[WIP] Final Fantasy VII - Revised (Working Title) UPDATED 2/1

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I was thinking of making a demo spanning the duration of your initial time in Midgar at some point, and then after that the final package. No estimate on how long it'll take. If things go my way the demo will be out by, at the very least, May. This summer I'm fighting fire and we go out for 2 weeks at a time, which won't leave much room for FF7.

EDIT - I just got back home and I'm freaking tired. MOAR DELAYS on the screenshots. However, I did manage to enable the scene between Tifa and Cloud outside in the slums in what time I had to work on this. I just have to find a clean way to integrate everything now and piece together a couple lines that have no clear place. Also, I noticed a lot of blank lines in the Seventh Heaven basement which generally indicates something was ripped out. Perhaps someone with a Japanese version of the game could take a look at the field file?  :wink: I'll give you free cookies? lol
 
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about the biggs being knocked out thing...

Its been forever since i played the psx, and quite a while since i started a game on the pc version, but if i recall correctly biggs was knocked out close to the door he opens on my old psx version. I dont recall if he was or not on the pc version. Was he supose to be somewhere else in the original?
 
Which version did you play? I have the PAL PSX version and I don't remember that happening; my playthroughs in the reactor have all been like this (except not as quick ;-)).
 
about the biggs being knocked out thing...

Its been forever since i played the psx, and quite a while since i started a game on the pc version, but if i recall correctly biggs was knocked out close to the door he opens on my old psx version. I dont recall if he was or not on the pc version. Was he supose to be somewhere else in the original?
This was on early demo but was cut later. Maybe it was too hard for very beginning of the game. Some flags still in script, but biggs action was cut off.
 
huh, thats really weird cause like i said, he was definitely on the floor on my old psx game, cause i always thought it was weird. Ill have to pull out my old ps1 disks....
 
Well, I would just like it to be noted that I am perfectly willing to help with this if Tsetra is willing to accept my help, I'll need a little bit of help getting started with the field code, but I'll pick it up and help.

There was also something else I had to note, but I forget what it was
 
huh, thats really weird cause like i said, he was definitely on the floor on my old psx game, cause i always thought it was weird. Ill have to pull out my old ps1 disks....
I have 2 demo, japanese, english, internetional and pc version. Biggs was on floor only in very first demo. There was a lot of additional changes too. For example timer was set for 3 minutes instead of 10. And it was active only on field (you can fight in battle as long as you want).
 

I think we should re-implement some of the things in this video, like the text in the opening cinematic (as I recall, there was a demo that had the text over the cinematic, I don't have any demos, so I can't experiment as much as I would like), if I got my hands on a PSX demo, I could probably replace the opening cinematic, and some other things, but the issue there is that I just don't have the demo
 
as to the text, i beleive it was just exposition to give demo players an idea of whats going on. that sort of thing isnt necessary in the full game.
 
Quick update, I've got the Seventh Heaven scene completely up and running now. Screenshots when I feel like dealing with 56k upload speeds.

I've seen that video, I had thought about adding it into my optional component for the new intro sequence, but all of that gets told anyhow later on. The "silent intro" where you have no idea what's going on at first I think is better and really draws the player in to wonder why you're there, so no words. Of course, nothing is stopping you from editing your own videos.
 
Awesome, I'm really looking forward to this. Mods like this really warrant a playthrough. Will you be reconstructing dialogue in some of the cloudy exposition sequences (explanation of reunion etc) and fixing typos, and otherwise polish up whats already there in addition to the expansions you're adding in?
 
Typos will be fixed, to be honest I'm not sure about how to tackle the script just yet as far as what needs explained better. As I continue to go through and add content I'll know what to do. I'd definitely like to place emphasis on a lot more things though so they are more memorable/easier to understand. The one thing you can be sure of is that when the game is over, the player will understand the game. I might not clean up all plot holes as I think they add to the mystique, but there are a lot of areas where the dialog is misleading and I will certainly clear those up.

Also guys, I'm very excited to announce that something I didn't think was possible, in fact, is possible and I cannot wait to show you guys the screenshots! You're going to f***ing LOVE this.
 
Absolutely love the idea of this project!

The last time I went through the PC game looking for them I counted no fewer than 12 typos. I can't remember where most of them are, but I remember that one of them was when you talk to the guy in the highwind about how to fly the highwind. He tells you that one of the buttons does two things when it doesn't.

Oh, and I vote against "Ogre Nix". That's a Woolsey translation (maybe he was sad at the lack of ogres in FFVI?) and was renamed "Organyx" in the GBA port.
A good pic of the Organics (and everyone's weapon) is located here: http://www.eternal-legend.com/ffvii/equip/sword.shtml. Yes, it does look like a sword + Axe combo so if you want to leave it "Ogre Nix" that's fine, but I never liked that since it was a sword. Don't change it on my account, though. :)
 
If someone who's got a better grasp of Japanese than myself and the sources I got that info from could properly translate the original and it comes up Organics, I'd be willing to reverse the decision on it. Also, a background of WHY it's Organics and if Woolsey's translation is relevant in the case of FFVII.

Also, turns out I'm having issues after all with that "impossible" feat. I'll find a way to make it work, but it's going to be tedious. Basically *sigh* I added completely new (nothing replaced) Materia into the game with completely new spells. That part is easy. The problem is, the spells don't work properly in the menus. Anything aside from certain values seems to default to Cure in the magic menu instead, causing issues. At first I thought maybe only spells originally put into the game could show in the Magic menu, but several of the summons can fit into it as well alongside the magic. I was HOPING to get the spells to use the attack values of 123, 124, and 125, and I'm hoping there's a way to somehow make the game recognize those as values. If not, with some work I might be able to shift a ton of attacks to add room for a few more spells. We'll see what happens.
 
unfortunately my japanese is very rusty, though i intend to brush up and learn it well in coming time.

ogre nix just sounds weird imo.

kool stuff with the magic! what spells did you intend to add?
 
I'm not really bothered about the Ogre Nix translation, I'll be using my own kernel.bin2 anyway.

And if anyone else doesn't like it, just use Teioh to change it back!
 
Mostly just wanted:

Wind Materia: Aero, Aera, Aeraga
Water Materia: Water, Watera, Wateraga
Booster Materia: Increase AP gained by different percentages as materia level increases.

As you can see I'm using the later naming convention for spells. This will include enemy techniques so they too will be Blizzaga, Thundara, Aeraga, etc. for the ones who use actual spells. Depending on how frustrating this proves, the idea might take back burner until later. Booster will be a special materia you'll need to work hard to get. I gotta look at enemy info to make a decision on Water since I believe a lot of enemies have a weakness to it and this could prove to be cheap. Wind materia will probably be found in most places Earth materia is available. Assuming I get the spells in the materia to do what I want them to, of course. :) I'm not replacing any existing spells or materia.

In other news, I found a way to edit cargoin to include a dummied choice for Cloud. Meteor crashes when it attempts to open the file, but I found another way. More Jessie content.
 
Only four enemies are weak against water: Malboro, Ho-Chu, Wolfmeister and Iron Man
 
Only four enemies are weak against water: Malboro, Ho-Chu, Wolfmeister and Iron Man
Ah, well in that case, I guess you can expect it alongside the fire, lightning, and ice materia. Again, assuming I can actually get this to work.
 
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