[WIP/ALPHA REL]Battle Interface Reconstruction

  • Thread starter Thread starter Kranmer
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Also here is the Eye Opener Remover for anyone interested (just a patcher like the HP+MP remove patch)
REMEMBER TO BACKUP YOUR EXE FIRST (just incase)
http://www.megaupload.com/?d=A9EBVRBY
Let me know how you get on if it use it.
"The file is currently unavailable" =/
yeah the link seems to be unavailable now (seems to be megaupload's problem) here is a mediafire link
http://www.mediafire.com/?bfo292hv1wfx3l8
and if you need more mirrors just ask and i will make some more
 
Thanks, I got it now :)
Awesome patch once again ! Your work never ceases to amaze me, Kranmer :D
 
This project is really amazing I just really wish I could get it to work correctly. I installed armorvils menuart and all of kranmers  updates to the new battle interface but I keep getting this. I want to know if there is something I have to do to change  the boxes around limits and time or if I installed something incorrectly.  I looked in the textures folder but there is a lot of boxes I'm not sure which ones to edit.

 
Just to clarify something, it's not my menuart - it's Team Avalanche's. The only thing I did was delete the HP, MP, Time, etc indications, as well as the borders from some PNGs. Gotta give credit where it is due ;)

As for your problem, if you downloaded the PNGs I uploaded to megaupload earlier in this topic, you just have to copy and paste them in your textures\menuart folder. If I'm not mistaken, that should remove the borders around the gauges.
 
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I actually just tried delete some things and by trial and error I got it but thanks a lot. One thing I still can't seem to do though is make the "attack box" transparent. I enabled the make all dialog boxes transparent in the driver options but I can't seem to get that box to work.
 
I actually just tried delete some things and by trial and error I got it but thanks a lot. One thing I still can't seem to do though is make the "attack box" transparent. I enabled the make all dialog boxes transparent in the driver options but I can't seem to get that box to work.
To make the attack command box transparent you need to use the old shaders (the shaders folder from a old version of Aali's Custom driver like 0.7.7) with 0.7.8,
Aali mentioned this here
https://www.ff7catalog.com/posts/118174/
Also there are side effects to doing this (like clouds head on the world map being transparent)
 
To be honest all the resources you need are right here. I would go on page one and read kranmers first post. Make sure you have all the necessary requirements he listed before installing his patch.  Once you meet those requirements install his patch and check in game you should have a transparent battle interface. Then if you keep looking on these pages you will see that kranmer added many updates to his patch such as no hp bars,no eye opener etc. Install those to you liking and you should be fine. The only other thing I did was download Armorvils edit of the TA Menuart which is also found on a page in this topic.
 
Only partially related, but where are the default window color digits stored in vanilla FF7?
Anyone know this? Just out of curiosity.
Are you asking for the PC or PSX?

On the PC it's in menu_[region].lgp. The relevant files might be btl_win_*.tex or [region]font_*.tex. I don't know which you're asking for.
 
PSX. Actually, anyone just know the RGB values? I could probably search for them myself.

I've always wanted a hex editor that can mark up the locations of multiple values, and mark up areas where certain values are in close proximity to one another. Anyone know of such a hex editor?
 
The data is all compressed on a PSX do there really isn't anything "next to each other"

The initial color data is located in an initialization function to create the savemap. It's created from hard coded static variables somewhere in the kernel and then the bulk of the initial save map is copied from section 4 of kernel.bin after that.
 
The data is all compressed on a PSX do there really isn't anything "next to each other"

The initial color data is located in an initialization function to create the savemap. It's created from hard coded static variables somewhere in the kernel and then the bulk of the initial save map is copied from section 4 of kernel.bin after that.
Why didn't I think of checking the savemap resources first? So, section 4 of the kernel is basically a big savemap, offsets 0x48 - 0x54 being the RGB values? Gotcha.
 
section 4 of the kernel.bin in the initial values for the game, but not the whole savemap, just the top chunk of it.
 
Hello i have problem for patch.
Can not find the file . Search the files
I go to SquareSoft FFVII and i select FF7.exe
Can not acces the file , Maybe it in use
Please Close the file before patching
But my file FF7 is not used OO
What the problems please
bye
Edit2: Filesize Check Failed
nothing patched
 
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Hello i have problem for patch.
Can not find the file . Search the files
I go to SquareSoft FFVII and i select FF7.exe
Can not acces the file , Maybe it in use
Please Close the file before patching
But my file FF7 is not used OO
What the problems please
bye
I can think of two possibilities:
1. FF7 is in the Program Files directory. You need administrator access to edit anything in there, if you're using Windows Vista or 7. Make sure to run the patcher as administrator.
2. FF7 has a habit of not closing properly on some systems. If you've played it recently, try restarting your computer.
 
i have french version , this is not compatible no?
(yes i have test to the FF7 english remix is done sorry for post :/)
 
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i have french version , this is not compatible no?
(yes i have test to the FF7 english remix is done sorry for post :/)
I don't think this is compatible with the french version (i haven't tested but i suspect the EXE is too different), i can look into making a french version of this at some point if you want me to (although it may be awhile until i get around to it),
I am currently working on making a Italian version of this (at "indrema"'s request) but there seems to be quite a few different things in the EXE (also my virus scanner keeps going crazy on the Italian EXE is detected as a virus on my scanner)
 
The Italian exe is actually a Spanish EXE with altered messages. You can work directly on that one and avoid all the virus false positives.
 
Thanks for that Gemini, i didnt realise the Italian EXE was a modifyed Spanish EXE, that should save time if i need to do both Spanish and Italian versions of this patch, And i knew the Spanish version gave false postives and i guess thats why i am getting the same problem with the Italian EXE so thanks for clearing that up.
 
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