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Cosmos

@cosmosxiii.bsky.social

Creating Final Fantasy 7 mods to save the planet. https://youtube.com/@cosmos_mods

380 Followers  |  19 Following  |  39 Posts  |  Joined: 17.10.2024  |  1.7041

Latest posts by cosmosxiii.bsky.social on Bluesky

Making of Shenmue (Japanese TV Special) - Subtitled
YouTube video by Shenmue 3 Making of Shenmue (Japanese TV Special) - Subtitled

This Shenmue making of documentary from the Japanese National TV (NHK) is pure gold.
www.youtube.com/watch?v=YbrS...

Happy 25th Anniversary!
#Shenmue #LetsGetShenmue4

29.12.2024 02:52 โ€” ๐Ÿ‘ 11    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

My favorite most hated game ever.
#LetsGetShenmue4

29.12.2024 02:18 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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This one also includes a completely new background restored in the Shinra Archaeology Cut mod that was not in the original game.

24.12.2024 14:11 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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This update also includes multiple background improvements and fixes including restored badly upscaled Shinra logos all over the place.

24.12.2024 14:11 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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There is also a new option to remove the black bars on the top/bottom of the screen. This also works even if you play fully in 4:3 aspect ratio.

24.12.2024 14:11 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Version 1.6 of Limit Break is now available. This release adds the option to choose between upscaled *AND* extended or upscaled only backgrounds. Upscaled only will make backgrounds that were not wide enough display in 4:3. Aspect ratio is now directly controlled through the Game Driver settings.

24.12.2024 14:11 โ€” ๐Ÿ‘ 13    ๐Ÿ” 6    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
SYW

SYW

Cosmos Limit Break

Cosmos Limit Break

16.12.2024 10:30 โ€” ๐Ÿ‘ 2    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
SYW

SYW

Cosmos Limit Break

Cosmos Limit Break

16.12.2024 10:30 โ€” ๐Ÿ‘ 1    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
SYW

SYW

Cosmos Limit Break

Cosmos Limit Break

Here are a few examples comparing SYW upscales with Cosmos Limit Break ones. SYW prioritizes sharpness but tends to over-smooths details, while Limit Break tries preserve as much texture detail as possible (open in new tab and zoom in to better see the difference).

#ff7 #finalfantasy #mods

16.12.2024 10:18 โ€” ๐Ÿ‘ 16    ๐Ÿ” 3    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Some parts were restored using high-res images of objects that can be found in the 4th disc of the Japanese international version of the game.

15.12.2024 16:23 โ€” ๐Ÿ‘ 6    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
[FF7] Cosmos Limit Break v.1.5 Trailer
YouTube video by Cosmos [FF7] Cosmos Limit Break v.1.5 Trailer

Happy to announce version 1.5 of Cosmos Limit Break. This is the biggest update yet. It replaces all previous SYW backgrounds with newly upscaled ones that better preserve texture detail and have been manually edited to fix badly upscaled parts.
www.youtube.com/watch?v=5Gyo...

#ff7 #mods

15.12.2024 16:23 โ€” ๐Ÿ‘ 12    ๐Ÿ” 4    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 1
Preview
Final Fantasy VII Rebirth is officially coming to PC and the Epic Games Store From mini-games to "Gaia theory," director Naoki Hamaguchi talks Final Fantasy VII Rebirth, the next chapter in Final Fantasy's on-and-off again relationship with PC gaming.

Hamaguchi: "we respect the creativity of the modding community and welcome their creationsโ€”though we ask modders not to create or install anything offensive or inappropriate."

I hope my mods are not offensive or inappropriate Hamaguchi-san.

store.epicgames.com/en-US/news/f...

15.12.2024 01:26 โ€” ๐Ÿ‘ 5    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Sorry, for now I just succeeded at making it even more janky

01.12.2024 11:22 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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There is heavy culling beyond the original screen limits but it's a start. Same for field backgrounds, tiles are culled on the sides. Once we figure how to disable culling it should start to look decent.

01.12.2024 02:06 โ€” ๐Ÿ‘ 4    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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It seems the FF8 modding party has started without me so I'll self-invite myself with this half-broken true widescreen support contribution.
#ff8 #finalfantasy #mods

01.12.2024 02:06 โ€” ๐Ÿ‘ 14    ๐Ÿ” 3    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 1
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This is another lighting bug fix for the PC version of FF7, where Chocobos looked way too dark and desaturated to the point you could barely distinguish between the different classes. See below for the PC version original Dark Chicken.

30.11.2024 00:22 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Colorful Chickens!
#ff7 #finalfantasy #mods

30.11.2024 00:22 โ€” ๐Ÿ‘ 7    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Lighting is one of the many things borked in the PC version of FF7. Compared to PSX, the PC version had light directions incorrectly inverted in every map. Sometime last year I made a fix for this that is enabled by default if you use FFNx / 7thHeaven.
#ff7 #finalfantasy #mods

29.11.2024 14:50 โ€” ๐Ÿ‘ 33    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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The last addition to FF7 analog controls is being able to scroll the camera using the right stick. In most cases it's just a cool gimmick but some times you can peek into parts of the backgrounds that would not be visible during normal gameplay.
#ff7 #finalfantasy #mods

23.11.2024 01:29 โ€” ๐Ÿ‘ 38    ๐Ÿ” 9    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 1

You may want to take a look at Shinra Archaeology Cut retranslation mod by @thestrifeisrife.bsky.social and @turquoisehammer.bsky.social

17.11.2024 22:40 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I think admiration goes both ways. None of my work would exist without what was achieved in the early days.

17.11.2024 22:34 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Another cool thing of the FF7 analog controls is the ability to rotate the battle camera with the right analog stick and zoom in/out with the analog triggers. It is implemented so that scripted camera still work and to remember the last camera position to go back to.
#ff7 #finalfantasy #mods

17.11.2024 01:43 โ€” ๐Ÿ‘ 125    ๐Ÿ” 16    ๐Ÿ’ฌ 7    ๐Ÿ“Œ 1
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All right, everyone, let's mosey.

13.11.2024 23:58 โ€” ๐Ÿ‘ 7    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

It was driving me crazy, suddenly my follower count doubled too over night. After some searching I found this one and you are there too ;)
bsky.app/starter-pack...

13.11.2024 23:19 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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This is getting worse...

13.11.2024 22:26 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Did I trigger a sanity effect inside FF7?
#ff7 #mods

13.11.2024 22:26 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Shadows in field mode are also done through shadow maps but since the backgrounds are 2D, the shadow is projected into the walkmesh geometry, which is an actual 3D mesh normally used by the game for gameplay purposes, then composed on top of the background with alpha blending.

12.11.2024 23:23 โ€” ๐Ÿ‘ 4    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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The lighting implementation uses common shadow map technique where the scene is drawn from the light point of view to an offscreen depth buffer (shadow map) and then sampled in the lighting pass shader to determine if a pixel is occluded.

12.11.2024 23:23 โ€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Real-time lighting was my first contribution to the FF7 modding scene about 4 years ago. It's been nice seeing so many people playing the game with this one.
#ff7 #mods

12.11.2024 23:23 โ€” ๐Ÿ‘ 8    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Actually you may be right about that because the original code reads the value of this variable every frame instead of just once when entering a new field, which would be enough for what they ultimately ended up using it for.

10.11.2024 05:41 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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