Status of Mods and Tools with New FF7 PC

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When/If Luksy updates touphscript to work with new exe and flevel, I will support translation of new game.  Menu Overhaul itself will probably never be supported.
 
same as hojo. the english scene.bin in the rerelease is the exact same as the old release just different folder. in hojo and proudclod you browse for the scene.bin. so both of them are just as functional as they were on old release.
meteor i have an error when opening  it. i gotta google

hardcore mod changes more files than i thought. it changes/edits the .exe, scene.bin, kernel.bin, kernel2.bin, battle.lgp, and flevel.lgp. i think thats it. gjoerulv might have to clarify

battle.lgp appears to me fully moddable and has the same path
scene.bin, kernel.bin, and kernel2.bin appear to be fully moddable but have different paths. fixing this isnt hard.
flevel.lgp has the same path as before. now there is also a fflevel, gflevel, and sflevel i guess for different languages. i dont know anything about the flevel.lgp or if its moddable in the rerelease or how to tell
the .exe would need that c00 offset thing. i really dont know what that means.

so with a little work 4 of the 6 will patch successfully. the exe and flevel idk
 
Unfortunately that is part of the Menu Project...  Your best bet is to download yamp version, place it on the original 1.02, do a comparison with a back up of original 1.02 using dup.  Look at what the addresses changed are, copy them to a text file.  Change the addresses by adding C00 to all of them.  Use my Hexteditor program to patch new exe.

It is a lot of messing about.
Orrrr...

You could rename ff7_en.exe to ff7.exe, apply YAMP's patch and then rename back to ff7_en.exe. Whichever sounds easier to you.

Just checked YAMP patches and only the MinigamesPatch won't apply itself, because it will fail to find the correct offsets (they've duplicated some data).

So, the 9999 limit breaker works fine. The original one that is.
 
Ah yes, you were more sophisticated than me.   :-D  Bugger off!!!!   :evil:

Ah but wait, won't it look for size?  And fail because it doesn't recognise the exe?
 
Ah yes, you were more sophisticated than me.   :-D  Bugger off!!!!   :evil:

Ah but wait, won't it look for size?  And fail because it doesn't recognise the exe?
It couldn't care less about the size of the patch. It will fail because of safety check - if more than one patching address was found while analyzing unknown ff7.exe it will abort. You could say they put a decoy in code, but it is most likely needed.

Since it uses adaptive patching, it's multi-language and multi-version.
 
I seeee

In that case, yeah, people should use use Yamp :)  Sounds like a good idea!
 
Sorry to post in an old topic but I believe this one should be sticky or whatever.  As we test more mods they should be put up and why they don't work incase anyone wants to work on trying to make it work.
 
I have found an easy way to use your old or edited saves.
Copy your old/edited save to document-folder.
Make it write-protected, that way the game can't delete your file.
Start the game while being offline (just to be safe).
Load your game and save again to a new slot.
Done!
You now have a new savegame with the correct timestamp which can be synced to your account!
 
Has hardcore mod been updated to work? And what of the others?  Anyone update me?
 
I thought Hardcore mode 1.0.6 by gjoerulv worked with the re-release. At least the GUI had controls for it (the readme too) when I installed it yesterday.
 
Yeah there's an option in the hardcore mod to select it for the re-release version
 
Useful info on new 2012 version.

1)it DOES seem to have some sort of shader support. So it may be possible to replace the two hlsl files to improve the look of the game.

2) a fair amount of open source software was ued to make this.

ffmpeg, libogg,libvorbis,libvpx,qt,quazip, and vgmstream (looping OGG support. :) )

3) ff7music is obsolete. any looping ogg file that works with vgmstream will work in 2012. :)

4) most of the "fixes" are no longer needed. it just works.  HOwever..

5) limit break patch, etc that were included with the opengl driver have to be reapplied the old way. We can assume frame limiter patch is in already.

6) modding the data files directly still works, unless you are using hooks for the opengl driver.

7) newtoold conversions mean having to nocd the old executable. this could be abused for piracy. Since someone who bought the 2012 has no CDs to make images or minimages of, they are kinda stuck.  Therefor i recommend people redo their mod installers to handle the new version, and any "newtoold" patch makers make a concerted effort to ensure the Securerom DRM hasn't been tampered with and the new version is actually activated.  The former is easy, the latter is more difficult.
 
The 2012 version uses Aalis driver, so anything fixed by Aali's driver will be fixed in 2012. 2012 is identical in almost everything except it does not allow modding.
 
Just found out the info. Yeah seems they ported Aali's driver to direct3d, with permission.

Still, then why the heck didn't they just grab anxious heart as well, since it's their music... :)

maybe 1.0.8 will have it?
 
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There is no way for the textures with mod paths to work with the new FF7 2012 version, but it can still be done by using Image2Tex tool to convert all the texture pngs into .tex files and compile them into the lgp. But the menu overhaul or the new battle interface will likely never work.
 
couldn't Aali open it up for modding?
He probably could, but that would be a violation of the game (a current game that Square cares about more).  Square cannot endorse user mods... or at least they have made it clear they won't.  It wouldn't look too good on Aali giving his permission for them to use it and then editing that game as well...  I dunno. It doesn't matter really, all you need is the original game, and copy flevel over from the new (since it has some fixes).  Use Kranmer's converter.
 
He probably could, but that would be a violation of the game (a current game that Square cares about more).  Square cannot endorse user mods... or at least they have made it clear they won't.  It wouldn't look too good on Aali giving his permission for them to use it and then editing that game as well...  I dunno. It doesn't matter really, all you need is the original game, and copy flevel over from the new (since it has some fixes).  Use Kranmer's converter.
I'm sorry, can you re-explain this? I wanted to ask this to you via PM but you blocked me. Don't know why, however.
 
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