*looks through XG.lgp* Hey, what are THESE doing here?!

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Vertex shaded? What does that mean? Is that when you calculate the light for each vertex and then interpolate it?
 
Vertex shaded? What does that mean? Is that when you calculate the light for each vertex and then interpolate it?

The polygons consist of 3 or 4 vertices each having a color.  Guroud shading is used to blend the color from one vertex point to another on the polygon giving it a smooth appearance.

Cyb
 
Yeah, basically what that means is, you know how you can change your menu color by selecting colors for the 4 corners Under CONFIG?

Every single one of the polys in the game is also colored like this.

Which explains why you have some tripped-out funkadelic enemies, like those rainbow-bug things in Wutai.  The designers got a little bored, t'would seem =P

Getting back on topic, it's too bad we can't see what's been done, THEN erased/altered in terms of programming.  That way, we could see where comical.mid was SUPPOSED to be.  I always figgured it to be Zack's theme, if anything.  I dont think they were so sloppy as to leave prgraming fragmetns all over the place.  Though i wish they did... not that i'd be able to do much witht hat, of course, but it'd be fun to ahve proof of extra sceens and locations.. *sigh8
 
Ok, now I've got another question.

What, exactly, does FF7 use to signify the loop points in the MIDI files?  I went and extracted fan2.mid (the victory fanfare), because I needed to get rid of that 1 second delay on the start of the song (did that by copying the version from ygm.lgp to xg.lgp), modify the drum set that was being used,and increase the reverb on it up to max in order to more emulate what it sounds like on PSX.

So, I do that, save, and re-intergrate the edited file into XG.LGP, and test it out in game....only to find that at some point the loop point information was lost.  So, now I need some help trying to figure out how they did it in the first place.
 
It uses a MIDI control code as a pointer. I don't know what it is, you will have to do a MIDI data dump and see if there are any unsusal undefined control codes being used.

That's how they looped in RPGMaker
 
Hmm....could it possibly be found in SysEx data, or should I just be focusing on the normal MIDI controller data inside the actual tracks?

IIRC.....I remember using CakeWalk on what might have been a dumped MIDI from FF7...they had these little "Flags" above the track display in places which turned out to correspond to the loop points.

It was sorta obvious, though, as those flags were labled "LoopStart" and "LoopEnd", if memory serves.

Alas, I don't have CakeWalk anymore (it was a demo version I think), and my current MIDI sequencer doesn't appear to display those flags like CakeWalk did.

Furthermore.....is there any chance that LGP tools somehow parsed that loop data during extraction?
 
I'm sure they are intact. It's part of a standard midi file. I'm guessing that that midi program just wrote out the notes and excluded all the contol codes it doidn't understand
 
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