver, cross slash and blade beam are done and not so bad, though no pun intended, I have to work with limits when it come to limits. The special effects and cameras aren't all set in the ab file here, so I have to make sure the animations I choose synch well enough, also, this is the end of the file and increasing it's total size is a very bad move, invitation to unfixables glitchs or worse, so I have to work with very little space, can't try too many changes in the opcodes lengh to smooth the sequences.

Currently I am working on climhazard, meteorain and finishing touch, they should turn out good enough as well, but due to above limitations I am a afraid for Omnislash, not sure how this one will turn out, will do what I can though, I just doubt it will look even vaguely worthy of a 4th limit. Still, have to put something since Cloud's Omnislash won't do, the models having different geometry and bones number.
 
Wow quid that’s excellent, n don’t worry about it looking to good as long as the move functions it should be fine n can’t wait to try ur other limit breaks buddy n yeh whatever u feel would look best as u know by how frames n stuff, can’t wait to try this out quid!
 
N yeh 4 and 11 for 2x cut is good buddy also 4 x cut with 15 at the end is fine to buddy.
 
Is animation 11 the jumping slash? That’s the 1 the soldier does for his doom sword/2x cut.
 
The sword of doom doesn't use anim OB\11 from a look at it's ab sequence, in fact I copied this exact sequence to replace your Zack normal attack, and the high jump effect part is likely produced by the use of the opcode D0 there.
It must be the quadra-cut that use anim 11 but I didn't need to look at this sequence.

So, well, I think it's the best I am able with this customization for now:
https://ufile.io/mphwyrlg

Blade beam and meteorain are probably uninspired but they do the job, and I think Braver, cross-slash, climhazard and finishing touch aren't too bad at all, like this Zack, he isn't so bad at all at the end.

Err, I gave up on Omnislash for the current state of the model, I just can't see any way to produce anything that remotely fit the setup needs of the real Omnislash with the animations currently integrated and the lack of space in the ab file. Some new animations, at least one where this Zack make a equivalent number of slashs in 46 frames would be the best, and maybe the only way to have him perform this limit, well I will think about it but right now I don't see a alternative.
I still replaced the animations, maybe it will "work" to at least not bug the fight, and maybe it won't, didn't even want to try this one in game.
Fortunately, you don't have to use limit level 4 so...

Maybe if I decide to have a Zack fight of sort in my mod, I will make animations that could fit, but so far I am undecided on this. But if I decide it later, this repurposed 1st SOLDIER would definitely be a very good base for sure.

Well, in case it could help someone, my 'map' recent notes on the ab file of Cloud: (The real unmodified Cloud)
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Code:
From offset 190h, after the 'header' section00 FE C0: IDLE (00)01 FE C0: WOUNDED IDLE (01)10 FE C0: Some damaged pose, paralysis status maybe?E5 06 F1: KOB3 F9 03 ED E3 EE: Jump forward, change command (for under small status I think)B2 F9 03 B1 03 B1 E3 EE: Jump forward, change commandB3 F9 04 E4 E3 EE: Jump backward, change command (for under small status I think)B2 F9 04 B0 04 B0 E3 EE: Jump backward, change command0F F2 E5 EE: damaged\regular hit taken10 11 F2 E5 EE: damaged pose 16 (paralysis?) then go back to idle with 1712 F2 E5 EE: damaged, like when taking a hand grenade for instance05 E5 EE: Dodge, Evade animAB 90 01 00 00 08 F4 0F F3 FA E5 A6 EE: Cover13 E5 EE: enemy skill learned18 19 E5 EE: A other dodge? Not sure when these moves are done?B4 02 F1: victory pose95 07 FE C0: EscapeC4 90 01 06 07 FE C0: Escape vanishing I think04 FA E5 EE: jumb backward again?, is it used?E7 00 F1: No idea what this is for, the 00 is a byte, not a anim callE5 C4 90 01 06 12 E7 00 F1: A other call to damaged anim 18 but that one should make the character move position while it happenE8 FC 03 ED E6 EA 0C 0D EC 0E 04 FA E5 EE: magic castE8 FC 03 ED A4 EA 0C 0D EC 0E 04 FA E5 EE: E.skill castE8 FC 03 ED A5 EA 0C 0D EC F4 0F F3 0E 04 FA E5 EE: Summon castE8 FC 03 ED D8 06 15 00 09 EA EB F4 0A F3 04 FA E5 EE: throw curative itemE8 FC 03 ED D8 06 15 00 0A EA EB F4 0A F3 04 FA E5 EE: throw damaging itemFC F0 D8 00 1A 00 1A D1 B0 04 00 00 04 F0 1B F7 01 1E 1C FA F0 1D E5 EE: attackFC 03 ED F7 10 1F 04 FA E5 EE: slash all\flashFC F0 D8 00 1A 00 1A D1 B0 04 00 00 04 F0 1B F7 01 D8 01 D6 02 16 F4 06 F3 26 FA F0 1D E5 EE: Steal?FC F0 D8 00 1A 00 1A D1 B0 04 00 00 04 F0 1B F7 10 21 28 FA F0 1D E5 EE: D.blowFC F0 D8 00 1A 00 1A D1 B0 04 00 00 04 F0 1B F7 10 20 27 FA F0 1D E5 EE: morph? second level?FC 03 ED F7 01 20 04 FA E5 EE: morph? first level?FC 03 ED F7 01 14 F4 3C F3 04 FA E5 EE: senseFC 03 ED F7 01 14 F4 5A F3 04 FA E5 EE: sense, which one is used? Both?FC 03 ED F7 13 15 04 FA E5 EE: manipulationFC F0 D8 00 1A 00 1A D1 B0 04 00 00 04 F0 1B F7 01 1E 9E 00 F7 01 22 23 FA F0 1D E5 EE: 2X cutFC F0 D8 00 1A 00 1A CC 04 CB FF E8 03 FE FE 00 08 08 F0 1B 1E F7 03 F4 06 F3 1C FA F0 1D E5 EE: Mug?FC F0 D8 00 1A 00 1A D1 B0 04 00 00 04 F0 1B F7 01 1E 9E 00 E5 BD B0 04 00 00 F0 F7 03 22 9E 00 E5 BD B0 04 00 00 F0 F7 03 24 9E 00 E5 BD B0 04 00 00 F0 F7 03 29 1C FA F0 1D E5 EE: 4X cutE8 FC 00 E0 EA F4 19 F3 EC F0 D8 00 1A 00 2C D1 B0 04 00 00 04 F0 2D D8 06 30 00 2E FA F0 2F E5 EE: Braver limit. Limits note:I don't know how the game sort it out, probably through the exe, but here it consider that anim 00 01 02 and 03 from blaver.a00 are anims 44 45 46 and 47...  E8 FC 00 E0 EA F4 19 F3 EC F0 D8 00 1A 00 2C D1 B0 04 00 00 04 F0 2D 2E FA F0 2F E5 EE: Cross slash limitE8 FC 00 E0 EA F4 19 F3 EC 2C 9E 00 EC 2D E5 EE: Blade beam limitE8 FC 00 E0 EA F4 19 F3 EC F0 2C D8 00 1A 00 FB 40 06 00 00 F0 2D D8 19 30 00 A8 26 08 2E FA F0 E5 EE: climhazardE8 FC 00 E0 EA F4 19 F3 EC 2C E5 EE: meteor strikeE8 FC 00 E0 EA F4 19 F3 EC 2C E5 EE EC E5 EE 00: finishing touchE8 FC 00 E0 EA F4 19 F3 EC 2C 2D 2D 2E FA E5 EE: omnislash
 
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That’s amazing quid looking forward to trying it out, im just at work, will test when I’m home in 1 hour, n nice work on the breakdown buddy this will be very useful for people I’m sure, amazing work quid
 
Amazing quid, just amazing tested all the limits and  that cross slash is perfect
Climhazzard is a little buggy, makes Zack go off screen, meteorrain is perfect as it looks like a magic attack, finishing touch is the same looks perfect, also omnislash is amazing at the start of it he stand still for a little bit at the end but u made him hold sword up and stuff amazing m8 it works fine  :-)
Also that 4x cut is the best 4x cut of any character lol amazing stuff!
also think u were right about 2x cut it’s not the same the first class soldier does his normal jumping attack into big jumping attack for doom sword/2x cut,the first slash doesn’t look right  also on second hit of 2x cut the slash marker on enemy happens as he’s jumping and not when coming down is this fixable? Thank u quid
 
Yep, the level 2 limits in particular were a little bitchy to synch about right with the camera, Zack may be a bit off camera sometimes but he return to his correct row after, right? He didn't  move off camera one the limit was over in my test.

For the 2X cut, yes the sequence isn't adjusted to reproduce sword of doom, it was just faster, though I saw the slight bad synch with anim 11, which doesn't happen with anim 13 as the second slash:
https://ufile.io/i9mewjv1

Glad you like the rest, even omnislash? I will try it to see how it render in game then, maybe this will inspire me to make it better. Tomorrow I will give a other shot to level 2 limits, see if I can calm down the camera angle or something else, and since the rest is done about right, I will also experiment better on the  2X cut in sword of doom style.
 
nice quid and yeh omnislash looks awesome he just needs a few more slashes at the end and it would be like original omnislash lol its awesome and yeh thank u quid cant believe how much uve done in such  little time, it would take me years to even learn this LOL
 
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ah 1 more thing quid, the sequence used of doom sword for my normal slash for my zack could u make that the start of both 2x cut and 4x cut, think thats the way the soldier 1st does it, the 2x and 4 x cut on my zack currently,  when using the first slash with bigger enemies, zack clips through them and is slashing inside their body, i just noticed.
 
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I previously didn't look at the 2X\4X cut sequences with enough details, but I am on to it now.

2 questions, would you prefer the 2X\4Xcut exactly like the original 1st SOLDIER does them, or do you prefer the 4X cut style like it is now, + the 'jump' effect at the start?
And so I can be sure that I figured the issue, the normal attack doesn't have position problem against any ennemy right?
 
I would prefer it exactly like the soldier but If u can’t do it the jump normal slash at start of 4 x cut would be fine too as I thought it was the same lol the 2 x cut I would love to be same as the soldier that’s more important I think as 4 x cut is really similar  n thank u
 
And my Zack normal jumping attack doesn’t have position problems just the start of 2x 4 x cut
 
Well sorry, it look like you will have to do without the jump at the start of 2X\4X cut. The opcode D0 of moving position, the one that actually make the jump effect part that work well enough in the normal attack just won't work that good with 2xcut\4X no matter what I try, it make the sequences bug, and I mean big bug. D1 must stay here as I don't trust the full real sword of doom to work well in every case for a playable character.
At least I managed to recalibrate the delay for animation 11 to synch well as the second slash of 2X, and to I think fix the position issue you told me, so it's not so bad.

I am trying one last experiment with limits, and I post the fixed file.
 
Ok that’s fine quid it should look similar to the soldier first with the fixes anyway buddy, can’t wait to try it out.
 

I found this, it’s sega chiefs new threat 1.5 that has enemy boss Zack with soldier first class animation looks similar to yours like meteorain and stuff
 
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I tried to free up some space, make some room to maybe improve Omnislash, but it disturbed several other commands to have their start offset to be moved, which was to be expected. I changed the second anim of blade beam, it render a little better.

And the position stuff for 2X\4X should be alright now:
https://ufile.io/ybu3480e

New animations  that fit Omnislash sequence would really be the cleaner way anyway.
Sorry about the jump start, but is it really so important? I could have copied sword of doom, but as I said I am unsure it would fit a playable char, maybe maybe not, it ironically took me more time to try and make the jump start work than it took to do everything else, and I think this Zack is really decent now, except for the 4th limit, especially for a side job.

Setting up a enemy fight and a full playable char don't have the same requirements, a enemy only has to work in the fights you set them up, and the playable char has to be good enough in every fight. It's also a different process to set up the attacks and other stuffs.
 
Obvcourse brother I’m just happy ur doing it for me quid n everything is fine anyway I was just being picky lol , I’m at work for another 1 and a half hours, will test as soon as I’m home buddy n the omnislash is fine buddy it looks great.
 
At your work place on a sunday? That's rough, I didn't have to do that since years and years ago. (Or you are somewhere where it's not sunday yet, I constantly forget time zone lags even when I travel a lot)
 
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