Cosmos
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cosmosxiii.bsky.social
Cosmos
@cosmosxiii.bsky.social
Creating Final Fantasy 7 mods to save the planet.
https://youtube.com/@cosmos_mods
This one also includes a completely new background restored in the Shinra Archaeology Cut mod that was not in the original game.
December 24, 2024 at 2:12 PM
This update also includes multiple background improvements and fixes including restored badly upscaled Shinra logos all over the place.
December 24, 2024 at 2:12 PM
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.
December 24, 2024 at 2:12 PM
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.
December 24, 2024 at 2:12 PM
December 16, 2024 at 10:31 AM
December 16, 2024 at 10:30 AM
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
December 16, 2024 at 10:19 AM
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.
December 15, 2024 at 4:23 PM
Sorry, for now I just succeeded at making it even more janky
December 1, 2024 at 11:22 AM
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.
December 1, 2024 at 2:06 AM
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
December 1, 2024 at 2:06 AM
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.
November 30, 2024 at 12:22 AM
Colorful Chickens!
#ff7 #finalfantasy #mods
November 30, 2024 at 12:22 AM
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
November 29, 2024 at 2:50 PM
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
November 23, 2024 at 1:29 AM
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
November 17, 2024 at 1:43 AM
All right, everyone, let's mosey.
November 13, 2024 at 11:58 PM
This is getting worse...
November 13, 2024 at 10:26 PM
Did I trigger a sanity effect inside FF7?
#ff7 #mods
November 13, 2024 at 10:26 PM
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.
November 12, 2024 at 11:23 PM
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.
November 12, 2024 at 11:23 PM
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
November 12, 2024 at 11:23 PM
Take that Mario 64!
November 10, 2024 at 3:33 AM
The idea for analog controls came from looking at this circular UI element in Makou Reactor that looks like a gamepad stick. This is actually what the game uses to know what direction the player moves. Overriding this variable + some math allowed to have 256 directions instead of 8.
#ff7 #mods
November 10, 2024 at 3:33 AM
Dr. Ian Malcolm: Yeah, yeah, but your scientists were so preoccupied with whether or not they could that they didn't stop to think if they should.
Cosmos: Hold my beer!
#ff7 #sephiroth
November 9, 2024 at 7:59 AM