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Final Fantasy 7 => FF7 Tools => Topic started by: sithlord48 on 2010-04-02 16:08:36

Title: [PSX/PC] Save Editor - Black Chocobo (v1.15)
Post by: sithlord48 on 2010-04-02 16:08:36
Black Chocobo
(https://a.fsdn.com/con/app/proj/blackchocobo/screenshots/2020-08-13_1.png/245/183/2)

Black Chocobo is a Final Fantasy 7 save game editor written in Qt. Available for Windows, Linux + Mac Os. A Full Featured Save Editor

Current Features

Downloads
The "Continuous" Release is recommended for all users

(https://img.shields.io/github/v/release/sithlord48/blackchocobo?label=Continuous Build&style=for-the-badge) (https://github.com/sithlord48/blackchocobo/releases/tag/continuous)     (https://img.shields.io/github/v/release/sithlord48/blackchocobo?label=Current%20Stable%20Release&sort=semver&style=for-the-badge) (https://github.com/sithlord48/blackchocobo/releases/tag/v1.15.0)     (https://img.shields.io/badge/Download-Save%20Samples-blue?style=for-the-badge) (https://sourceforge.net/projects/blackchocobo/files/Samples/samples.tar.gz/download)

(https://flathub.org/assets/badges/flathub-badge-en.svg) (https://flathub.org/apps/details/io.github.sithlord48.blackchocobo)

Project Links
Github (https://github.com/sithlord48/blackchocobo)
User Manual  (http://blackchocobo.sourceforge.net/wiki/index.php?title=User_Guide) (Historical Only, Needs Updating)
Change Log (http://sourceforge.net/p/blackchocobo/wiki/Change%20Log/) (Historical Only)
Support this project  (https://sourceforge.net/p/blackchocobo/donate/)

Comments , suggestions, help , always welcome :)
Title: [HELP] Official Black Chocobo Help Thread
Post by: myst6re on 2010-04-02 19:35:15
How did you do to not use QtCore4.dll and QtGui4.dll?
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-04-02 19:48:06
How did you do to not use QtCore4.dll and QtGui4.dll?
i have recompiled qt to be static and theirfore they are built in to the exe.
more info  (http://qt.nokia.com/doc/4.6/deployment-windows.html#static-linkinghttp://qt.nokia.com/doc/4.6/deployment-windows.html#static-linking)
i basicly the same thing w/ the mac version . the linux version is the only one not staticly built.
Title: Re: Official Black Chocobo Help Thread
Post by: myst6re on 2010-04-02 22:08:15
I don't like to do that, recompile Qt takes lot of time :|.
Title: Re: Official Black Chocobo Help Thread
Post by: Bosola on 2010-04-02 23:01:38
Another Python fan?

What's QT like to use?
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-04-03 00:01:09
I don't like to do that, recompile Qt takes lot of time :|.
yes it sure does.

Another Python fan?

What's QT like to use?
python .>>>? no not at all *there are qt binding for python so you could use it with python if you wanted to
using qt is like using c++ with some extra headers (cause thats bascily what it is) . i also use Qtcreator their free ide i like it , kinda like VB but using C++, and if vb was availble for other then windows..

Title: Re: Official Black Chocobo Help Thread
Post by: nfitc1 on 2010-04-03 13:20:53
I like where you're going with it, but the battles count on the "other" tab shouldn't be capped at 99.
Title: Re: Official Black Chocobo Help Thread
Post by: Kranmer on 2010-04-11 12:18:53
This is a really good program sithlord48, Keep up the good work.
I have noticed 1 small thing though. You cant use vincent or cait sith until you have unlocked them in game. if you try to add them to your party before hand using BlackChocobo it names "Vincent" as "Sephiroth" and Cait Sith as "Cloud" and they dont appear in battle and their health bar dies (i tested this at the first save point in the game and again on the world map for the first time after leaving Midgar)
But this only seems to apply to Vincent and Cait Sith.
Cid,Yuffie,Barret,Tifa,Aries,RedXIII, seem to work fine.

EDIT- also i thought you might be interested, i have been looking at trying to hex edit items (amounts of items) in the items menu and i have noticed that the limit for items isnt 99 it seems to be 127
the game stops you at 99 (0xC6) but if you push 127 (0xFE) the game will display 127 and will even save this to a save file.
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-04-11 15:14:43
@ kranmer , i have yet to check the char flag (char record offset 0x0) checks yet and untill kalm flash back vincent == Sephiroth , and cait = young cloud.
, as for the item limit i have thought about raising it to 127 just have not done so yet, do u think i should ? i would only need to change the limit of the sb (since the progam would handle the rest)
Title: Re: Official Black Chocobo Help Thread
Post by: Kranmer on 2010-04-11 15:27:04
Well i dont really think more then 99 is needed since 28 more items wouldnt make that much difference if your hacking a save to give yourself lots of items anyway. Anyway choice is completely yours i just wasnt sure if you where aware (which it looks like you was). Anyway keep up the good work, i look forward to future versions of this.
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-04-11 15:47:50
i mainly decided to leave itj @ 99 since amounts over that cause a gfx glitch in the menu (not a big deal but for now i left that option off.) today i will work on among other things the char flag, cause that is kinda annoying.. besides once i hit 1.0 i will release the source and you all can tweak what ever you want (and hopefullly i get some good code to add back)
Title: Re: Official Black Chocobo Help Thread
Post by: nfitc1 on 2010-04-11 17:10:00
@ kranmer , i have yet to check the char flag (char record offset 0x0) checks yet and untill kalm flash back vincent == Sephiroth , and cait = young cloud.

I've tested this a little. It has weird effects on the limit bar in battle, but I don't see many other effects. It's somewhere to start at least. It might even have an effect on the char AI scripts. Whether it effects which one's they are associated with or how the scripts determine which character is in the battle, I'm not sure.
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-04-11 18:03:40
i put in the ability to play w/ those flags in the case of them being young cloud or sephiroth , lets just say its a path to breaking your save really quick (so for now if there detected cait and vincent are locked for editing). well see how i progress but for now its a case not handling the data in a proper way (such as not setting new name and weapon) so  untill i get the text back in to ff7format i can't really play with it cause even setting the weapon correctly i still break on the name change..also sephiroth just as useless as he is in the flash back w/ his AI and inability to change equipment/materia. so i might just leave him out of the that party options all together , testing w/ young cloud prove to be a little better as he is just a cloud clone(lol copy of a copy) so im undecided on if i will include the option for him.
Title: Re: Official Black Chocobo Help Thread
Post by: Goku7 on 2010-04-11 19:11:53
Hey, I think I found a bug -- and for what its worth, it happens in Jenova too.

Every time I try to add a new Ramuh Materia to my stock, the game thinks I added a Titan materia to my stock instead.  I don't know if this is a case of getting the materia IDs mixed up, but it is quite odd that it would go undetected for so long, as Jenova's got the same problem as well.
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-04-11 22:06:29
i have yea there backwards... ok i fixed it either way , thanks for the catch :)
Title: Re: Official Black Chocobo Help Thread
Post by: Prince Lex on 2010-04-12 21:46:52
Are you including the features that the German FF7SaveEdit has that Jenova doesn't? If so, I'll be using your editor from now on I think. It's looking great.
Title: Future Home Of Black Chocobo User Guide/FAQ
Post by: sithlord48 on 2010-04-12 22:25:42
<<<<<<<< USER GUIDE HELP STUFF HERE>>>>>>>>>>>>>>

PSX save game exports MUST be saved as "BASCUS-94163FF7-SXX" where XX is 01-15 (depending on icon desired).You will also need a way to put the save back on the memory card, such as a dex drive or other memory card reader.It is also possible to use a PS2 w/ ulanuchElf. (thats what i do).

<<<<<<<<Some Questions I've Gotten or the FAQ Section>>>>>>>>>>>>>>>>

Q:: I Used Black Chocobo and now <some event> crashes the game or does not work correctly...
A1:: You have used v1.2 to save your file, Please update to at least 1.2.1 (this behavior is a know bug in that version)
A2:: You were messing w/ save location/quest progression carelessly. Next time don't be so careless.

Q:: How Do you edit Eskills???
A:: click on a Eskill Materia to edit its skills. this can also now be done with materia in equiptment.

Q::I can open a psv but i can't save it.. what gives.?
A::umm. yea sorry about that one day perhaps i'll get it right untill then here is a Workaround  (http://forums.qhimm.com/index.php?topic=9747.msg137757#msg137757) to get them on the ps3

Q::None of this has helped me
A::You can get help on the Help Thread (http://forums.qhimm.com/index.php?topic=9988.0)

Title: Re: Official Black Chocobo Help Thread
Post by: Voltaire on 2010-04-13 00:27:07
Hi I'm new here...and I'm already having a noob problem

So I'm using the PCSX emulator to play FFVII on a MacBook. I've downloaded this editor, and I've tried to load the slot 1 save file by going to "open save file" in Black Chocobo and selecting SYSTEM.CNF, which is located on the disc. When I do this, the screen to choose which save slot you want to edit appears; however instead of seeing the only save file I have in slot 1, the first save point of the game (No. 1 Reactor, Cloud Lv 7 w/ Barret in party, 42 minutes of gameplay time since I left it on while I was eating dinner), the slot 1 file lists the party as having no one in it, Lv 92, and 1,026,E09 gil.

Am I looking for the save files in the wrong place? If so, could someone tell me the file path? If not, am I doing something else wrong? Any help would be hugely appreciated, thanks.
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-04-13 00:38:23
well first off thanks for trying it .. , you don't want system.cnf,
you would want the save from your memory card. but i have yet to start working on psx saves.  i plan to do that soon after my 1.0 goals but for now black chocobo is a pc only save editor.

EDIT:response to below : im not sure where your files would be , but there is only one type right now that black chocobo understands and its .ff7 (a pc save)
Title: Re: Official Black Chocobo Help Thread
Post by: Voltaire on 2010-04-13 02:07:49
well first off thanks for trying it .. , you don't want system.cnf,
you would want the save from your memory card. but i have yet to start working on psx saves.  i plan to do that soon after my 1.0 goals but for now black chocobo is a pc only save editor.


Oh, I see. Well, just for the sake of experimentation, where on my hard drive would those saves be located? I can't seem to find them anywhere...
Title: Re: Official Black Chocobo Help Thread
Post by: gjoerulv on 2010-04-16 10:49:48
Good work there sith. 1 thing concerning usability though. Is it really necessary with those apply buttons? The way I've been breastfed when it comes to buffers, is that they always should update as automatically as possible. The fact that you have to click apply and save may seem confusing for some. I say, when you uncheck/check a checkbox etch, the buffer follows.

For me it's no big deal, and I'm sure no one really cares, but my boss would strangle me to death if I did this lol.
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-04-16 12:25:00
@Voltaire  i have no idea i suspose it depends on how u have the emulator set up , but its part of a "memory card" file.

@gjoerulv, ah the apply buttons (i hate them too), but for the time being they are needed since the data has to be packed in to the vars in a non standard way (depending on the state of all buttons and some also need bitwise opperators to create the value). one day i will switch the buttons to be hidden and triggered automaticly when values change, but for now its just for speed of developing. for now getting the data in correctly to a save is much more important :)

Progress update
+ ability to change "current disc"
+ now processing all chocobos.
+Turtle paradise flyers triggers
+ability to edit chocobos in the "pen" at the farm.
+GUI modifications / a lot to chocobos area

look for the new version with in the next few days.
Title: Re: Official Black Chocobo Help Thread
Post by: d33eniz on 2010-04-17 22:36:07
For some reason I can't run the program ???

Using Linux Ubuntu 9.10, 32-Bit, x86 architecture. Or am I executing it the wrong way? I'm using Linux nearly one year now, but I have to learn a lot more x)

So, how should I run it? Just double-clicking doesn't work :P And I can't run it from the terminal either- what am I doing wrong, what should I type in the terminal x)

Thanks for help,

- Deniz
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-04-18 02:33:11
d33enz you will need to install libQt (since you use ubuntu w/ Gnome it does not come with it)

for ubuntu you will want to install both libqtcore4 and libqtgui4 (you can do so in synaptic or with a by running
Code: (run in terminal) [Select]
sudo apt-get install libqtcore4 libqtgui4
edit: it seams that ubuntu 9.10 does not have the qt 4.6.2 libarys in the repos their 4.5.3 so you will have to install the ones from the lucid repo
http://packages.ubuntu.com/lucid/libqtcore4 <- for core
http://packages.ubuntu.com/lucid/libqtgui4 <-for gui
 there seam to be some dependcy issues. when trying to install those on 9.10 since it needs some more updated packages,the good news you can install lucid beta w/ a simple distupgrade , beta now but due out monday or tuesday of next week, or you can install the kubuntu-desktop package, then upgrade it to kde 4.4.1 with the ppa (see www.kubuntu.org for the anouncement). if you have not ever used kde it might be worth checking out (you pick your shell via the sessions menu at you log in screen)
Title: Re: Official Black Chocobo Help Thread
Post by: d33eniz on 2010-04-18 09:41:04
Quote
deniz@d3:~$ sudo apt-get install libqtcore4 libqtgui4
Paketlisten werden gelesen... Fertig
Abhängigkeitsbaum wird aufgebaut       
Lese Status-Informationen ein... Fertig
libqtcore4 ist schon die neueste Version.
libqtgui4 ist schon die neueste Version.
0 aktualisiert, 0 neu installiert, 0 zu entfernen und 0 nicht aktualisiert.
deniz@d3:~$

I already have the "newest" versions of those packages :)

Oh, yeah, I installed the KDE-Desktop a long time ago- but deleted it, I forgot why... well I'll install it and start it from kubuntu ;P
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-04-18 14:02:21
you will have to have kde 4.4.1 at very least the update info is on this page

http://www.kubuntu.org/news/kde-sc-4.4.2

install the ppa before you install the kubuntu-desktop package (so you don't have to upgrade it all after you install it (since 9.10 uses kde 4.3.2 <iirc> by default.)

also as a side note the windows version works just fine in wine.
Title: Re: Official Black Chocobo Help Thread
Post by: d33eniz on 2010-05-01 16:03:13
Nice work- it works after upgrading to Ubuntu 10.04-LTS now :]

And I'm sorry, I have to learn much and I don't have much time to translate- but I will go on and finish it soon, be patient please x)
Title: Re: Official Black Chocobo Help Thread
Post by: Aurangzeb56 on 2010-05-01 18:16:08
This is a pretty nice tool,cant wait for the next update ^^
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-01 19:40:10
Nice work- it works after upgrading to Ubuntu 10.04-LTS now :]

the program requires qt 4.6.2 or higher on the windows and mac versions its packed in to the exe but for linux, its needed in your libs. so from ubuntu 10.04 on it should work provided you install libQt

And I'm sorry, I have to learn much and I don't have much time to translate- but I will go on and finish it soon, be patient please x)

no hurry don't worry :P

Progress Update: 5/08/10
New: French Translations (by myst6re) will be included in next release, if you need it now let me know i can send it to you or post here. with instructions.

New: Chocobo's Can Be added to stables!
new: battle,battle message + field message speeds can be set.
WIP more setting in game options


 Progress Has Been Slowed down since i have bunches of other stuff going on and black chocobo is mostly a complete replacement for all other known ff7 save game editors. so would now like to ask everyone what features they feel should be added and in what order of importance, in order to spend the little time i have in spots that would be the most preferred features.

Title: Re: Official Black Chocobo Help Thread
Post by: nikfrozty on 2010-05-12 23:40:24
Hey.. Just wondering if your program can edit hp higher than 9999 to be used with dziugo's patch?? :?
Title: Re: Official Black Chocobo Help Thread
Post by: Aurangzeb56 on 2010-05-15 05:20:05
Hey.. Just wondering if your program can edit hp higher than 9999 to be used with dziugo's patch?? :?

Yes and No, its completely possible(and i have even tested it w/ his patch) but to avoid breakage w/ non modded games the cap for the Hp/Mp boxes are set to 9999/999.

progress update
v.1.0 is now nearly finished. here are some changes that have taken place.
NEW: Edit Almost all In-game options. Controller mapping Is Incomplete,and locked to protect your save from breaking, look for that after v1
FIXED:Chocobo editing now works. can even add new chocobos. Two more vars to set on a chocobo to be 100% complete
CHANGED: hp /mp box caps are now set to 32767 to work with dziugo's patch.
              almost every "apply" button has been removed.only the ones for item/materia changes remain.
GUIs Getting a Slight Re-do.

Other Save Related News:
PSV file editing might be possible soon. (yea i said it.) I've only done some simple tests but so far it looks possible. More on this when i get my hands on a ps3 to do some testing. Just know i am working on this for a future version.


Nice work man ^^ also any guess if Sephiroth can be allowed in PHS since after Aerith dies i used the Chocobo editor and checked every box that who should be in the PHS and well surprisingly Aerith was in the PHS although she was dead ^^ so any guess if you can add Sephiroth there too??
Title: Re: Official Black Chocobo Help Thread
Post by: nikfrozty on 2010-05-15 05:27:28
Wow good work!! So the mp can also be edited to 32767?? Wouldn't that cause an error for the game??
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-15 14:38:51
The Phs Mask Does Not Contain An Entry For Sephiroth. So Its Not Possible. you can add him to your party he' s 0x0A IIRC, but you can't control him and there is nothing i can do about that in the save game to make him contolable.

Wow good work!! So the mp can also be edited to 32767?? Wouldn't that cause an error for the game??

it shouldn't cause one as long as you have dizugo's patch , if you don't the game might not like it.i have yet to test it with out the patch installed. but i suspect at very least the PC version will be ok w/ it.
Title: Re: Official Black Chocobo Help Thread
Post by: Aurangzeb56 on 2010-05-15 19:13:37
The Phs Mask Does Not Contain An Entry For Sephiroth. So Its Not Possible. you can add him to your party he' s 0x0A IIRC, but you can't control him and there is nothing i can do about that in the save game to make him contolable.

Wow good work!! So the mp can also be edited to 32767?? Wouldn't that cause an error for the game??

it shouldn't cause one as long as you have dizugo's patch , if you don't the game might not like it.i have yet to test it with out the patch installed. but i suspect at very least the PC version will be ok w/ it.

well i hack codes for games myself so i know his ID is 0A and i think i do know how to control him ;)

try using this code it would put Sephiroth in the third slot and he would be controllable try it and tell me the result although it should work

00DB1710 0A
00E0D0F0 C8
00DB181A 0A
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-15 19:51:45
thoses addresses are out of range of a FF7 save. control for sephiroth has to be changed in the kernel. as far as i know its not possible to do so w/ a save state
Title: Re: Official Black Chocobo Help Thread
Post by: Bosola on 2010-05-16 00:10:42
No. Can't change Sephiroth's AI with a save state. The fact someone might suggest it's possible is quite alarming - you do understand what's actually happening when you use that cheat engine you're so keen on, don't you? You're not just pushing in numbers and hoping for some magical 'big long list with numbers and letters up to F' to come up, right?

I suspect at some point you're going to have to tag someone here or elsewhere on a project and really go through what's actually happening in the machine - what asm is, what little and big endian digits are, that kind of thing. I think you really need to sort out these basics first - no offence, I just think you require it.
Title: Re: Official Black Chocobo Help Thread
Post by: nfitc1 on 2010-05-16 04:23:39
No. Can't change Sephiroth's AI with a save state. The fact someone might suggest it's possible is quite alarming - you do understand what's actually happening when you use that cheat engine you're so keen on, don't you? You're not just pushing in numbers and hoping for some magical 'big long list with numbers and letters up to F' to come up, right?

I suspect at some point you're going to have to tag someone here or elsewhere on a project and really go through what's actually happening in the machine - what asm is, what little and big endian digits are, that kind of thing. I think you really need to sort out these basics first - no offence, I just think you require it.

I think he's thinking more of save states and possibly active memory addresses. To be fair, if it works for him and his little cheat finder then great for him. I suspect he just doesn't know what the limitations of the save games are.
Title: Re: Official Black Chocobo Help Thread
Post by: Aurangzeb56 on 2010-05-16 05:56:12
are you guys saying that to me or sithlord48??IF you are talking to me then no,i dont know ASM hacking since i haven't advanced to that level till yet and well I'm happy with my life although making codes for a game is not as easy as you think since i think ill let u make some codes for a game and lets see if you can make it ^^
Title: Re: Official Black Chocobo Help Thread
Post by: Bosola on 2010-05-16 13:41:24
I'm speaking to you.

Please don't take offence, but all this is a bit beyond your level. Some time ago, I too regularly produced GS-codes, including conditional and looping ones. Consider the following codes for FF7 NTSC:

800707BC 039C
30066B3D 0027
30066B3E 0000
30066B3F 0026
30066B40 004F
30066B41 0052
30066B42 0043
30066B43 0045
30070B55 002C
80070B56 1E23
80070B58 FFFF
30070B61 0000
800F8582 0003
800F8580 0100
D00F8A00 0002
800F8A00 0004
D00F8A00 0005
800F8A00 0006
D00F8A00 0007
800F8A00 0000
D10F8A00 0000
800F8A0C 0000
D00F8A00 0000
800F8A0C 0001
800F858E 00FF
800F85A2 00FF
800F83EF 00AA
D01B1FDE ACA2
801B1FDA 0002
D01B1FDE ACA2
801B1FD8 10C0
80154768 8000

This yields a pallete-swapped Safer Sephiroth with a completely different AI pattern, a Demi-3 like spell named 'G-Force' (a large portion of the above just forces a string, actually). Here's a video: http://www.youtube.com/watch?v=6glyaXOpP4Q

Back then, I thought my 'haxxoring' was pretty **** hot. Now, it seems to me just ****. If you think the skill ceiling is moonjump and teleport codes, think again. I think you're really going to need to get back to basics on machine-level operations. Practicing low-level programming - perhaps simple IO stuff with C (not ++), and then learning about stacks and registers might be a good introduction.

It certainly did a lot for me.
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-16 15:43:20
yea i really enjoyed my C programs to, you can learn a lot from writing them, i remember one of the first programs i ever made was written in C and all it did w/ output the contents of ram to a konsole. (then crash the computer cause i mistakenly had also filled the ram w/ 0's....)i want to learn assembly, but i havn't the time, ne who, i am borrowing my Cuz's PS3, in an attempt to add psv files to the list of types, but so far the ps3 is not accepting my saves back, does anyone know about this .psv header around here? it seams its ~128bytes long and the psv also appears to have some of the normal psx memory card "index" data after that.(another ~32 bytes or so ) after that is just a psx save game. that can be edited no problem. looks like i might need one of those memory card adaptors for the ps3..
Title: Re: Official Black Chocobo Help Thread
Post by: Eslava on 2010-05-16 21:45:06
Nice! ver. 1.0 is out :) Its a great tool, hope to see it get upgraded over time :P.
Title: Re: Official Black Chocobo Help Thread
Post by: obesebear on 2010-05-16 21:52:10
I noticed on your todo list is to convert PC>PSX and vice versa.  There's a program called PSXMemtool that does this quite well and will even do PAL to NTSC.   The most current version is 1.19b.

I'm not sure if there is a source released, but figured I should let you know in case you are good at reverse engineering.
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-16 22:05:19
I noticed on your todo list is to convert PC>PSX and vice versa.  There's a program called PSXMemtool that does this quite well and will even do PAL to NTSC.   The most current version is 1.19b.

I'm not sure if there is a source released, but figured I should let you know in case you are good at reverse engineering.
yea i have never gotting that program to work for me...
Title: Re: Official Black Chocobo Help Thread
Post by: obesebear on 2010-05-17 03:15:45
It's worked perfectly for me.   

Wait... aren't you running Linux?   From my experience it works perfectly in Windows
Title: Re: Official Black Chocobo Help Thread
Post by: Mendelevium on 2010-05-17 03:47:27
PSX Memtools has never worked for me as well. And I have tried it on XP, Vista, and Windows 7. The three computers I have access to. :P.
So, yeah.
Title: Re: Official Black Chocobo Help Thread
Post by: obesebear on 2010-05-17 04:21:59
Weird

Here is the one I use

http://www.mediafire.com/?tmyzzz0mkj2 (http://www.mediafire.com/?tmyzzz0mkj2)
Title: Re: Official Black Chocobo Help Thread
Post by: Mendelevium on 2010-05-17 04:46:04
Weird

Here is the one I use

http://www.mediafire.com/?tmyzzz0mkj2 (http://www.mediafire.com/?tmyzzz0mkj2)

oddness, this one works for me. I never got those .dll files before though.
Title: Re: Official Black Chocobo Help Thread
Post by: obesebear on 2010-05-17 04:54:02
Yeah IIRC I had to grab the .dll files from an earlier release
Title: Re: Official Black Chocobo Help Thread
Post by: Mendelevium on 2010-05-17 05:03:34
Yeah IIRC I had to grab the .dll files from an earlier release

Thanks. :).
But, back on topic. It will be a nice feature regardless.^.^
Title: Re: Official Black Chocobo Help Thread
Post by: Aurangzeb56 on 2010-05-17 05:59:50
I'm speaking to you.

Please don't take offence, but all this is a bit beyond your level. Some time ago, I too regularly produced GS-codes, including conditional and looping ones. Consider the following codes for FF7 NTSC:

800707BC 039C
30066B3D 0027
30066B3E 0000
30066B3F 0026
30066B40 004F
30066B41 0052
30066B42 0043
30066B43 0045
30070B55 002C
80070B56 1E23
80070B58 FFFF
30070B61 0000
800F8582 0003
800F8580 0100
D00F8A00 0002
800F8A00 0004
D00F8A00 0005
800F8A00 0006
D00F8A00 0007
800F8A00 0000
D10F8A00 0000
800F8A0C 0000
D00F8A00 0000
800F8A0C 0001
800F858E 00FF
800F85A2 00FF
800F83EF 00AA
D01B1FDE ACA2
801B1FDA 0002
D01B1FDE ACA2
801B1FD8 10C0
80154768 8000

This yields a pallete-swapped Safer Sephiroth with a completely different AI pattern, a Demi-3 like spell named 'G-Force' (a large portion of the above just forces a string, actually). Here's a video: http://www.youtube.com/watch?v=6glyaXOpP4Q

Back then, I thought my 'haxxoring' was pretty **** hot. Now, it seems to me just ****. If you think the skill ceiling is moonjump and teleport codes, think again. I think you're really going to need to get back to basics on machine-level operations. Practicing low-level programming - perhaps simple IO stuff with C (not ++), and then learning about stacks and registers might be a good introduction.

It certainly did a lot for me.

^^ its cool I'm not taking it offensively ^^ and well yeah i know im just a rookie in these things since well i learned coding looking at Truths and Careeys work on KH-Vids and youtube :P and well then i started learning coding using dumps and stuff and well ASM hacking is more advanced hacking then what i do and well other of my friends from the net XD But thanks for telling me on how i can improve my Skills and also sorry if you felt bad about anything i said ^^

And well till now these were my last codes i worked on...i think ^^"

http://www.youtube.com/watch?v=MDBLCvQLNWQ&feature=related

http://www.youtube.com/watch?v=ROiRHPL0nPg&feature=related

http://www.youtube.com/watch?v=OFcOX6NHrac
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-17 17:43:32
i just ordered one of those usb memcard adaptors for the ps3 , so once i get it i should be able to do more w/ psv files :), might even be able to do more w/ psx memcards (depending on if i can get it to work w/ my computer or not)..

It's worked perfectly for me.   

Wait... aren't you running Linux?   From my experience it works perfectly in Windows

yes i am thank you, it does run in wine just fine. but it can not convert saves, i have also tried it in my VM with not luck (and have tried it w/ others windows machines.) i will have to look the link u sent. cause i also don't recall it including any dll files
Title: Re: Official Black Chocobo Help Thread
Post by: nikfrozty on 2010-05-17 19:51:28
Wow your program is the most complete savegame editor for ff7 I've ever seen after Jenova. But can I suggest adding a little tweak?? Its just that Vincent's Death Penalty gets stronger with more enemies killed by him right?? Can you add a feature to also the edit the enemies defeated by each character?? If its not much trouble though. :) Oh and I was curious, what is the level progress in the party tab?? ???
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-17 21:15:03
Wow your program is the most complete savegame editor for ff7 I've ever seen after Jenova. But can I suggest adding a little tweak?? Its just that Vincent's Death Penalty gets stronger with more enemies killed by him right?? Can you add a feature to also the edit the enemies defeated by each character?? If its not much trouble though. :)

Well thanks for noticeing that its "complete" (i don't think it is at all but then again i prolly know more about whats in the same game). as for your suggestion. there is already a box for kills of each char its called Kills and is located in the party tab (look at the screen shot)

Oh and I was curious, what is the level progress in the party tab?? ???
he level progress bar is their progress towards the next level (look after a battle it fills..).it is really on there to be complete since editing it doesn't do much of ne thing. the game appears to calculate it "on-the-fly". i really don't know why they bother to save it. or maybe i am going about editing it incorrectly.
Title: Re: Official Black Chocobo Help Thread
Post by: nikfrozty on 2010-05-17 21:33:37
Oops there is in fact the one that I need. Damn I'm feeling sleepy today. Sorry. :-\ And also for me your editor is already complete but if you add more features it'll be more fun to play with. Thanks for the editor. :)
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-17 21:49:34
Oops there is in fact the one that I need. Damn I'm feeling sleepy today. Sorry. :-\ And also for me your editor is already complete but if you add more features it'll be more fun to play with. Thanks for the editor. :)

your most welcome for the editor. enjoy it. and there is much more to be hacked out of the save game. the ultimate goal of black chocobo is to be able to make a save game 100% from nothing for all version of FF7.
Title: Re: Official Black Chocobo Help Thread
Post by: sl1982 on 2010-05-17 23:04:32
How is the progress on that? Do you think you can make say 50% of it from scratch right now?
Title: Re: Official Black Chocobo Help Thread
Post by: nikfrozty on 2010-05-24 05:46:21
Glad to see you still have the time to work on your editor. :) By the way I'd really love to use you're editor to replay some events in the game which I really like to see like Cloud's Flashback with Zack, or is it possible or only the other events??
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-24 11:57:46
all events should be replayable once i hack out the progression vars.
Title: Re: Official Black Chocobo Help Thread
Post by: blade911 on 2010-05-24 15:34:02
Good job on what I've seen so far, But is there any way to export to PSV or have there not been a crack for the encryption?
anyway good luck on the project.
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-24 15:56:47
Good job on what I've seen so far, But is there any way to export to PSV or have there not been a crack for the encryption?
anyway good luck on the project.

i will be working on psv creation, i'm still waiting on my ps3 memcard reader.... as far as i know the checksum needs to be cracked. since my tests where i just slip the data in the ps3 will see it but not copy the psv file. you can however currently. copy your psv, export it to psx format , edit it put it on a psx memcard and use the convertor to put it on a ps3.


EDIT/UPDATE:
so i got home and my adapter was waiting for me. you can 100% use a psx memcard to put save data on the ps3. the psv files contain a checksum of 40 bytes , starting at offset 0x09. but for the time being if you can get your data on to a psx memcard you can use the memory card adapter to copy your edited saves to your ps3/psp
Title: Re: Official Black Chocobo Help Thread
Post by: Jaitsu on 2010-05-25 02:52:08
i know thid is stupid, and im only asking as a joke, but you know what would be funny?

give us the ability to switch cloud with young cloud all the way through the game :P

i would have a riot, especially if someone makes a seperate model for young cloud
Title: Re: Official Black Chocobo Help Thread
Post by: obesebear on 2010-05-25 03:03:21
I played as Young Cloud once.  He is exponentially stronger than normal Cloud.
Title: Re: Official Black Chocobo Help Thread
Post by: Jaitsu on 2010-05-25 03:05:06
I played as Young Cloud once.  He is exponentially stronger than normal Cloud.

O.o really?.... *claps my hands together and begins to scheme evily*
Title: Re: Official Black Chocobo Help Thread
Post by: nikfrozty on 2010-05-25 06:36:56
I played as Young Cloud once.  He is exponentially stronger than normal Cloud.
How'd you do that?? Never tried that. Did you mess with Meteor?? And how strong exactly?? Does his stats grow stronger than the normal Cloud when leveling up?? ???
Title: Re: Official Black Chocobo Help Thread
Post by: halkun on 2010-05-25 07:12:35
For Sithlord48...
For wahtever you find in the savemap, can you put it back in the wiki...
Did I add you to the wiki yet?
Title: Re: Official Black Chocobo Help Thread
Post by: Kranmer on 2010-05-25 07:30:32
I played as Young Cloud once.  He is exponentially stronger than normal Cloud.
How'd you do that?? Never tried that. Did you mess with Meteor?? And how strong exactly?? Does his stats grow stronger than the normal Cloud when leveling up?? ???

Well you can just use black chocobo to add young cloud to the party by using the drop down box on the party screen and setting a character to 0x09 (09 is young cloud, 0A is sephiroth and 0B is a chocobo but doesnt work right in battle and usually ends up as barret), this method only works upto kalm though, after that if you still want young cloud in your party you can use my trainer or hex edit your save since its pretty easy just for the few values that young cloud uses, but keep in mind young cloud shares a slot with cait sith by default, its possible to change this but i dont recommend it.

all events should be replayable once i hack out the progression vars.
sithlord48 if you find these vars could you please post them, i already made a teleport code and i can jump to events but there are some places that if i teleport to are at the wrong time, like for example if i teleport to the reactor1 it teleports me to reactor5 instead of 1 because of progress (so if i haven't completed reactor1 i can teleport there but as soon as its complete if i try to teleport there it ends up as reactor5)
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-25 11:57:44
@halkun, yes i have been slowly adding to the savemap.

@young cloud peoplez, its possible but as kranmer said young clound and cait sith share a char slot. i have yet to work on this further but it is on my todo list. (seppie too).

@kranmer,  same thing happens when you teleport w/ bchocobo, as your aware the quest progression values need to be cracked for that to change. this is also on my todo list and now that i can teleport mostly anywhere. this is towards the top of my list. (up there w/ psv creation.)

@everyone, i will be working on psv checksums anyone who would like to help please pm me.
Title: Re: Official Black Chocobo Help Thread
Post by: Kranmer on 2010-05-25 12:06:51
@halkun, yes i have been slowly adding to the savemap.

@young cloud peoplez, its possible but as kranmer said young clound and cait sith share a char slot. i have yet to work on this further but it is on my todo list. (seppie too).

@kranmer,  same thing happens when you teleport w/ bchocobo, as your aware the quest progression values need to be cracked for that to change. this is also on my todo list and now that i can teleport mostly anywhere. this is towards the top of my list. (up there w/ psv creation.)

@everyone, i will be working on psv checksums anyone who would like to help please pm me.
Ok thanks for letting me know,
also if you want the value that changes cait sith to young cloud and that changes sephiroth to vincent and vise versa i already found the value and it appears its the same for saves, also it is possible to change any character into sephiroth instead of just vincent (and same with young cloud) so that way you can have vincent and sephiroth at the same time, but they still share the same equips and name etc
Title: Re: Official Black Chocobo Help Thread
Post by: obesebear on 2010-05-25 13:32:58
I did it using the USO Code on the PSX.  Say Cloud's stats grow by x^1, Young Cloud seemed more like x^3 IIRC.   Much too strong for such an easy game
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-27 22:47:33
How is the progress on that? Do you think you can make say 50% of it from scratch right now?

i have done some math and i can now answer your question, i can from scratch create 72.2% of a save file. since 27.8% of the save file is unknown. so we can write 3133 of the saves 4340 bytes. leaving 1207 bytes of unknown data). 
Title: Re: Official Black Chocobo Help Thread
Post by: Masteradam on 2010-05-28 17:15:25
hey first time poster long time lurker here :D

I have noticed a little quirk in v1.1 where the items I have selected (carbon bangle,ribbon and tetra elemental)come up in game as something totally different. I read through the thread and did a quick search of the forum and I cant seem to find anyone else who reported this so this may have been overlooked. I dont know if its specific to mods I have installed or to my system, I will post a screenshot and relevant system details.

I am playing on a laptop, it has;
Intel Core Duo T2050 1.6GHz
1GB RAM
Intel 945GM Graphics
Windows XP Pro SP3
Latest Drivers are installed
FF7 Remix v2.5.1 installed

Many thanks for any help recieved and for such an awesome community! :)

(http://img704.imageshack.us/img704/3006/woon.th.jpg) (http://img704.imageshack.us/i/woon.jpg/)
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-28 18:25:32
it could be your mods. but then again jenova and black chocobo should see all the items as the same , since for items/weapons/armor/materia lists are just ported from jenova. is it only when u put them in your "items" ? i will look it to in as soon as i get a chance. also can u provide me w/ a full list if there are others you noticed.
Title: Re: Official Black Chocobo Help Thread
Post by: nikfrozty on 2010-05-28 18:35:46
Oh by the way who made the Jenova save game editor?? It's the oldest but most capable save game editor before yours.
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-28 18:38:15
Oh by the way who made the Jenova save game editor?? It's the oldest but most capable save game editor before yours.

qhimm made jenova.
Title: Re: Official Black Chocobo Help Thread
Post by: Jaitsu on 2010-05-28 23:45:37
as much as i love jenova, i've said it before, black chocobo has taken over
Title: Re: Official Black Chocobo Help Thread
Post by: nikfrozty on 2010-05-29 13:43:09
Qhimm?? Hmm I never see him post anymore. Anyways what do you plan on adding to your program?? I think its complete but as you said you like to edit more stuff so what will you add??
Title: Re: Official Black Chocobo Help Thread
Post by: Masteradam on 2010-05-29 15:21:24
it could be your mods. but then again jenova and black chocobo should see all the items as the same , since for items/weapons/armor/materia lists are just ported from jenova. is it only when u put them in your "items" ? i will look it to in as soon as i get a chance. also can u provide me w/ a full list if there are others you noticed.

I will have a look into it on another system with a vanilla install of FF7 and see if it does the same thing and yeah I will test it more to see if it does it again. Thanks :)
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-29 17:23:11
@masteradam , thank you for finding that bug, i checked and my functions for displaying that table and the combo box under it were in need of some slight modifiction , this bug has been FIXED and will be included in the next release.

@nikfrozty, right now i am working on deciding the best way to do quest progression, during this process i will prolly start making save creation possible (idk if i will do it from a stock kernel.bin or allow you to chose the kernel.bin to use for "defaults") after that i will prolly add some small features that i have in mind, like adding the ability to remove items/materia from your inventory nothing major really,fix any other bugs that are found, and release 1.2 then after that, create the stuff needed to set the locations of the rest of the items on the world map (chocobos, highwind ,buggy, etc). get more field map id's and continue on that. and eventually maybe i will even let u set the controls in black chocobo. i don't really plan it out in to much detail. only 1207 bytes to go then i will read/write them all.
Title: Re: Official Black Chocobo Help Thread
Post by: nikfrozty on 2010-05-29 17:42:59
Wow that's a lot of things to do. Well right now I'm using your program and there's no bug to report so good luck with what your doing. Loving your program. :-*
Title: Re: Official Black Chocobo Help Thread
Post by: Nightmarish on 2010-05-29 19:56:43
I'm having problems to download the windows version.
Title: Re: Official Black Chocobo Help Thread
Post by: nikfrozty on 2010-05-29 20:15:56
I'm having problems to download the windows version.
I can host his latest release in filefront if you have problems. But I'm not sure if sithlord48 would want that. If he wants just tell me. :D
Title: Re: Official Black Chocobo Help Thread
Post by: Mako on 2010-05-29 23:38:17
[EDIT] My Mistake...
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-30 01:25:11
there seams to be an issue w/ google docs. atm and it only affects the windows version. try again later on ... or get it from nikfrozty.


@ mako , its ok ;)
Title: Re: Official Black Chocobo Help Thread
Post by: Mako on 2010-05-30 01:32:27
Hey sith nice editor tried it the other day...So how have you been?
Title: Re: Official Black Chocobo Help Thread
Post by: nikfrozty on 2010-05-30 07:08:42
Well I haven't downloaded the latest version yet so I can only upload the version 1.0 of black chocobo. I'll download it later at night and see if it has no problem downloading it. If anyone still wants to use black chocobo now I can upload the files now speakup and I'll upload it now. :)
Title: Re: Official Black Chocobo Help Thread
Post by: Zapotah on 2010-05-30 07:31:21
Seems to be a bug most certainly linked to all the mods i currently have installed ( FF Remix patcher 2.5.1 installed and everything included in it.) but since the mods shouldnt affect the contents of the savegame file (Correct me if im wrong but no way in hell am i qualified to make that previous statement with certainty :D) it is probably something related to how black chocobo handles the values in the savegame files. Cutting to the chase, the bug itself is that for some reason i cant edit the values over the 7bit threshold ie. all the stat values go up to 255 (8bits amirite?) and the max i can input without it going automatically to 0 is 127. The same goes to chocobo stats (I actually can input anything up to 255 there as well without it going down to 0 but it will break the chocobo races (The chocobo starts to run through walls etc...)) and the limit bar (with that one the max is 126 since there is no 127 value with the slider). I only wish i could help more by knowing how to debug the problem further but since i honestly have zero knowledge in that area the most i can do is tell you about the problem here. Hope this helps at least a bit. It really would be a shame if it is incurable and would require the uninstallation of some of the mods since they imo make the game more enjoyable.

Disregarding bugs I really love the editor. It has a feeling of quality to it and has a nice gui. For a reason or the other Jenova crashes on win 7 and your editor works fine so credit to you for making the code more os friendly. Hope your editor can far surpass Jenova (Almost there already imo!) and accomplish all the todo list items eventually.
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-30 13:26:00
@mako , as you can see i've been busy, but good.

@zapotah, stat max value = 255 , limit break is @ 255,  try w/ a stock ff7  since some of those kernel mods may be causeing the oddities you describe. i have certianly tested those quite a bit and i im rather sure they work correctly. if those problems are still there w/ a stock ff7 then, do give a detailed report and i will fix it.

for those of you who can't seam to get the windows version from google docs you can download it directly from me with this link

edit: link is old and removed.

edit:: try the windows link again i reuploaded it , if it does not work use the link above (it will just be a slower download).
Title: Re: Official Black Chocobo Help Thread
Post by: Bosola on 2010-05-31 18:09:43
Just to join in chorus, nice GUI. I think I might use Qt next time I'm working with Python.
Title: Re: Official Black Chocobo Help Thread
Post by: Lion on 2010-05-31 18:16:57
well i'm having a little issue with your program. whenever i try to change the AP on a materia equipped to a character it refuses to change and instead stays at a value around 1600000 or something like that. no matter how many times i click.
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-05-31 18:50:09
@outfoxxed , please get the latest version , that is a known bug in 1.0 + 0.9. if it is the newest version 1.1 i will look in to the bug again.
Title: Re: Official Black Chocobo Help Thread
Post by: DarkFang on 2010-06-02 20:31:07
Is the Windows link down?

EDIT: Never mind. For some reason I had to sign out of my Google account.
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-06-02 21:19:40
idk whats going on w/ google docs. i will just host it from my site too too, slower but always up.
Title: Re: Official Black Chocobo Help Thread
Post by: DarkFang on 2010-06-02 21:26:22
Well I can put up mirror links for Windows and Mac, but I can't do Linux or Source because Google docs is being stupid.

I'll post them once they are finished uploading.
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-06-02 21:32:52
please don't post mirrors , thank you.

edit:: its not that i don't like mirrors but i hate sites like megaupload + mediafire, i will eventally put them on my server, just right now im to lazy to do it (long work day and i just got home :P)

edit2:: gonna re-upload the linux version and src to google docs.. (thats how i fixed the windows one.. )
Title: Re: Official Black Chocobo Help Thread
Post by: DarkFang on 2010-06-02 21:37:49
Oh okay sorry. I removed them.
Title: Re: Official Black Chocobo Help Thread
Post by: craziinova on 2010-06-03 00:05:45
nice little proggie, it's all working great.

might be a good idea to have a secondary host in case your sever is down for maintenance or w.e.
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-06-03 02:17:44
yup hosting from google docs and my server now..
Title: Re: Official Black Chocobo Help Thread
Post by: DarkFang on 2010-06-03 14:30:37
The equipped materia seems a bit buggy. And why can't I set my limit bar to 255 or set my stats to 255? It goes back to 0.
Title: Re: Official Black Chocobo Help Thread
Post by: Aeris on 2010-06-03 14:38:40
i really enjoy this editor. i have it and Jenova since i can only do certain things with both. i highly praise yours as it does what Jenova cannot, (teleport your save to wherever, edit the statistics of any char at any point, etc.) but what id like to see implemented (if you don't mind :3) is a way to edit Sephiroth, and or Young Cloud, annnd a bug fix for adding the Masamune to your inventory. (it wont let you, had to use Jenova to add in that, because when you add Sephy to party he has a t-vest as his weapon equipped making him miss every time. xD) one more thing i'd like to see (maybe could do this for materia, also?) is add in, a "Add All" Function when it comes to items, so every item in the directory will be added to your inventory (and you can specify how many with the value already set and given) having it remember where you last loaded your save, to save you a little bit of time from going folder to folder (especially when testing things, if your creating your own mod and what not) would be lovely as well. :D

even w/o what i said, i give Black Chocobo a 9/10. i personally, would just like to see the above added :p

so Thank you for making this wonderful program sith!


-Aeris
Title: Re: Official Black Chocobo Help Thread
Post by: nikfrozty on 2010-06-03 15:56:31
i really enjoy this editor. i have it and Jenova since i can only do certain things with both. i highly praise yours as it does what Jenova cannot, (teleport your save to wherever, edit the statistics of any char at any point, etc.) but what id like to see implemented (if you don't mind :3) is a way to edit Sephiroth, and or Young Cloud, annnd a bug fix for adding the Masamune to your inventory. (it wont let you, had to use Jenova to add in that, because when you add Sephy to party he has a t-vest as his weapon equipped making him miss every time. xD) one more thing i'd like to see (maybe could do this for materia, also?) is add in, a "Add All" Function when it comes to items, so every item in the directory will be added to your inventory (and you can specify how many with the value already set and given) having it remember where you last loaded your save, to save you a little bit of time from going folder to folder (especially when testing things, if your creating your own mod and what not) would be lovely as well. :D

even w/o what i said, i give Black Chocobo a 9/10. i personally, would just like to see the above added :p

so Thank you for making this wonderful program sith!


-Aeris
Second this post!! :) I really like to edit Sephiroth more.
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-06-03 18:53:31
what id like to see implemented (if you don't mind :3) is a way to edit Sephiroth, and or Young Cloud,
eventually when i care about doing so.

and a bug fix for adding the Masamune to your inventory. (it wont let you, had to use Jenova to add in that,
because when you add Sephy to party he has a t-vest as his weapon equipped making him miss every time. xD)
i have fixed this already in my unreleased version. (more progress below)

one more thing i'd like to see (maybe could do this for materia, also?) is add in, a "Add All" Function when it comes to items, so every item in the directory will be added to your inventory (and you can specify how many with the value already set and given)
maybe in the future, this feature is not important to me at all.

having it remember where you last loaded your save, to save you a little bit of time from going folder to folder (especially when testing things, if your creating your own mod and what not) would be lovely as well. :D
maybe in the future, this feature is not important to me at all.

edit:: as for darkfang stat/limit issue i will look in to that and fix it for 1.2

Edit2 :: Progress update.
Title: Re: Official Black Chocobo Help Thread
Post by: nikfrozty on 2010-06-04 11:48:15
Can you maybe give us a hint to the new feature?? I get the feeling I will love it!! ;D
Title: Re: Official Black Chocobo Help Thread
Post by: Lion on 2010-06-05 03:30:27
im guessing enemy skill ???
Title: Re: Official Black Chocobo Help Thread
Post by: sl1982 on 2010-06-05 03:32:22
I'm guessing i know what it is   :mrgreen:
Title: Re: Official Black Chocobo Help Thread
Post by: MrWilly on 2010-06-05 16:18:51
So I was totally going to be all "Hey, I figured out how the Enemy Skill data is stored, and I'm going to bang out some code to modify it for you", and then I read through the thread and realized that you've probably already got a handle on all that.

Awesome editor, man.
Title: Re: Official Black Chocobo Help Thread
Post by: sl1982 on 2010-06-05 16:27:16
Black Chocobo already handles enemy skills. Just click on the enemy skill materia and then you can change them.
Title: Re: Official Black Chocobo Help Thread
Post by: MrWilly on 2010-06-05 17:08:20
I see, now.  I'd been trying to do it in the character's equipped materia rather than the item list.  My bad.
Title: Re: Official Black Chocobo Help Thread
Post by: IEATEDTHECOOKIE on 2010-06-06 21:38:04
very nice. I don't think i know what i'm doing tho. i took a USB flash drive and plugged it into my ps3, copied my save file, then opened it with black chocobo(.PSV format), but i cant seem to save it in the format .PSV? LOL AFRO :mrgreen:
Title: Re: Official Black Chocobo Help Thread
Post by: BlitzNCS on 2010-06-06 21:49:32
The .PSV format, as you would have read if you'd been looking for a solution to your problem, is protected by complex security measures (a checksum, I believe) and the format hasn't been cracked as yet. If you want, you can actually try searching for a workaround, one or two have been posted here.
Title: Re: Official Black Chocobo Help Thread
Post by: IEATEDTHECOOKIE on 2010-06-07 04:02:30
could you hook me up with a link?
Title: Re: Official Black Chocobo Help Thread
Post by: nikfrozty on 2010-06-07 05:32:14
could you hook me up with a link?
Hey is this what you're looking for??
http://forums.qhimm.com/index.php?topic=9747.25;topicseen
They're talking about those checksum stuff and the ps3 so it may be close to what you're looking for. :)
Title: Re: Official Black Chocobo Help Thread
Post by: IEATEDTHECOOKIE on 2010-06-07 15:01:51

Hey is this what you're looking for??
http://forums.qhimm.com/index.php?topic=9747.25;topicseen
They're talking about those checksum stuff and the ps3 so it may be close to what you're looking for. :)
thank you kindly, i shall check it out now
Title: Re: Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-06-07 15:24:31

edit:: bump>>> really no one has anything to say about 1.2 ???

i will be making a user guide, so if you have ne things you want to see in there. or maybe you want to make a user guide , only text maybe some pics, have questions for me to put in an faq? then post them :P
Title: Black Chocobo messed up my save at shinra building.. Please help me...
Post by: jeffdamann on 2010-06-12 10:57:52
I have been having hours of fun on expert mode. When I get to the shinra building I get all the keycards up to when you get keycard 66 from the special boss fight.

Since I sucked, I wanted to give the party 5 extra fire fangs to help me. Well I did so in black chocobo, and upon loading on floor 64, it acts as if I have never gotten any keycards even though inventory says otherwise.

So I change my save position multiple times, not help.
Then I move to debug room, and warp to right when you get to shinra building(with keycards removed via black chocobo)

The battles at the elevator and entrance were back, and it gave me the 60th card when it should, but on the next floor where you sneak guards fill the room you need to go in and the door is locked.

I have spent hours searching for a save game that is right before the shinra building that I can edit to my current stats so I can continue playing, but all my hours of effort have led me no where. Please, if anyone can help me, please do so.
All I need is a save somewhere not too far before shinra building, or a way to recover my save...
Thanks
Title: Re: Black Chocobo messed up my save at shinra building.. Please help me...
Post by: nikfrozty on 2010-06-12 11:14:38
Wrong thread man. Sorry just helping to clean the forums. *delete this post if read*
Title: Re: Black Chocobo messed up my save at shinra building.. Please help me...
Post by: Furzball on 2010-06-12 14:34:21
Sorry bud your screwed. Once that in game trigger is off there is no way to reset it other then going back to a previous save.
Next time backup your save files before messing with them. Might save ya some tears.
Title: Re: Black Chocobo messed up my save at shinra building.. Please help me...
Post by: jeffdamann on 2010-06-12 18:35:54
No one has a save close to this? My closest save is at the Beginners Hall, thats a LONG way back...
Title: Re: Black Chocobo messed up my save at shinra building.. Please help me...
Post by: nikfrozty on 2010-06-12 18:41:37
http://forums.qhimm.com/index.php?topic=8880.0
There's a complete save game compilation there(as far as I know).
Title: Re: [HELP] Official Black Chocobo Help Thread
Post by: jeffdamann on 2010-06-12 19:01:44
I searched everywhere for that to no avail. Thanks NikFozty!
Title: Re: [HELP] Official Black Chocobo Help Thread
Post by: nikfrozty on 2010-06-12 19:05:13
Welcome.. And I should say its not a fix its just a save file so hopefully sithlord48 will come around to it and check what caused your problem.
Title: Re: [HELP] Official Black Chocobo Help Thread
Post by: jeffdamann on 2010-06-12 19:38:49
Hell get it, Im just gonna use the bottom of shinra building save and copy my levels/ stats from my old save to my this new one, may take a second, but it will work :)
Title: Black Chocobo: News Section
Post by: sithlord48 on 2010-06-14 23:53:08
7/22/10
will prolly release 1.3 this weekend......
[/list]

7/11/10

6/27/10
The Subversion page has been busy, both Vegeta_Ss4 and I are working on a few things.among them are.
6/14/10
Its been a little bit since i have done any updating here for black chocobo.
i have been setting up a sourceforge page for black chocobo.
the new page is http://blackchocobo.sourceforge.net ,thanks to  Vegeta_Ss4 for setting up the web page parts :)
there is also svn (http://blackchocobo.svn.sourceforge.net/viewvc/blackchocobo/) for sourcecode checkout, that way vegeta_ss4 and i can work together on this project (wanna hack w/ us? let me know) that being said try to check the sourceforge (http://blackchocobo.sourceforget.net) page for more updated info, to post bugs, etc.

progress updates
Title: Re: [HELP] Official Black Chocobo Help Thread
Post by: sageman33 on 2010-06-15 11:06:49
I am starting fresh with a FF7 PSX emulator and every time I load up the save file and modify it I run into problems.  The main problem that I have is whenever I get to a cut scene and my party comes out and interacts the game hangs.  Is this a known problem or am I doing something wrong.  It seems like BlackChocobo is setting some kind of weird flags for the members in my party and then the game does not know what characters are supposed to come out when my party interacts.  The first place this occurred was at the beginners hall when I went to talk to the man with the dog.  Any help is welcome.
Title: Re: [HELP] Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-06-15 14:13:26
what exactly are you trying to edit?
Title: Re: [HELP] Official Black Chocobo Help Thread
Post by: sageman33 on 2010-06-16 08:38:21
I normally try to change the levels of my characters that are currently in my party.  Add master materia and ultimate weapons, set the higest level, and give myself lots of items.  I don't try to add additional characters or anything like that.  I even removed all extra characters from the PHS, but it still did not seam to work.
Title: Re: [HELP] Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-06-16 12:05:53
there is a bug that i know of when adding items, its already fixed for the new version.  also you shouldn't touch the PHS pool unless you want to change them , since the program does not edit values unless you change them. if you can send me a copy of your save i will look in to it see if i can find out where it may have gone astray.

EDIT:: v1.2.1 of black chocobo is out. It Contains an important bug fix that will stop breaking your saves,and a few other less important fixes.
Title: Re: [HELP] Official Black Chocobo Help Thread
Post by: Bosque on 2010-07-21 18:57:37
I can't set anyone's kills over 9999... which is a problem for Vincent since they need to be set at 65535 so the overflow glitch works.
Title: Re: [HELP] Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-07-21 19:49:40
I can't set anyone's kills over 9999... which is a problem for Vincent since they need to be set at 65535 so the overflow glitch works.

yes thats called an input cap , its put there so people don't break save games by putting to high of a value. i will look in to raseing that cap to the possible highest value with out breaking you save.
Title: Re: [HELP] Official Black Chocobo Help Thread
Post by: Bosque on 2010-07-22 01:46:58
I can't set anyone's kills over 9999... which is a problem for Vincent since they need to be set at 65535 so the overflow glitch works.

yes thats called an input cap , its put there so people don't break save games by putting to high of a value. i will look in to raseing that cap to the possible highest value with out breaking you save.

The highest possible value is 65535 though.
Title: Re: [HELP] Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-07-22 11:58:47
ok after looking at the data type i should be able to pull off that higher cap (just need to make room for it on the form)...this will be included in v 1.3 when it is released

Edit: 1.3 will include a cap of 65535 for , battles (party) runs(party) kills(char)
Title: Re: [HELP] Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-07-25 15:28:15
1.3 Has Been Released, you may all update now.. and enjoy the new materia tab.

edit: removed quote since post was moved tu admins.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2010-07-31 04:52:44
Not sure if you have fixed this yet but it needs doing.  A lot of apps fail to do this and it is annoying:P

a.  When you have opened a save file, simply clicking "save" should automatically save the file you opened, not ask you to find the folder again and overwrite save files

b.  The app should navigate automatically to the save folder by default every time.

When I have time I may do a proper test of this program, so far I did notice 1 bug...  when you set the 'points to next level' to 1, in the game, it doesn't seem to actually level up when the 1 point is given in battle.  I am not sure if that is just my save or whether it is a proper bug.
Title: Re: [HELP] Official Black Chocobo Help Thread
Post by: Bosola on 2010-07-31 18:41:40
Not sure if you have fixed this yet but it needs doing.  A lot of apps fail to do this and it is annoying:P

a.  When you have opened a save file, simply clicking "save" should automatically save the file you opened, not ask you to find the folder again and overwrite save files

As SL suggested, there's a real risk here that you overwrite your old save with one that doesn't function. Playing with the plot point data etc can break the game.

Quote
b.  The app should navigate automatically to the save folder by default every time.

It is doable (sorta), depending what environment BC is written in. I don't know about Qt, but I'd guess you could pass a starting folder as an argument to a file dialog widget. But, you'd still have to navigate to the folder the first time you loaded a save, unless you wanted a config file around too.

Quote
When I have time I may do a proper test of this program, so far I did notice 1 bug...  when you set the 'points to next level' to 1, in the game, it doesn't seem to actually level up when the 1 point is given in battle.  I am not sure if that is just my save or whether it is a proper bug.

This isn't really a bug with BC. 'Points to next level' isn't polled to determine whether a character levels up - it's just the Exp for next level - current Exp. Current Exp is what you'd need to alter.

Hope that helped.
Title: Re: [HELP] Official Black Chocobo Help Thread
Post by: sithlord48 on 2010-07-31 19:00:48
a.  When you have opened a save file, simply clicking "save" should automatically save the file you opened, not ask you to find the folder again and overwrite save files
Sorry but this will never happen there is a chance that you file after editing will not work properly in ff7. since you can break you save just by changing the values in your save.
b.  The app should navigate automatically to the save folder by default every time.
This will most likely not happen either since i have no way to correctly predict where ff7 is installed. eventually i may set up some sort of config file to allow you to set you default save folder.
when you set the 'points to next level' to 1, in the game, it doesn't seem to actually level up when the 1 point is given in battle
it should be noted here that any other editor that allows you to set a chars next or exp value does not exactly work. next is only a place holder. exactly what bosola said above about it.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: Thayer on 2010-08-04 23:38:17
Is there going to be any update for the psv saves or is a workaround all that can be done? Or do you know yet?
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-08-05 00:42:11
Is there going to be any update for the psv saves or is a workaround all that can be done? Or do you know yet?

did you attempt to look in to this at all before posting this question?

Quote from:  from user guide post

Q::I can open a psv but i can't save it.. what gives.?
A::umm. yea sorry about that one day perhaps i'll get it right untill then here is a Workaround (http://forums.qhimm.com/index.php?topic=9747.msg137757#msg137757) to get them on the ps3

this is also on the black chocobo web page in the FAQ , and also addressed several times in this thread. your answer is already in several places.

P.S, why did the help and release threads get merged...
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: obesebear on 2010-08-05 16:30:21
P.S, why did the help and release threads get merged...

Now that we have subforums to divvy up the programs from mods, we're going back to how things used to be when all discussion and info was in one thread.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: Kudistos Megistos on 2010-08-05 16:59:54
P.S, why did the help and release threads get merged...

Now that we have subforums to divvy up the programs from mods, we're going back to how things used to be when all discussion and info was in one thread.

Yay! ;D

That should save a lot of time when searching.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-08-05 17:04:18
Black Chocobo now as a (mostly finished) user guide. (https://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=User_Guide) check it out let me know what u think. the link is also added to the main page.. as well fixed in the projects web page it should be easy for people to find..
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2010-08-05 17:19:23
Quote
This will most likely not happen either since i have no way to correctly predict where ff7 is installed

Surely you can program your app to look at the registry value?  This will tell your app exactly where the game is installed.  Me and Kranmer did a similar thing with our installers.  You just have to make it look at the registry and at the correct value which is the path string.

HKLM/Software/square soft, inc. /Final Fantasy VII and AppPath  I think that's correct for 32bit windows.  You would need to look at another for 64bit. 
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-08-05 17:28:51
Quote
This will most likely not happen either since i have no way to correctly predict where ff7 is installed

Surely you can program your app to look at the registry value?  This will tell your app exactly where the game is installed.  Me and Kranmer did a similar thing with our installers.  You just have to make it look at the registry and at the correct value which is the path string.

HKLM/Software/square soft, inc. /Final Fantasy VII/AppPath  I think that's correct for 32bit windows.  You would need to look at another for 64bit.

lol,that will only apply to windows.. i would be easer to have you pick a path on first run. unless i can somehow figure out how to use wine's 'registry'  from out side of wine... , then that leaves only bottled version for mac os to figure out. thats why im thinking a cfg file is the way to do when /if i do that.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2010-08-05 17:37:31
Sure, well, most end users will be Windows, so at least it is something...  It is just irritating to have to keep finding it, and yeah, the best way of all is to have an ini type file remember the last folder.  Simples :)
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-08-05 17:46:18
 its possible but its really just not needed. its simple enuff to point it at a save folder. also since it does not only edit pc saves where do i look exactly? cause if it starts in the installed save folder (if one) and you want to edit a psx or mcr save you still need to browse. this is why i think its best the way it is.(this is what i should have said before. instead of only stating install location as an example.)
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2010-08-05 18:46:50
Black Chocobo now as a (mostly finished) user guide. (https://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=User_Guide) check it out let me know what u think. the link is also added to the main page.. as well fixed in the projects web page it should be easy for people to find..

There's a very good introduction to technical writing at Wikiversity (http://en.wikiversity.org/wiki/Technical_writing). I'm trying to enter tech. authoring myself - I don't really have time to go through the whole of your document right now, but I think the Wiki article might provide some useful advice.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-08-05 22:24:59
oh you no like the guide ? :'(
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-08-10 01:16:48
just a small progress update...

PSP Save's Can Be opened (currenly only read only). We will see about writing.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-08-20 03:39:07
WOW, this editor is AWESOME !!!
Great work man.
Only one that's any good IMO.

BUT I have one question.

Do you have save editors for any of the other PS based FF games?
Like "origins, anthology, and FF4 from chronicals" ??
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-08-20 19:59:31
Do you have save editors for any of the other PS based FF games?
Like "origins, anthology, and FF4 from chronicals" ??

no i don't but thats ps related stuff can be done with a gameshark or something similar.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: Mako on 2010-08-20 21:28:36
Yeah but he likes your interface :P.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-08-20 22:03:37
Do you have save editors for any of the other PS based FF games?
Like "origins, anthology, and FF4 from chronicals" ??

no i don't but thats ps related stuff can be done with a gameshark or something similar.

The only problem is that my gameshark doesn't have anything for FForigins, and nothing that's useful for chronicles, anthology, 8, 9, or tactics.

BUT YOURS !!!
Your editor can change/add anything I could want and make it so simply and easily understood as well. (he's right, I like the interface) It can even read PS3 saves as well, which is what I work best with.

I especially like the fact that I can increase or decrease all the character stats randomly.
It's just SOO perfect.

Would in be hard to alter this one to be able to edit other FF game saves too?
What would you need?
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2010-08-21 01:05:06
Well, we'd need a working FF6 savemap.

How easy would this be to reverse engineer? Well, if the data structures resemble those for SNES saves, it wouldn't be a hassle. If not, it could be a lot more difficult.

Creating the app would then be an issue of simply adapting the source code Chris has been kind enough to provide as Black Choco.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-08-21 02:09:59
Yeah but he likes your interface :P.
Half of why i made the program is that the other editors were so ulgy and had bad UI's (sadly im not kidding about that)

I especially like the fact that I can increase or decrease all the character stats randomly.
what do u mean by that?
It's just SOO perfect.
thanks
Would in be hard to alter this one to be able to edit other FF game saves too?
What would you need?
Well, we'd need a working FF6 savemap.
How easy would this be to reverse engineer? Well, if the data structures resemble those for SNES saves, it wouldn't be a hassle. If not, it could be a lot more difficult.
Creating the app would then be an issue of simply adapting the source code
yes this exactly is what we need.
Chris has been kind enough to provide as Black Choco.
how do u know my name :? stalker, eh :P
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2010-08-21 11:35:49
...You emblazoned it all over your source code.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-08-21 13:58:30
...You emblazoned it all over your source code.
thats part of the gpl requirements to ensure the code stays free. it was a joke.(hence the :P ) lol.

back on topic..

im planing to relase 1.4 (just a minor update w/ psp save reading) once i can get the french translation up-to date. if anyone cares to help by completing the translation (or wants to translate to another language) let me know and i will let u know what u need to get started and how to do it.

Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-08-21 18:09:43
Yeah but he likes your interface :P.
Half of why i made the program is that the other editors were so ulgy and had bad UI's (sadly im not kidding about that)

Tell me about! Everything else is just so horrid >.<

I especially like the fact that I can increase or decrease all the character stats randomly.
what do u mean by that?

I meant, I can seem to be able to increase clouds health and not anything else.
BTW, I'm having a little trouble getting it to save after I make the change.
I'm probably just stupidly overlooking something, but I need it to save as a PSV.
That's what my ps3 exports saves as when I copy it to my flash drive under...
"PS3/EXPORT/PSV"
Oopsy, I just read you're wiki-guide, can't do that yet huh?
How do use the edited gamesave then? (scratch that)
I need to read before asking ^^;
(helpful wiki) ^.^

It's just SOO perfect.
thanks

Just giving the credit that's due ^.^

Would in be hard to alter this one to be able to edit other FF game saves too?
What would you need?
Well, we'd need a working FF6 savemap.
How easy would this be to reverse engineer? Well, if the data structures resemble those for SNES saves, it wouldn't be a hassle. If not, it could be a lot more difficult.
Creating the app would then be an issue of simply adapting the source code
yes this exactly is what we need.

So basically I'd just have to provide an FF6 gamesave?
Would it have to be a 100% complete game, or could I stop anywhere before I send it to you?
(forgive me if I got something wrong, I know nothing about code programming) ^^;
Or is a "savemap" not the same as a gamesave?
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2010-08-21 18:24:16
It's not, no.

We need the offsets for different classes of data. We need to know which bytes represent what.

Ideally, I'd like to see a SNES FF6 and PSX FF6 save together. It's always possible the savemaps are quite similar, so we can use what we know about the former to decipher it.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-08-21 18:41:31
It's not, no.

We need the offsets for different classes of data. We need to know which bytes represent what.

Ideally, I'd like to see a SNES FF6 and PSX FF6 save together. It's always possible the savemaps are quite similar, so we can use what we know about the former to decipher it.

Unfortunately I don't have the SNES version of FF6 (or any games for that matter)
So how would I go about getting a "savemap" and what exactly is it?

Anyone know how to get a .ff7 onto my PS1 memory card?
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2010-08-21 23:46:26
It's not really something you can "give" us.

Essentially, we need to look at the save to determine which data does what. Is equipment data stored here? Character names there? We would then experiment to confirm this. The Savemap is effectively a description of which savefile bytes affect what in-game. It is a 'map' of a save file, as it were.

It's hard to guess how much work this may need. It's possible it has already been done. It's also possible that the SNES save files are very similar, so we can guess from there. However, FF6-PSOne might use some kind of compression, which we'd have to reverse engineer. It might also use a checksum, that we'd need to learn how to generate.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-08-22 00:31:58
It's not really something you can "give" us.

Essentially, we need to look at the save to determine which data does what. Is equipment data stored here? Character names there? We would then experiment to confirm this. The Savemap is effectively a description of which savefile bytes affect what in-game. It is a 'map' of a save file, as it were.

It's hard to guess how much work this may need. It's possible it has already been done. It's also possible that the SNES save files are very similar, so we can guess from there. However, FF6-PSOne might use some kind of compression, which we'd have to reverse engineer. It might also use a checksum, that we'd need to learn how to generate.

oh, I get it.

So basically, you'd need multiple saves all just slightly different...
So you could compare the data and see what string of code is for what.

I don't think it has been done.
I searched the web for hours, and nothing.
The best one I could find, I couldn't get working at all.

And this checksum thing is WAY out of my league >.<
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2010-08-22 02:18:33
Well, comparison is one thing you could do. There are lots of methods. You can look for headers and blocks of data. You can look for strings and make reasonable assumptions about what groups of bytes might do. You can also look for evidence that the file is or isn't compressed, and you can easily verify whether there's a checksum by simply altering a string and seeing if it loads or not (FF7 displays the infamous 'File is ruined' message should the checksum fail).

We can obtain the files themselves fairly easily. The question is, who will do the work? I don't really have the level of skill to do it, to be honest.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-08-22 05:07:11
Well, comparison is one thing you could do. There are lots of methods. You can look for headers and blocks of data. You can look for strings and make reasonable assumptions about what groups of bytes might do. You can also look for evidence that the file is or isn't compressed, and you can easily verify whether there's a checksum by simply altering a string and seeing if it loads or not (FF7 displays the infamous 'File is ruined' message should the checksum fail).

We can obtain the files themselves fairly easily. The question is, who will do the work? I don't really have the level of skill to do it, to be honest.

I was afraid you'd say that.
The reason I started looking into editors for FF games, is because of my sister.
She loves the FF series, the animation, the story, the gameplay... all except for one thing...
The hours and hours of constant grinding. (running in circles to level)
She completely gave up ALL FF games because of that.
Said she would neve touch one ever again, unless there was a way to level faster.
I figured simply editing the stats would be the best way.

I found this editor because I just wanted a way to see if I had missed any of the turtle's paradise flyers. But when I saw how good it was, I thought maybe I could find one for FF6, because that was the one that my sister was playing when she quit.

But the only FF6 save editor I could find, I couldn't get working.
I kept dumping more and more DLL files onto my computer because the error messages said that the program needed it. But then it said that there was a missing string in one of the DLLs. I didn't know how to fix that, so I gave up on that one V.V

And that's when I started asking if this one could be tweeked.
Figured that if one needed to be made, it should be made from the best.
Would it be possible to look at other editors code to see if this one CAN be changed to do it?
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2010-08-22 16:57:18
If there are already PS-FF6 save editors and their source code available, then go right ahead. That makes our work far easier.

If there are SNES-FF6 editors / source around, it *might* help us - but it might not if PSOne-FF6 save files are organized in a different way.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-08-22 19:44:02
If there are already PS-FF6 save editors and their source code available, then go right ahead. That makes our work far easier.

If there are SNES-FF6 editors / source around, it *might* help us - but it might not if PSOne-FF6 save files are organized in a different way.

This is the only editor that I could find for FF6.
http://ostatic.com/ff6edit/home/1
But I think it's for the original and not the PS remake because it says "FFIII in US"
I can't confirm ANYTHING though because I could never get it running.
Heck, the project might even be dead already V.V
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: Miseru on 2010-08-22 20:22:26
...
The reason I started looking into editors for FF games, is because of my sister.
She loves the FF series, the animation, the story, the gameplay... all except for one thing...
The hours and hours of constant grinding. (running in circles to level)
She completely gave up ALL FF games because of that.
Said she would neve touch one ever again, unless there was a way to level faster.
I figured simply editing the stats would be the best way.
...

 I know this post will not help, in making any editor, but why you just don't let your sister play on emu?:P Or load the game on emu edit anything you want pretty easily, save and convert save to psx format. I yet didn't found any psx rpg that would be hard to find values for at least exp. Belive me you don't need to edit stats for your sister if you make her characters 20-30 lvls above she should be by normal play:P + stat editing is easy too. Just use PEC plugin on epsx and search the memory for exp values during few fights with saving game whenever you want in emu, that's ultra easy and can be found jumping between two saves. I find looking for it myself faster than checking any pec code database for a ready one. >.> + it'll work on any version you have. With snes games it's even easier as ZSNES have built in memory search without any plugin. You will make sister happy and it's far less work than making, nah even by trying to find any ready one editor. Probably the easiness of finding codes for psx games is the main reason that it lack of editors:P.(Well it's not like pc rpg's are much harder with cheat engine...)
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-08-23 22:17:00
...
The reason I started looking into editors for FF games, is because of my sister.
She loves the FF series, the animation, the story, the gameplay... all except for one thing...
The hours and hours of constant grinding. (running in circles to level)
She completely gave up ALL FF games because of that.
Said she would neve touch one ever again, unless there was a way to level faster.
I figured simply editing the stats would be the best way.
...

 I know this post will not help, in making any editor, but why you just don't let your sister play on emu?:P Or load the game on emu edit anything you want pretty easily, save and convert save to psx format. I yet didn't found any psx rpg that would be hard to find values for at least exp. Belive me you don't need to edit stats for your sister if you make her characters 20-30 lvls above she should be by normal play:P + stat editing is easy too. Just use PEC plugin on epsx and search the memory for exp values during few fights with saving game whenever you want in emu, that's ultra easy and can be found jumping between two saves. I find looking for it myself faster than checking any pec code database for a ready one. >.> + it'll work on any version you have. With snes games it's even easier as ZSNES have built in memory search without any plugin. You will make sister happy and it's far less work than making, nah even by trying to find any ready one editor. Probably the easiness of finding codes for psx games is the main reason that it lack of editors:P.(Well it's not like pc rpg's are much harder with cheat engine...)

I guess I didn't considder having her play an emu version because I have all of them on my Playstation, so I was looking for editors for that ^^;
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-08-24 03:46:02
Hey guys, I have an idea!
I used your program and imported a PSV save, then I used the "Export PSX save" function.

I then used a program of mine to compare the 2 files and there are only 2 small differences.
Would the knowledge of what those 2 differences are, be enough to reverse engineer a way to figure out the PSV files?
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-08-24 15:10:40
Hey guys, I have an idea!
I used your program and imported a PSV save, then I used the "Export PSX save" function.

I then used a program of mine to compare the 2 files and there are only 2 small differences.
Would the knowledge of what those 2 differences are, be enough to reverse engineer a way to figure out the PSV files?
kinda, but i need to game i can't work on it with out the game. besides. this is off topic for this thread. please start a new thread if you want to work on a ff6 save editor.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-08-24 19:49:45
Hey guys, I have an idea!
I used your program and imported a PSV save, then I used the "Export PSX save" function.

I then used a program of mine to compare the 2 files and there are only 2 small differences.
Would the knowledge of what those 2 differences are, be enough to reverse engineer a way to figure out the PSV files?
kinda, but i need to game i can't work on it with out the game. besides. this is off topic for this thread. please start a new thread if you want to work on a ff6 save editor.

Oh sorry, I was talking about your FF7 editor.
I was trying to solve your "can't save as a PSV" problem.
I'm going to try something.
See if I can splice the original file and the edited one back together using the HEX code.




OK, I took my "FF7 save01 PSV" and used your program to open it and save it without editing anything.
(I saved it as a PSX file)

Then I compared them and found 2 lines that were different....
(these are the 2 lines and their differences under them that I extracted)
[would this help? - I'm not surebecause my computer doesn't know what some of these symbols are]
Note that in the original file, the code actually labels it backwards as "VSP" - LOL

==========================================================================

Mod edit...

What you posted is garbage. If you are going to post daw data, please use hex-dumps






When I created a PSX file and just renamed it PSV,
my PS3 displayed a black cube and labeled it as "corrupted data"

But then I had a new idea.
I took my PSV file, made a PSX file, then edited it and created a new PSX file.
Then I compared the second 2, and edited ONLY the differences from the 3rd one, into the original PSV.
Doing this made my PS3 realize that it was a game save.
Even gave it the appropriate FF7 icon and label.
It didn't realize that the data had been changed until I tried to copy it to the HDD.
Only THEN, did it tell me that the data had been corrupted.

So I guess the extra info at the start of the file, really does need to be changed ^^;
Silly me for trying to edit the HEX code V.V


A triple post?  Jesus, you have to be kidding me.  Merged for sanity purposes.  Check the rules out, fella
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: Tekkie.X on 2010-08-24 22:58:02
Whoa there, chill with the multiposting, there is an edit/modify button for a reason.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-08-25 23:03:41
Whoa there, chill with the multiposting, there is an edit/modify button for a reason.

Oops!
Sorry, my-bad ^^;

Also, what's a "hex-dump" ??
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: pyrozen on 2010-08-25 23:30:33
Also, what's a "hex-dump" ??

a hex-dump is a six-sided piece of poo.
your welcome.

*apologies for the snarky comment, i couldn't resist*
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: halkun on 2010-08-26 02:51:23
pyrozen, you are not helping  >:(

You can see what a hexdump looks like here (http://en.wikipedia.org/wiki/Hex_dump).
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-08-26 12:45:53
about psv & vmp files:

These files have massive 160-but checksums (but not using any common method to make one, nor all bytes of the files). In order for me or anyone else to properly generate a checksum. The checksumming algorithm has to be figured out. This can be done by looking at LOTS of properly signed psv files and compairing the checksums and data. If you are a crypto expert then you prolly know an ezer way , but simply hexediting the file with out correctly generating the new checksum the ps3 or vmp it will show them there but they will always be corrupt. now i can get a ps3 to sign a psv save.please see the Faq (http://forums.qhimm.com/index.php?topic=9747.msg137757#msg137757) for more info on how to do that. as for opening psp files (.vmp) you all have to wait until someone steps up to update the french translation.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2010-08-26 19:10:00
I would appreciate more info on how you cracked the checksum, if you don't mind. What was the first step you took once you had the data available?
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-08-26 21:33:59
a hex-dump is a six-sided piece of poo.
your welcome.
*apologies for the snarky comment, i couldn't resist*
pyrozen, you are not helping  >:(

You can see what a hexdump looks like here (http://en.wikipedia.org/wiki/Hex_dump).

Arigatou *bows*
WOW, that's interresting, but I don't know how to do that V.V

Also...
LOL, don't worry about it dude.
The way I figure it, everyone's intitled to at least one stupid joke per day ^.^

about psv & vmp files:

These files have massive 160-but checksums (but not using any common method to make one, nor all bytes of the files). In order for me or anyone else to properly generate a checksum. The checksumming algorithm has to be figured out. This can be done by looking at LOTS of properly signed psv files and compairing the checksums and data. If you are a crypto expert then you prolly know an ezer way , but simply hexediting the file with out correctly generating the new checksum the ps3 or vmp it will show them there but they will always be corrupt. now i can get a ps3 to sign a psv save.please see the Faq (http://forums.qhimm.com/index.php?topic=9747.msg137757#msg137757) for more info on how to do that. as for opening psp files (.vmp) you all have to wait until someone steps up to update the french translation.

I read your instructions and I can't do them.
Mainly because I don't have any of the "FMCB" or "ULE" items that you listed.

As for that checksum thing...
You said you would need "ALOT" of PSV files to compare and figure out the algorithm.
Would they all have to be created by the same PS3?
Or can you just download other peoples gamesaves off of gamefaqs?

And do they have to be completed games?
Or just the first savepoint in the game that you reach?
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-08-26 22:37:43
it shouldn't matter if they are from the same ps3 or not (although they would be most likely from the same ps3).
it doen't matter where the save files are in the game. ideally they would all be in the same location w/ the same data other then a byte or two difference.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-08-27 22:52:22
it shouldn't matter if they are from the same ps3 or not (although they would be most likely from the same ps3).
it doen't matter where the save files are in the game. ideally they would all be in the same location w/ the same data other then a byte or two difference.

In other words... "make a save, play a bit and save again - then repeat MANY times" YES?
I was thinking that I could just start a ton of different games, save the first chance I get, and then send all of those to you. But if it needs to be all the same game, (and duh, stupid me, this IS a FF7 related thread) then it might take a while.

I could take one of my previous FF7 saves to start with, and run around to fight one battle.
Then save, then fight once, then save... And so on...
But I'd have to stop at 15 sence you only have 15 slots.
(would 15 be enough to start with?)

Or would it be best that they're all on the same slot, and just renamed when I send them.
Alternatively, I could just start it up immediately save on all 14 other slots, and just send that...
Sence you said that it would be best that they all be just SLIGHTLY different.
That way the only difference would be what slot it's on.
(would that be enough of a difference?)

Sorry if I seem rambly ^^;
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-09-02 13:53:46
sorry all , been a bit busy IRL. i just found a small bug in 1.3 i will be working on fixing and adding at least one more event for selection, and few other things. (hopefully getting an updated french translation , anyone want to do this?) and then releasing 1.4

new for 1.4 - (so far)

wip bug fix: errors on eskill load will master an eskill materia under some conditions.
new: PSP save game loading/ exporting (no saving because of the nonsence checksum on the file)

quick question what event(s) would you like to see added to as a replay ?
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sl1982 on 2010-09-02 15:31:45
All of them  :P
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-09-02 16:51:29
All of them  :P
thanks for the input sl :P. but i was looking for one or two for the next release , ( i have one in mind .. but two is more fun )
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sl1982 on 2010-09-02 17:07:18
Date scene in gold saucer
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-09-02 17:28:25
Date scene in gold saucer
thats done already in 1.3 :P so is the flash back and bombing mission
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-09-02 18:17:21
Date scene in gold saucer
thats done already in 1.3 :P so is the flash back and bombing mission

How about the scene at the start when they take the vehicles to excape from shinra HQ?
I always liked seeing Tifa in 3D *drools*
Perhaps even add a pause option, hehehe
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: inukaze on 2010-09-12 20:09:20
Sorry for my bad english , if some moderator can , edit the post to fix my bad context

Hi There , Well . i use the BlackChocbo under "Ubuntu Lucid 32 Bits" , My PC : 1,4Ghz Intel Xeon 64 Bits 2003 , Nvidia GeForce 5700LE 256MB AGP 4X , RAM : 640 MB .

Ok guys . yesterday i just think in re-order my FF7 PC Saves . but the "Black Chocobo" yet dont have a option Like That . well i decide ( making backup first ) to open the "save00.ff7" and export like "PSX" Slot Save.

I Delete others files , now just stay "save00.ff7" & "save01.ff7" , now i open in the "Black Chocobo" and import, the before psx exports, to this slots. look

(http://img180.imageshack.us/img180/4324/001ml.png) (http://img180.imageshack.us/i/001ml.png/)

See , i the "Slots Selecter" i see 3 Saves , okey , i go to the "FF7", and appear like this

(http://img227.imageshack.us/img227/7518/002q.png) (http://img227.imageshack.us/i/002q.png/)

the anothers 12 saved games dont appear .  in the second "slot" of saved games .

See this 2 Images :
(http://img827.imageshack.us/img827/4020/003z.png) (http://img827.imageshack.us/i/003z.png/)

(http://img684.imageshack.us/img684/6789/004wd.png) (http://img684.imageshack.us/i/004wd.png/)
Well , i dont have more saved games , after the 10 saved , but i dont know why , the game show this :

(http://img688.imageshack.us/img688/5518/005h.png) (http://img688.imageshack.us/i/005h.png/)

I Open the "Jenova 0.3.1" FF7 Saved Game Editor and appear this , just like game :
(http://img408.imageshack.us/img408/9755/006qg.png) (http://img408.imageshack.us/i/006qg.png/)

(http://img237.imageshack.us/img237/2081/007q.png) (http://img237.imageshack.us/i/007q.png/)

Okey , we need , some fix in this excelent software :D ^^

==============================================================================================================================================

Changing of Point Of Theme . Well if you wanna Export , PC Saved Game to PSX Saved Slot , using the Black Chocobo , to for example "FF7 Pal Spanish" Version , you need

1 - BlackChocobo ( http://blackchocobo.sourceforge.net/ )
2 - MemcardRex (  http://shendo.xtemu.com/memcardrex.html )
[/b]

Okey , export, your Save Slot , to file .

Open MemCardRex (  http://shendo.xtemu.com/memcardrex.html ) , if you wanna make a Need MemoryCard , for "Emulators" like "ePSXe" ( blackchocobo support mcr & mcd memory card emulators format )

BlackChocobo by Default , export PSX Save in the USA "Save Header" , but if you like me, have another version of FF7 PSX ( i have Platinium PAL European in Spanish ) , select a free slot in the "MemCardRex" using the "Right Click" , and Select "Import Save" , now search and select your exported save from BlackChocobo.
(http://img228.imageshack.us/img228/5876/008oh.png) (http://img228.imageshack.us/i/008oh.png/)

Now make "Right Click" in that Saved Game and Select "Edit Save Header"

And Select your game "Region" : "USA , Europe , Japan" and if need you change the "Product Code"
like this :


Final Fantasy 7:

'SCES00867', /* FF7 Pal - Disc 1 */
'SCES10867', /* FF7 Pal - Disc 2 */
'SCES20867', /* FF7 Pal - Disc 3 */

http://psxdata.snesorama.us/games/P/F/SCES-00869.html
'SCES00869', /* FF7 Pal Ger - Disc 1 */
'SCES10869', /* FF7 Pal Ger - Disc 2 */
'SCES20869', /* FF7 Pal Ger - Disc 3 */

http://psxdata.snesorama.us/games/U/F/SCUS-94163.html
'SCUS94163', /* FF7 U/C - Disc 1 */
'SCUS94164', /* FF7 U/C - Disc 2 */
'SCUS94165', /* FF7 U/C - Disc 3 */

http://psxdata.snesorama.us/games/J/F/SLPS-00700.html
'SLPS00700', /* FF7 Jap - Disc 1 */
'SLPS00701', /* FF7 Jap - Disc 2 */
'SLPS00702', /* FF7 Jap - Disc 3 */

PAL Spanish Version :
'SCES00900', /* FF7 Pal Spa - Disc 1 */
'SCES10900', /* FF7 Pal Spa - Disc 2 */
'SCES20900', /* FF7 Pal Spa - Disc 3 */

You see that in the "Terminal" of "ePSXe" or inside the "PSX CD" ^^ Ever exist the file with that name for example in the root of cd , sometimes you can see a file with the name "SCESXXXXX" depending of the Game.

If the "BlackChocobo" Programers , put some options to Export PSX Version , without use another tool like "MemoryCard Rex" because i cant use "MemoryCardRex 1.4" under Ubuntu , via Wine1.2 , this API yet support it.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-09-13 04:01:47
yes you are correct we only export w /usa psx header data (sorry its the only psx saves i can make).

as for your question im not sure what your asking. be sure u get black chocobo 1.3 or if possible build from the svn. and see if your issue still exists, but somethings i did notice.

to make organized save files you can copy and paste files across file loads, to re-order save games.

the saves w/ all clouds are 0 everthing is how empty slots show up in slot selection, i have no idea why they show in your savegame on file load like that. (unless you played with the empty slots)

and about you import issue., after you imported you psx slot did you save the save game, there is no saving unless you save even when you import (its not over looked just that one will still have save to avoid accidental over writing.?

are u running black chocobo thru wine? there is a native version for linux you will have to install two packages to get it to work w/ ubuntu (libqt4 and libqt4-gui) then you can use the i386 linux build and spare your self the horrid look of qt's widgetset on windows.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: inukaze on 2010-09-13 04:29:46
Oh Sorry , i Forgot to Say that , Its the Last stable of BlackChobo , version 1.3 . i dont like SVN ( unstables versions )

And yes , when i "Import PSX Slot Save" to a Save Game , i save the file , and continue to the next slot , and "Import PSX Slot Save" again using another PSX Save and saving again the save game.

In The BlackChocobo , the File , Load fine , but in Jenova show me like the game take it the file ( Incomplete ? )

Yes i have installed parts of "KDE4" ( For Games like "Kpatience" ) . i have too the "QT4" needs files ^^ , i run BlackChocobo 1.3 Native for Linux.  well Trought WINE , works Too , but i prefer Natives & Stables Versions .

I got another question ? , why QT4 ? and not "GTK+" or "Python" or "PyGTK" ? i just wanna know , why the devs of BlackChoboco Prefer QT4 xD ^^ Thanks by all ^^
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-09-13 13:13:50
Oh Sorry , i Forgot to Say that , Its the Last stable of BlackChobo , version 1.3 . i dont like SVN ( unstables versions )
generally my svn is stable. and contains bug fixes and new features  (generally)

And yes , when i "Import PSX Slot Save" to a Save Game , i save the file , and continue to the next slot , and "Import PSX Slot Save" again using another PSX Save and saving again the save game.
just checking to be sure you have saved. now these are pal psx your importing? or ntsc-u psx saves(i can only really work w/ usa saves, but they from the loading aspect, shouldn't be much difference.)
In The BlackChocobo , the File , Load fine , but in Jenova show me like the game take it the file ( Incomplete ? )
i think this is not the first load issue w/ jenova (you don't need it we can do it all w/ black chocobo)
Yes i have installed parts of "KDE4" ( For Games like "Kpatience" ) . i have too the "QT4" needs files ^^ , i run BlackChocobo 1.3 Native for Linux.  well Trought WINE , works Too , but i prefer Natives & Stables Versions .
damn gnome makes qt look ulgy..
I got another question ? , why QT4 ? and not "GTK+" or "Python" or "PyGTK" ? i just wanna know , why the devs of BlackChoboco Prefer QT4 xD ^^ Thanks by all ^^
i know C++, wanted an ez to use cross platform and gpled tool kit to use. and don't like gnome and Gtk is ulgy also i don't want to deal w/ having a possible mono requirement  later on. oh yea that and i use KDE4 on just about all my machines.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: inukaze on 2010-09-13 17:38:17
generally my svn is stable. and contains bug fixes and new features  (generally)

Well well well , i need test it ;)

Quote
just checking to be sure you have saved. now these are pal psx your importing? or ntsc-u psx saves(i can only really work w/ usa saves, but they from the loading aspect, shouldn't be much difference.)

Well the Export / Import , its with my Spanish Pal Version Of FF7. ( SCES00900 )
well i dont know , the header , if possible affect this ???

Quote
Damn gnome makes qt look ulgy..
I Know the QT4 libs ( some devs tell me , its for the license of NOKIA and Trolltech dont make applications with that libs ) , looks better , but in distros , the GTK+ Toolkit its more use the mayor part of software use this , and i dont know a good lib to draw QT4 Natives Looks Nice in GTK+ Natives applications.

Well i Have GTK+ under Ubuntu 10.04 , and Microsoft Windows XP , its not a cross-platform lib too ???
in mac you can install gtk+ , to use softwares Like Pidgin ;=)

Quote
i know C++, wanted an ez to use cross platform and gpled tool kit to use. and don't like gnome and Gtk is ulgy also i don't want to deal w/ having a possible mono requirement  later on. oh yea that and i use KDE4 on just about all my machines.


Well "mono" its very slowly , i dont like that , i dont think "mono" was necesary if someone make a gtk port of BlackChocobo xD :P .

Well KDE4 looks very nice , but the softwares i use like "snes9x-gtk" , "pidgin" , "Google Chrome" , "Firefox" , "Gimp" , and anothers , use the "GTK+" libs , that its sad , because the look dont adapt in KDE4.

You know a nice lib to draw natives QT4 in GTK+ Applications ??? or GTK+ in QT4 Natives ???
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-09-13 19:39:14
gtk+ apps in kde4 (at least in kubuntu) look like gtk or native Qt4 apps since they use a gtk+ version of the qt widget theme. as for gtk i just don't have to use it. like i said im not a Gnome user, and most of my apps run w/ Qt already (i mean look at the screen shots b.choco looks best under kde4 , w/ obsidian coast color scheme).

as for the svn have at it enjoy(let me know if u like). , also i'll see if i can get some ff7 pal saves from the psx see if i can find an issue. also will double check that ntsc (us) saves import properly.Since i don't want any known bugs in 1.4 when i release it.

edit: the import feature works fine when i import a us psx save and load in ff7 pc (us version also..)

edit edit:perhaps this will help w/ a more native look to Qt stuff. http://podlesek.org/blog/blogpost/make-your-kde-apps-look-good-gnome-0
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: inukaze on 2010-09-14 02:43:08
and , a ePSXe FF7 Pal Saved Memory Card , can help you ???

If not, how i can transfer a Native PSX Save to my pc , to give you a native psx pal save game ???
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: obesebear on 2010-09-14 02:50:10
and , a ePSXe FF7 Pal Saved Memory Card , can help you ???

If not, how i can transfer a Native PSX Save to my pc , to give you a native psx pal save game ???
http://www.mediafire.com/?tmyzzz0mkj2 PSXMemtool
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: inukaze on 2010-09-14 04:17:13
Thanks for the Tool "athleticbear" , this tool works with wine1.2 ^^ , well , i have exported a PC Save File to a "Memory Card File" (mcd) to use it with ePSXe 1.6.0 ( Native Of Linux ) { If someone dont know the Windows Versions works too with Wine }

Well i exported , edit the "Save Header" and "Region" with the "PSXMemTool"
(http://www.mediafire.com/?tmyzzz0mkj2 (http://www.mediafire.com/?tmyzzz0mkj2) ) and load in the Emulator ( Remember i have the FF7 Pal Spanish Verion ) i play about 10 mix aprox , and save it in the next slot . ( i forgot say the FF7Remix change the Name Locations Of World Map from Spanish to English ¬¬  and anothers texts)

The Exported FF7 PC Saved Game to PSX :
(http://img806.imageshack.us/img806/5686/bctopsx.png) (http://img806.imageshack.us/i/bctopsx.png/)

Playing ( You can use the image to set better your "Pete OpenGL Plugin" with Nvidia Cards you can guide if you see detailed the above part in green )

(http://img267.imageshack.us/img267/7518/psx.png) (http://img267.imageshack.us/i/psx.png/)

Saved Game below of Imported , in the Slot 15 , native ff7 pal spanish saved game
(http://img14.imageshack.us/img14/9770/psximportedandnativesav.png) (http://img14.imageshack.us/i/psximportedandnativesav.png/)

Now you can download Memory Card File from : http://dl.dropbox.com/u/3164499/FF7PC/BlackChocbo/Exports/FF7.mcd (http://dl.dropbox.com/u/3164499/FF7PC/BlackChocbo/Exports/FF7.mcd)

I Hope this can help.

Another question : Which tools exists natives of Linux, for Edit / Arrange FF7 ??? ( things like Loveless - FF7 Text Editor for Windows but for Linux )
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: Tenko Kuugen on 2010-09-14 12:07:43
I had a weird (and probably unintended) feature pop up after editing something. ( I gave myself the key items from wall market I couldn't get, like bikini briefs, dyed wig, wig, satin dress, etc )
afterwards, I didnt even notice this at first, I went to exchange some materia over the 'exchange' menu, which shows all characters you have aquiered. It showed all of them. I was in wall market and I had Red 13, Yuffie, Sephiroth, Cloud and Cid in the menu. I could also just take Sephiroths master materias and give them to someone else... like.. yeah.
They also showed up in weapon / armor shop menu's to display what they gain / lose with the armor.

any idea what causes this? Or how to prevent this? Because I fear this might cause some REAL problems with the story



On another note, it's a litt eannoying that the menu jumps and auto-scrolls down whenever you click a key item. Basically, you click item 20, and it scrolls down and item 20 is the further most up in the menu.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-09-14 12:15:00
there are a few i know of
black chocobo - this save editor
makou reactor (http://forums.qhimm.com/index.php?topic=9658.msg133843#msg13384) - a script editor and viewer of types written by myst6re (also written in QT4 oddly enuff.)
there is also a cli tool to extract and compress lgp files aali's written it i've compiled and pacakged it  here (http://forums.qhimm.com/index.php?topic=9460.0)

then for ff8 myst6re wrote hyne a qt4 ff8 save editor get it here (http://forums.qhimm.com/index.php?topic=9713.0)

those are all i know of.. (i have a few more in mind to make but have not started them yet)

Quote from: KuugenTheFox
any idea what causes this? Or how to prevent this? Because I fear this might cause some REAL problems with the story
my guess is that you played w/ the phs values (or i need to seperate the two values possibly)

Quote from: KuugenTheFox
On another note, it's a litt eannoying that the menu jumps and auto-scrolls down whenever you click a key item. Basically, you click item 20, and it scrolls down and item 20 is the further most up in the menu.
that is something Qt is doing on its own when i set the lists currently selected. because the list can scroll, i have not bothered to attempt to address it since its only a minor annoyance, eventually i will.but for now its that or you get to start at the top or bottom when you touch the list
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: inukaze on 2010-09-18 04:57:39
Hi there , well i cant edit the World Maps Locations names , to re-translate to spanish xD with the "Makou Reactor" , some another tool for Linux ???

Well , im in the CD2 of FF7 PC Version , i try to export to PSX Game With BlackChocobo using the "PSXMemtool" but with the Saves of CD2 dont works , and with the CD1 yes . when i try to import PSX Exported of Black Chocobo to PSXMemtool , cd1 work , cd2 dont work , cd3 unknow yet .

Well i take te PC Save File complete , the PSXMemtool can Open This files , and save it like memory card file . and well this software "PSXMemTool" question me , what Region , and i select "Europe" but the Product-Code its different for me. i change it manually .


Surprise , If i put the CD1 Productor Code ( SCES-00900 ) the emulator & cd2 , reconized the saved game , but i put the CD2 Product Code ( SCES-10900 ) , the emulator & cd2 , dont reconized the saved game , and i dont why.

But because of that i know the "PSX Save Header" are this :

Quote
00 01 02 03 04 05 06 07 08 09 0A  0B   0C   0D 0E 0F
===============================================

For country , change the value of "0B" First Line
For Slot , change the value of "0C" Second Line


For Countrys :
41 America
45 Europe
49 Japan

American Header : ( SLOT 1 )
51 00 00 00 00 20 00 00 FF FF 42 >41< 53 43 45 53   : American
2D 30 30 39 30 30 46 46 37 2D 53 30   >31<  00 00 00   : Slot 1

European Header : ( SLOT 2 )
51 00 00 00 00 20 00 00 FF FF 42 >45< 53 43 45 53   : European
2D 30 30 39 30 30 46 46 37 2D 53 30   >32<  00 00 00   : Slot 2

Japanase Header : ( SLOT 3 )
51 00 00 00 00 20 00 00 FF FF 42 >49< 53 43 45 53   : Japanese
2D 30 30 39 30 30 46 46 37 2D 53 30   >33<  00 00 00   : Slot 3

For Slots :
31 -> S01
32 -> S02
33 -> S03
34 -> S04
35 -> S05
36 -> S06
37 -> S07
38 -> S08
39 -> S09

31 30 -> S10

American Header (Slot 10 ) :
51 00 00 00 00 20 00 00 FF FF 42 >41< 53 43 45 53   : American
2D 30 30 39 30 30 46 46 37 2D 53 >31<>30<  00 00 00   : Slot 10

31 31 -> S11
European Header (Slot 11 ) :
51 00 00 00 00 20 00 00 FF FF 42 >45< 53 43 45 53   : European
2D 30 30 39 30 30 46 46 37 2D 53 >31<>31<  00 00 00   : Slot 11

31 32 -> S12
Japanese Header (Slot 12 ) :
51 00 00 00 00 20 00 00 FF FF 42 >49< 53 43 45 53   : Japanese
2D 30 30 39 30 30 46 46 37 2D 53 >31<>32<  00 00 00   : Slot 12


31 33 -> S13
31 34 -> S14
31 35 -> S15
===============================================

Well i dont know the emulator dont take it , well i go to test with anothers emulators :)
I test this memory card save slot with pcsx-r under linux ubuntu 10.04 64 Bits.

Quote
Product Code :
SCES-00900 in SLOT01 , European Header ( CD2 Works with this for me )

00 >01< 02 03 04 05 06 07 08 09 0A  0B   0C   0D 0E 0F
===============================================
51 00 00 00 00 20 00 00 >42 49 42 *45* 53 43 45 53 : Region = *Europe*
2D >30< 30 39 30 30 46 46 37 2D 53  30< | 31 |00 00 00 > Product Code : SCES->0<0900 | Slot 01 |

SCES-10900 in SLOT01 , European Header ( CD2 DONT Work with this for me )
51 00 00 00 00 20 00 00 >42 49 42 *45* 53 43 45 53 > Region = *Europe*
2D >31< 30 39 30 30 46 46 37 2D 53 30 31< 00 00 00 > Product Code : SCES->1<0900 | Slot 01 |

SCES-20900 in SLOT01 , European Header ( CD3 Unknow if work or not )
51 00 00 00 00 20 00 00 >42 49 42 45 53 43 45 53 > Region = Europe
2D >32< 30 39 30 30 46 46 37 2D 53 30 31< 00 00 00 > Product Code : SCES->2<0900 | Slot 01 |

Quote
SCES-00867 in SLOT01 , European Header ( CD1 , you should test )

00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
===============================================
51 00 00 00 00 20 00 00 >42 49 42 *45* 53 43 45 53 : Region = *Europe*
2D >30 30 38 36 37< 46 46 37 2D 53 60< |31| 00 00 00   : Product Code : SCES->00867< |SLOT 1|

SCES-10867 in SLOT02 , European Header (CD2 , you should test )
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
===============================================
51 00 00 00 00 20 00 00 >42 49 42 *45* 53 43 45 53 : Region = *Europe*
2D *31* >30 38 36 37< 46 46 37 2D 53 60< |32| 00 00 00   : Product Code : SCES-*1*>0867< |SLOT 2|

SCES-20867 in SLOT03 , European Header (CD3 , you should test )

00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
===============================================
51 00 00 00 00 20 00 00 >42 49 42 *45* 53 43 45 53 : Region = *Europe*
2D *32* >30 38 36 37< 46 46 37 2D 53 30< |33| 00 00 00   : Product Code : SCES-*2*>0867< |SLOT 3|

Quote
SCES-00869 in SLOT10 , European Header (CD1 , you should test )
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
===============================================
51 00 00 00 00 20 00 00 >42 49 42 *45* 53 43 45 53 : Region = *Europe*
2D 30 30 38 36 39 46 46 37 2D 53<|31 30| : Product Code : SCES-00869 |SLOT 10|


SCUS-94163 in SLOT11 , American Header (CD1 , you should test )
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
===============================================
51 00 00 00 00 20 00 00>42 49 42*45*53 43 45 53 : Region = *America*
2d 39 34 31 36 33 46 46 37 2D 53<|31 31| 00 00 00 : Product Code = SCUS-94163 |SLOT 11|

SCUS-94164 in SLOT12 , American Header (CD2 , you should test )
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
===============================================
51 00 00 00 00 20 00 00>42 49 42*45*53 43 45 53 : Region = *America*
2d 39 34 31 36*34*46 46 37 2D 53<|31 32| 00 00 00 : Product Code = SCUS-9416*4* |SLOT 12|

SLPS-00700 in SLOT15 , Japonese Header (CD1 , you sould test )
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
===============================================
51 00 00 00 00 20 00 00>42 49 42*49*53 43 45 53 : Region = *Japan*
2D 30 30 37 30 30 46 46 37 2D 53<|31 35| 00 00 00 : Product Code = >SLPS-00700< |SLOT 15|
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: newb on 2010-09-18 14:28:26
Hi Everyone,

I am using the v1.3 release on Macosx and I cannot figure out how to save my changes to the saved game files. 

If i choose “save file” and go to select mcd001.mcr (the memcard save) it is grayed out and cannot be selected.  If i save the file manually as mcd001.mcr, FFVII tells me the safe file must be formatted when I go to load it.

Choosing “import to current slot” yeilds a similar result, and if I choose “export from current slot” the editor saves the file as BASCUS-94163FF7--S01-S01 which cannot be opened/read by PCSX (editor Im using).  If i try to save BASCUS-94163FF7--S01-S01 as mcd0001.mcr, the game tells me the file must be formatted when I try to open it.

Any suggestions?  Thx!
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-09-19 01:22:39
Choosing “import to current slot” yeilds a similar result, and if I choose “export from current slot” the editor saves the file as BASCUS-94163FF7--S01-S01 which cannot be opened/read by PCSX (editor Im using).  If i try to save BASCUS-94163FF7--S01-S01 as mcd0001.mcr, the game tells me the file must be formatted when I try to open it.

you can not currently import/export mcr files with black chocobo. (this may change in the future)


If i choose “save file” and go to select mcd001.mcr (the memcard save) it is grayed out and cannot be selected.  If i save the file manually as mcd001.mcr, FFVII tells me the safe file must be formatted when I go to load it.
i just checked the code and i found a small bug w/ mcr file name handling. i have fixed that. i don't know why if you save it manually it tells you to format it. perhaps its due to the bug but i am not convinced thats the case, so i will have to test this further w/ pcsx.
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: newb on 2010-09-19 04:33:44


Thx!
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-09-19 14:11:33
newb, can you tell me what region version of ff7 your are playing in the emulator?. im just wondering since the same region issues that you see above w/ the real psx are possible here too (again if you open your region save it should not matter since i don't try to write any of that data i just copy it from the save)
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: newb on 2010-09-19 14:39:01
Unfortunately I am using a disc image of which I do not know the origin. 

These are what the files look like.  Is there a way to tell what version of the game this is while in game?

(http://farm5.static.flickr.com/4133/5004637006_9498f0d1dc.jpg)
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: Hellbringer616 on 2010-09-19 15:56:30
I am using a disc image of which I do not know the origin. 

We don't support downloaded/pirated copies. Sorry
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: newb on 2010-09-19 16:51:43
Update:

I downloaded wine and ran the .exe version of black chocobo and everything works perfectly. 
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: inukaze on 2010-09-19 18:45:45
Unfortunately I am using a disc image of which I do not know the origin. 

These are what the files look like.  Is there a way to tell what version of the game this is while in game?
Don't quote images

newb : Well in this image , file its the "img" , newb , you need know the Region & the "Product Code" of your version of ff7 psx , i use "pcsx-r" for Linux , you can download the version for Mac ^^ . the Memory Card Slot Black Chocobo Save its compatible , ever and when you modify the Region and Product Code , for your version

You can install , some to mount your "img" file, in a virtual drive , to see the files , in my case are in the root of cd-rom , its called "sces_009.00" for the "PSXMemTool" you can run it with Wine (darwin) , and modify the save slot inside the memory card  , change the product code , for your version , and the region for the version , read the before post i had make and use that info for this :=) ^^
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: antartoms on 2010-09-20 08:29:43
Sorry for this but where's the download link?
Title: Re: [RELEASE v1.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-09-20 15:08:56
Sorry for this but where's the download link?

first page, or click here (http://sourceforge.net/projects/blackchocobo/files/)
Title: Having difficulty using Jenova/Black Chocobo w/ PSX FF7
Post by: orcsoul on 2010-09-26 19:13:37
I'm having a weird problem using the above mentioned save editors on my PSX (through epsxe emulation) FF7 saves.

The editor opens the files, reads the data, recognizes it all, I can change it, and save the modifications to a new slot or over the original save. However when I start the game and load a save, none of the changes are recognized. The save is in exactly its original unmodified condition. Even the second second save slot doesn't exist.

Exiting the emulator and re-opening the .mcr file shows that none of the modifications I made were actually saved (in spite of clearly over-writing the original .mcr files or creating a new one and swapping the .mcr files)

I'm a bit mystified as to what could be causing this kind of behavior with both editors. I've tried exporting the ff7 save slots from the .mcr files to a PC ff7 save, editing the PC save, then converting the PC save as a PSX save and importing that back into the .mcr with no success either.

Any suggestions as to where I am going wrong here?
Title: Version 1.4 Release Notes:
Post by: sithlord48 on 2010-09-26 22:40:24
yes please wait a few min for the new version that should fix your issue with mcr files

Edit:
Version 1.4 is all new, today, with a bunch of new stuff.  Check it out and let me know what you think.  see page 1 for the download link.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: nikfrozty on 2010-09-27 12:24:10
Wow! I'll try the new version. Thanks for this. :)
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-09-27 12:38:27
i've created a fancy pants, linux package, a simple tar.gz file that contains an install script, that will install black chocobo (to /usr/) on your system (and pick hw type for you). to use it open a terminal in the path of the extracted tarball. and run  to install or remove.

Code: ( in terminal) [Select]
sudo sh install.sh

this will also create menu entrys for you (although you might have to log out and back in for them to be shown)

as of this morning Black Chocobo can also be found on softpedia...
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: AlephNaut on 2010-10-02 19:55:13
I reset my game to the Bombing mission and removed everybody from my party, intending to have a New Game+ kind of experience, but it froze on the train scene.

Great editor though.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-10-02 20:30:21
I reset my game to the Bombing mission and removed everybody from my party, intending to have a New Game+ kind of experience, but it froze on the train scene.

Great editor though.

yes the quest values are not all discovered, as more are discovered these kind of things will happen less often., now that i have found a good diff program for binary files, this might happen bit quicker now..
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: AlephNaut on 2010-10-03 00:02:26
Yeah, it's a pretty awesome concept.

Turns out FF7 doesn't like Fraps, cuz it crashed when I opened it. And I hadn't saved after morphing 23 power sources. Luckily, I gave them all back to me using this program.

Anyway, I'm gonna be editing a seperate kernel to amp up all the bosses, so that when I replay everything's gonna be a good difficulty for somebody who killed Sephiroth.

Eagerly awaiting the next update.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2010-10-05 13:35:59
I reset my game to the Bombing mission and removed everybody from my party, intending to have a New Game+ kind of experience, but it froze on the train scene.

Great editor though.

yes the quest values are not all discovered, as more are discovered these kind of things will happen less often., now that i have found a good diff program for binary files, this might happen bit quicker now..

I can think of at least 9001 diff applications for *nix. Like, uh, DIFF.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-10-05 19:34:09
I can think of at least 9001 diff applications for *nix. Like, uh, DIFF.

the problem with diff is this
Quote from: man diff
for binary (non-text) files, diff normally reports only that they are different.
we can force it to show the differances but they are shows as if the files are ascii. and is just as useless..


B_chocobo update:
started 1.5 last night, i have most of the options menu completed.. if you have suggestions for what it should contain now would be the time to give your suggestions.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: AlephNaut on 2010-10-05 19:58:21
It should have....

The ability to transfer stats, items like equipment, and materia over to another file.

This way you could start a new file, save near the scorpion, open up Black Chocobo and transfer over the stuff, making it like new game+. Oh, but Key Items have to be left behind.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2010-10-05 20:20:36
I can think of at least 9001 diff applications for *nix. Like, uh, DIFF.

the pro
blem with diff is this
Quote from: man diff
for binary (non-text) files, diff normally reports only that they are different.
we can force it to show the differances but they are shows as if the files are ascii. and is just as useless..


B_chocobo update:
started 1.5 last night, i have most of the options menu completed.. if you have suggestions for what it should contain now would be the time to give your suggestions.

Ah, I'd forgotten about text encoding.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-10-05 21:30:07
Quote from: Bosola
Ah, I'd forgotten about text encoding
its ok :P
It should have....

The ability to transfer stats, items like equipment, and materia over to another file.

This way you could start a new file, save near the scorpion, open up Black Chocobo and transfer over the stuff, making it like new game+. Oh, but Key Items have to be left behind.

you can already do this.. by changing your stats,equipment,items and materia.... eventually you will just be able to revert correctly to bombing mission (or any other part in the game).. well at least thats the goal.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: AlephNaut on 2010-10-06 00:51:52
Yeah, but this would do it manually. That makes me sound lazy, doesn't it?

I replicated my stats on a new file. Quite enjoyable. Even have my materia.


Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: Neffy on 2010-10-10 09:26:58
Have you found a way to save the file as a .vmp file? I have a psp and thats how it save them.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: elliotcroft on 2010-10-10 11:17:15
Is there any way to change the region encoding in the program on top of the .vmp support? The region encoding present in PS1 games has really impeded my trying to get into the debug room in Final Fantasy VII.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-10-10 13:48:30
Is there any way to change the region encoding in the program on top of the .vmp support? The region encoding present in PS1 games has really impeded my trying to get into the debug room in Final Fantasy VII.

the region stuff will only affect mcr , mcd or vmp formats. the rest of the formats as far as i know do not have any region data in the save game, but in the header for the memory card in the case of the psx, or not at all.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: elliotcroft on 2010-10-10 13:49:48
Is there any way to change the region encoding in the program on top of the .vmp support? The region encoding present in PS1 games has really impeded my trying to get into the debug room in Final Fantasy VII.

the region stuff will only affect mcr , mcd or vmp formats. the rest of the formats as far as i know do not have any region data in the save game, but in the header for the memory card in the case of the psx, or not at all.
I have the psp VMP format version.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-10-10 14:01:11
the vmp format can not be saved so at this point in time this is not going to help you anyway. as soon as someone cracks the vmp (or psv) checksum algrithum i will have support for saving correctly vmp (or psv) files. that will work on your psp(or ps3) versions of the game.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: Phaedron on 2010-10-12 02:34:07
edit: after more reading and trials downloading memcardrex has solved my issue with saving. This is a great program, you ought to include a link for it on the first page.

Im using psxfin which saves memory cards as binary files. Black Chocobo doesn't detect them, but will load them once *.* has been used. I can then edit everything I want, but that's as far as it goes. I tried resaving the file as card2, but ff7 will only prompt me to reformat it. I've tried exporting it, but how do I get it back into my card file?

If you can't suggest a fix or link a program that will patch the card files then please name me an emulators the program is capable of working with.

Also, I don't know much about programming, but it would seem that more focus on "save" and less focus on "save as" is in order; actually having a "save" button would be a great start. You'll find that most save editors have this in addition to "save as" so that whatever file you have loaded can be updated effectively and effortlessly without creating new and unwanted files. Does this seem tricky or difficult? I ask because its extremely rare to find a program that has "save as" but basically doesn't have "save."
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: KnifeTheSky77 on 2010-10-12 02:48:30
it would seem that more focus on "save" and less focus on "save as" is in order; actually having a "save" button would be a great start. I ask because its extremely rare to find a program that has "save as" but basically doesn't have "save."

I believe a name change is in order : Black Chocobo - FF7 Save As Game Editor

I know you did this with always having a backup in mind, however, somedays, some people prefer to live on the edge as I have been lately.
I suggest a 'save' function as well, to update or rewrite the current save.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-10-12 12:13:54

Im using psxfin which saves memory cards as binary files. Black Chocobo doesn't detect them, but will load them once *.* has been used. I can then edit everything I want, but that's as far as it goes. I tried resaving the file as card2, but ff7 will only prompt me to reformat it. I've tried exporting it, but how do I get it back into my card file?

doing that will never make you save work, forcing *.* should tell b.choco to open it as a psx raw save game and when u save the file there is no header data.  if you can send me a working copy of your .bin file i will see what i can do to get it working in correctly for 1.5

there will never be a Save button. If you want to overwrite your file then save with the same file name/path that you opened.. (this will be ezer in 1.5 since you can set default paths for a few items).
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: Phaedron on 2010-10-14 12:23:32
Yes, definitely issues with headers. Currently, when I export it prompts to add Sxx (01-15) and half the time I pick a number it gives me an error message about headers. After a few tries it It'll export without error.

Then I send it over to the memory card program. It will add the save file to the memory card, but most of the time when I go to play the rom it still won't be there. If I delete saves in mem they become grey unusable space and the rom can still load them. So what I actually have to do most times is reformat the memory card, then add the save file. I say most because the very first time everything worked like a charm, and sometimes it still does.

My compliments on the program. It has allowed me to make the game interesting by starting with all those fun support materia and a wizard bracelet or two to get 8 link slots without raising attributes much (aside from the +20% magic which doesn't help much at this point in the game) I have Cloud attacking twice, barret with a slash all, and Aeris/Tifa with the hp mp switch, and she counters with restore if attacked. It's also allowed me to adjust levels and attributes so that all this badassery doesn't make the game too easy. I'm about to attack the shinra building and I'm only level 9. I originally tried to use cheat codes, but couldn't find any means of implementing them, so this editor turned out to be the best option.

I can easily send you a copy the mem card files, just tell me where to send it...

On an unrelated note, somewhere in this forum someone made a custom graphics engine for ff7. If someone knows and could answer a noob question, I'd like to know what type and what version of FF7 it works with. Based on some of the files mentioned I'd assume a pc version, but there was also mention of some features for roms, so I honestly don't know. I downloaded it, but it wants a registry file...
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-10-14 12:32:29
just send, them to my email @ gmail.com .

you need to add -Sxx to make is have a slot header.(ill have to double check my error message make sure it correct)
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: Phaedron on 2010-10-14 12:45:10
Perhaps you think we've met somewhere... I don't know your email, and nothing is letting me post attachments here, in the pm, or in my profile, nor is there a visible email in yours... This could be because I only signed up here a few days ago.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: sl1982 on 2010-10-14 16:40:05
His username @ gmail.com silly
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-10-14 18:09:23
His username @ gmail.com silly
thank you sl :)
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: Vir on 2010-10-15 10:46:50
When I edit Run Speed or Sprint values for a chocobo, they reset to whatever they were before once I have saved, and sometimes once I have changed tabs. I normally would be trying to set them to 6000, because I understand that's the max, but they reset at other values just the same.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-10-15 12:00:36
When I edit Run Speed or Sprint values for a chocobo, they reset to whatever they were before once I have saved, and sometimes once I have changed tabs. I normally would be trying to set them to 6000, because I understand that's the max, but they reset at other values just the same.

i will look in to that.. as far as i know the chocobos should be working just fine.

edit: ok it all works fine now..  i had forgoten to code those events.. so there was never a change saved.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: Vir on 2010-10-15 21:17:42
I appreciate it.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-10-15 22:09:11
sorry you will have to wait for 1.5 to come out for the fix.. but if you want you can compile the code yourself by dowloading a tarball of the trunk folder of projects svn or click Here (http://blackchocobo.svn.sourceforge.net/viewvc/blackchocobo/trunk/?view=tar) for a magicly always up to date tarball.

from there reguardless of your operating system you basicly get qt sdk (http://qt.nokia.com/downloads/downloads), install it.  extract the tarball and just load the .pro in qtcreator, then build.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: Vir on 2010-10-15 22:20:48
Well, I don't know about any of that, so I suppose I will look around your links, and then decide. Thanks.
Title: Re: [RELEASE v1.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-10-25 02:07:22
Just some updates,

made a correct installer for windows to be used w/ newer releases. also been making a bunch of other changes so be sure to look at that change logs (http://forums.qhimm.com/index.php?topic=9625.msg133298#msg133298) for more info.

Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-10-30 02:16:13
Version 1.5 has been released,(link on first page)
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: Aeris on 2010-10-31 10:01:59
Version 1.5 has been released,(link on first page)

me thanks and loves you very much lol <3
wonderful new release :3
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-10-31 15:02:23
i started to work on the next version , to fix a bug i have discovered when saving mcr/mcd files (this will also affect vmp / psv files when save is enabled someday in the future)

 the header data does not get appended if you copy of remove slots from the "card". so i have whipped up a system to detect region info and write it to the header aread of the  mcr file correctly. but there seams to be a bit more data that needs to be changes, mean while if your having issues w/ an mcr. make sure there is legit header data for the # of saves you want (if in doubt just save in the first location on different slots to create it). this system will also allow for conversion between regions, when finished

these changes will be released as part of 1.5.x or 1.6 depending on how it goes.

Edit:: It appers That i have it all working if someone w/ non us FF7 who can load .mcr files, would  Test Loading from this file(link removed test is over)
and post the results.

it should be like this  (load results - <who>)
slot 1 : usa (disk id = 94163) (Working!-sithlord48)
slot 2 : empty
slot 3 : pal_generic (disk id = 00867) (Working!- DLPB)
slot 4 : pal_german (disk id =00869)
slot 5:  pal_spanish (disk id = 00900)
slot 6: empty
slot 7: jpn (disk id = 00700) (Working!-DLPB)
slot 8: jpn_international (disk id = 01057)(Working!-DLPB)
rest of the slots are empty

note: there is a small bug that shows if you look at these mcr files in a psx mem tool, the times will be displayed incorrectly.
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: Armorvil on 2010-11-04 20:20:42
I can't use Black Chocobo, and it would save my life ;__;

The reason is simple : my game is heavily modded, so when I try to load my save into Black Chocobo, the program just crashes (with all versions).

It's annoying, because I desperately need to use it. You see, Red XIII just joined me, but I realized that his starting materia / equipment is wrong. So I corrected this inside the Kernel, but since this is part of the game's initial data, it doesn't change what Red XIII comes equipped with, inside the save file (and the boss battle heavily relies on Red XIII...).

So I have two options : either play through the game from the beginning again, or wait until Black Chocobo can load heavily modded save files... ...That is, if you plan on making modded save files compatible with Black Chocobo of course, SithLord ;) (something that I would immensely appreciate).

If you want to experience this crash yourself, here is the link to my save file:

http://membres.multimania.fr/ouaibmasteure/

(it's save.rar)

It's the one in the first slot. Making your program compatible with
mods (if that's even possible) would ease the life of many modders, myself included  ;D
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2010-11-04 21:11:30
Making BC mod-compatible isn't really an option. There's a near-infinite number of ways mods can rearrange items, materia, spells etc. It's probably more feasible to compare the objects in an original kernel and your own, and on that basis determine which settings in BC will yield what you're wanting.
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-04 21:28:47
@armorvil, thats quite an issue there, i would at very least like to see where my program is crashing (im guessing  its an overflow on one of the arrays or structs from the rearangement of the savemap). but sadly that server won't send me the file (feel free to email it to me @ gmail.com). basicly bosola is correct in that there are a lot of ways the map can be created. in your case i might be able to force B.choco to fix your issue by changing some of the "check to see if this is a save" code but im not sure unless i can get the file.
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: Armorvil on 2010-11-04 21:37:40
Ah, well. I found a workaround. I can use Kranmer's teleport trainer to teleport to a shop, edit said shop so it sells the materia I'm missing, and finally : open the menu after naming Red XIII with Kranmer's trainer, and equip the materia. And there also was the solution of editing the field script of an area so the game hands me the materia.

Still, I'm sending you the file by email, Sithlord, if you want to see what's going on ^^

EDIT : I called you Kranmer, Sithlord...  :-[ Can you believe that ?!
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-04 21:39:55
Ah, well. I found a workaround. I can use Kranmer's teleport trainer to teleport to a shop, edit said shop so it sells the materia I'm missing, and finally : open the menu after naming Red XIII with Kranmer's trainer, and equip the materia. And there also was the solution of editing the field script of an area so the game hands me the materia.

Still, I'm sending you the file by email, Kranmer, if you want to see what's going on ^^

alright cool i'll be checking my mail shortly

what version are you using im currently running 1.5.1 (its 1.5 w/ region detection for mcr saves) , and it loads correctly., no crash..
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: Armorvil on 2010-11-04 21:47:52
Email sent :)

By the way, of course, I don't expect my name changes to appear into the editor... ...I know that, for example, I'll have to choose a Speed Drink if I want to add a Cure Stone. What I would love though, is for the program not to crash when I load my save file ^^
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-04 21:52:37
idk why yours is crashing.. what os are you running btw?
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: Armorvil on 2010-11-04 21:54:55
I'm using Black Chocobo v1.5, on Windows XP. It's odd that it doesn't crash, for you...
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-04 21:58:10
please check your email.

edit: update, ok when i compile it for windows.. in my windows VM it crashes w/ your save, this does not happen on my computer running kubuntu 10.10 w/ kde 4.5.3.

edit: edit: this crash also happens on Mac Os X. (10.5.5).
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: Armorvil on 2010-11-04 22:00:58
Doing it now. In the meantime, here is a screenshot (for posterity ?) :

(http://img266.imagevenue.com/loc525/th_08001_bccrash_122_525lo.jpg) (http://img266.imagevenue.com/img.php?image=08001_bccrash_122_525lo.jpg)


EDIT : silly me, instead of teleporting, I can just call the sector 7 shop with Kranmer's beta trainer, to fix my problem ^^
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2010-11-05 00:53:04
please check your email.

edit: update, ok when i compile it for windows.. in my windows VM it crashes w/ your save, this does not happen on my computer running kubuntu 10.10 w/ kde 4.5.3.

edit: edit: this crash also happens on Mac Os X. (10.5.5).

Maybe people should stop using terrible Operating Systems. Just my two cents.
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: Tenko Kuugen on 2010-11-08 22:17:16
please check your email.

edit: update, ok when i compile it for windows.. in my windows VM it crashes w/ your save, this does not happen on my computer running kubuntu 10.10 w/ kde 4.5.3.

edit: edit: this crash also happens on Mac Os X. (10.5.5).

Maybe people should stop using terrible Operating Systems. Just my two cents.

Thats like asking for people to stop being brain washed by TV.
Never going to happen.
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-08 22:38:44
please check your email.

edit: update, ok when i compile it for windows.. in my windows VM it crashes w/ your save, this does not happen on my computer running kubuntu 10.10 w/ kde 4.5.3.

edit: edit: this crash also happens on Mac Os X. (10.5.5).

Maybe people should stop using terrible Operating Systems. Just my two cents.

Thats like asking for people to stop being brain washed by TV.
Never going to happen.
perhaps if we invite them ?

i invite all of you to the gnu/linux distro of your chosing......

(did that work?)
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: sl1982 on 2010-11-08 22:56:04
Nope
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: Kranmer on 2010-11-09 13:50:59
EDIT : silly me, instead of teleporting, I can just call the sector 7 shop with Kranmer's beta trainer, to fix my problem ^^
Nice, I'm glad to hear my trainer fixed your problem.

perhaps if we invite them ?

i invite all of you to the gnu/linux distro of your chosing......

(did that work?)
Maybe when a OS like ReactOS comes out it (and i don't mean alpha or beta, i mean a proper release) will change peoples minds since it isn't Linux or Windows. I currently have 1 PC with a dual boot of XP and Ubuntu 9.10 (i haven't updated to the latest version yet due to a problem when i tested the live CD of 10.04),1 PC with just XP and 1 laptop with Windows Vista and i have 2 more laptops one with Xbuntu and the other with Fedora 13 installed on it and i must say the Linux OS's run faster and make a more efficient use of my RAM but i still need Windows because there is a lot of stuff wine can't do yet, so until a OS like ReactOS or until Wine is capable of running everything from Windows i will be sticking with both Linux and Windows.

Anyway back on topic, Thanks for the new version sithlord48 some of the newer features will help me with some of my testing (things that need to be tested under certain conditions to make sure everything is OK, and my trainer can do alot but a few things it can't which is where this will really help).
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-09 17:07:32
Anyway back on topic, Thanks for the new version sithlord48 some of the newer features will help me with some of my testing (things that need to be tested under certain conditions to make sure everything is OK, and my trainer can do alot but a few things it can't which is where this will really help).

glad i can be of help! If there are features you need for testing feel free to drop me a pm.  I have not made any plans on what new features the next version will contain so as usual suggestions are welcome.
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: AlterEgo87 on 2010-11-10 07:54:17
Hi

im a noob here anyways sithlord48 could you please work on saving "back to a PSV. file" for the PS3

cause i downloaded FF7 on PS3 from the market place ages ago and found this program and wanted to edit some bit im able to open the PSV as you well know but i can't save back.

there loads of intelligent people on this board that i noticed maybe maybe you lot could put your heads together and sort this out.

because i can't do the workaround that you mentioned.

Anyways please have a go there loads of people that would like this.

Thank you.
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-10 12:13:47
Hi

im a noob here anyways sithlord48 could you please work on saving "back to a PSV. file" for the PS3

cause i downloaded FF7 on PS3 from the market place ages ago and found this program and wanted to edit some bit im able to open the PSV as you well know but i can't save back.

there loads of intelligent people on this board that i noticed maybe maybe you lot could put your heads together and sort this out.

because i can't do the workaround that you mentioned.

Anyways please have a go there loads of people that would like this.

Thank you.

one question did you attempt to look in to any of the documentation ?  there is a work around and also a reason that myself or anyone else can't save to a psv file. , go read the user manual.
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: AlterEgo87 on 2010-11-10 14:23:20
yes i've read the "user manual"

Tip: Saving .psv or VMP files is not possible currently. This feature will be added when someone cracks
   the psv/VMP checksum. there is  workaround <----

i cannot do the workaround because i no longer have a ps2 i used to have one of them back in the stoneage moved on since then. so i cant do and messing about, i did read everything. also i no1 going to attempt to crack the psv/VMP checksum ??

Is this impposible or is it no1 can be bothered...im not trying to be rude just asking. :-\
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-10 15:35:22
its a 160-bit checksum... of a non standard type that seams to only use parts of the save file to generate the sum. i will not be working on this as im no expert in cryptology. so you will have to wait untill someone does crack it. look at the vmp files it uses a similar checksum, and the psp is long hacked w/ no attempt generate a proper checksum for vmp files.

sorry if i seam to be rude, but i get lots of stupid questions when people don't bother to read the documentation first.
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: AlterEgo87 on 2010-11-10 15:56:47
Thank you sithlord48 i fully understand thats all i needed to know.  :wink:

I'll wait maybe some1 mite get around to doing so in the ner future cheers.
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-11 15:27:30
Don't Mind this post its just my todo list for later when i get back to work


Update:
moved region stuff to the "Slot" menu.

enabled psp saving, (see below for more info on that)
there is not enuff of the psp saves being written that the next version will have the ability to save vmp files, however since the checksum remains uncracked, this feature will mainly be useful to people who have psp w/ custom firmware that can ingore the checksum being incorrect. (it also might work if you only change region of the slot).

some more updates:
fixed a bug that would export the wrong time for the preview , shown in the psx's memory card manager, this bug would also affects (but not in released versions) the header written to all "Virtual Memory Card" formats. v1.6 will when saving the headers for theses types correctly save the play time in the psx header and the time will be will be displayed correct in tools like psxmemtool, and any other item that tryes to emulate the way a psx previews save game data in its memory card manager.
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: Eslava on 2010-11-12 10:15:06
Bug report:
When modifying the time and saving the changes, the minutes always set to 0.
Sometimes if you select an equipped materia and press clear the program jumps back to clouds equipment tab (the materia is cleared correctly though). This happened to me while editing vincents stats when it had sephiroths but not all the time, i was saving and opening different saves when the bug appeared. I *think* am using the latest svn
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-12 11:57:22
hey eslava, i did a few updates last night (like 3am your time) be sure to upgrade your trunk, and i'll be on later. to straighten it out.

oh that bit aboout jumping back to  cloud's materia tab. does this only happen w/ y.cloud/ sephiroth, it might be a side effect of test data, see if you can get it to do it other wise (theres a conditional that sets currentchar to 0 when the vincent/caitsith slot should be "locked". so that if you are displaying one of them and move to a slot w/ their alt id's you are prevented from changing the stats.
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: Eslava on 2010-11-12 12:11:23
I have to further test it but yeah so far i only got that bug with sephy and y. cloud.

EDIT: The bug only happens when sephiroth/young cloud checkboxes are checked, when you uncheck them, the materia clears and doesnt jump to clouds tab.
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-12 12:53:56
Update:
more progress
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: Eslava on 2010-11-12 23:58:33
Update:
more progress
  • Fixed:Minute save bug (esalva reported above)
  • Fixed:Not Saving Preview time when Editing the Time
  • Fixed:The Throw back to cloud issues eslava reported
  • Added: Opened File Name Shown in Title

Thanks, everything is working perfectly now  :). Also note the cool new feature, when clicking on sephiroth/young cloud checkboxes, the portraits change as well to fit the character.
Title: Re: [RELEASE v1.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-14 02:32:40
yes, when you click on the sephiroth or young clould checkboxes the portrats change..and they look much better w/ the scaled up icons.

also i fixed a crash that could happen under the right condiditons. if you have an empty materia  slot selected and alt + -> over to an ocupied materia slot in another save slot, the program may crash, this is now fixed by default when changing save slots w/ alt -> or alt <- materia slots will be unselected unless they are the materia.

edit: update

when alt -> and alt <- are used and materis is selected it now behaves as expected, by keeping the index of the selection, and updating based on it.

internal changes to eskills handling.

no more selections of list items.

edit: more progress
added young cloud icon when needed.
added young cloud and sephiroth to party slots menu. not really new just the icon and lbls..


edit: even more progress
fixed:issue of saving w/ hours >99 on psx mc header
new:region detection for ever kind of save.. (psv and psx based on file name)
new:export mc files (mcr mcd) header data based on save region (uncheck region to clear)

Progress update 11/20/10
Fixed issues in Windows and linux installer that will allow for lang changes to work when called from shortcuts.

fixed crash when guirefresh is called. w/ no files loaded.

Added an option to make current slot the default save map. (as in the one the kernel makes ). if you have a moded kernel don't worry you can create you own default save and set it in the options dialog, just be sure to first export the save you want as psx type.
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-21 20:01:17
Version 1.6 is released. there are lots of new features for everyone to play with as well as a bunch of fixes. the user manual will be updated soon..  for you mac os users i've made a nice pkg install to get it installed correctly
Title: .
Post by: Jenova's Witness on 2010-11-22 17:24:58
.
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-22 17:56:36
the program does not handle save states... you will have to give it your emulators memory card. in the mcr or mcd format.

thanks to Mr.morgan the mac package now comes in a dmg file as most mac users would expect
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: Eslava on 2010-11-24 20:52:56
Version 1.6 is released. there are lots of new features for everyone to play with as well as a bunch of fixes. the user manual will be updated soon..  for you mac os users i've made a nice pkg install to get it installed correctly

The user guide is up to date with (almost) all the features of v1.6
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-28 18:36:07
Some Progress :

(http://img10.imageshack.us/img10/3845/81243572.th.png) (http://img10.imageshack.us/i/81243572.png/)

This Is a New Dialog That Shows If you load a mcr/mcd or vmp file and attempt to view a non ff7 slot.

Also A new Menu Layout w/ the slot menu broken in to an edit and view section,
(http://img832.imageshack.us/img832/6091/menunf.th.png) (http://img832.imageshack.us/i/menunf.png/)

Also the New Game Option Will reset the slot to a new game (based on the default save).
and the New Game + Option Will reset the current slot back to default other then you char stats, items, materias, gil, gp , chocobobos . effectively allowing you to start a new game + .
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: myst6re on 2010-11-28 19:45:33
Also the New Game Option Will reset the slot to a new game (based on the default save).

Good idea, I think I'll implement it on Hyne.
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-11-30 00:43:34
Hey "Sithlord" - Sorry to bother you, but I have a question.

I took another look at your "PSV workaround" and I have everything needed except for 2 things.
1: Original Backwards Compatable "fat" PS3
2: Official 3-Disk FF7 Playstation Game
3: (my FF7 psv save file from my ps3)
4: Latest Black Chocobo Release
5: PS3 Memory Card Adapter
6: Original Backwards Compatable "fat" PS2
7: ??? [NO FMCB or ulaunchElf]
8: 1GB Sony USB
9: Playstation Memory Card

I don't have the FMCB or ulaunchElf items.
But I'm concerned (sence I know nothing about them)

They don't require me to physically MOD any of my hardware, do they?
Because I don't want to risk damaging my ps2.
(sence you can't get backwards compatable ones anymore)
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-30 12:29:34
you don't need a backwards compatible PS3 the one i tested on was a newer slim model.
you don't need to physically modify anything to make this work (look at the work around again there are links. for more info)
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-11-30 20:00:20
you don't need a backwards compatible PS3 the one i tested on was a newer slim model.
you don't need to physically modify anything to make this work (look at the work around again there are links. for more info)

Thanks for conforming that I don't need to mod anything. (I feel better now) ^^;

But on a side note... How do you play FF7 (a PS1 game) on a ps3 if it's not backwards compatable?
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-11-30 21:32:04
i used the PSN version of the game.

EDIT:: it seams that my ps3 slim still plays psx games also....
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-11-30 23:03:05
i used the PSN version of the game.

Ah, I see.
IDK... PSN always seemed like such a cop-out.
(sony is so lazy)
They created a download site for games just because they didn't want to remake ALL the originals or keep the system backwards compatable.
I'd bet that the selection on PSN is pathetic.
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-12-01 00:40:25
Small Progress Update:
Created an Import /Export System for character files, this will be used to save your cait-sith and vincent (or what ever other chars you want.) , thanks covarr for the idea.
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-12-02 16:48:48
Sorry for diverting V_V

BTW, with regards to the PSV thing, I sent the exact same save (without changing it) from my ps3 to my computer (in psv format) 3 times and when I checked the checksum, I got a different code each time.

I'd hand over the hex code for the checksums I got, but I doubt anyone would be able to do anything with it... v_v

Unless we know anyone that's trying to solve that particular mystery.

On a side note.
I'm trying to figure out that PSV workaround, but I don't seem to be getting anywhere.
I can't get the "fmcb" thing I need.
I wish there was another way of getting saves back to my ps3 V_V
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-12-03 01:59:05
some progress updates.. (pictures that are now old , and have been removed to save loading time)
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-12-14 13:07:07
Just a short progress update:
i have recently had to redo my desktop including my ~/ partition (i.e no settings saved). So progress has been slow going the past few days, i have a few things to fix before 1.7 comes out . some items are

the setting for where save0 is (the default value is not working correctly)
save0 has items touched (woops Bombing mission items are picked up)
some GUI related tweaks, will prolly make a whole new slot selection dialog. (i dont like its look)
and a few other minor things. (gui clean up , better tab settings, installer tweaking things like that)

on the haha thats funny side:
apparently Black Chocobo has won an "award" (for no reason they have provided) although it sounds like complete crap to me. they want to interview me and then put up some review. im about to tell them unless there is a cash prize i don't care, but i just wanted to share this funny story w/ you all.
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-12-15 17:10:39
Lost settings?
Damn, sorry to hear about that.
I wish for you, speed parallel to the winged shoes of hermes.

God speed, my friend ^.^
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-12-15 18:31:57
Lost settings?
Damn, sorry to hear about that.
I wish for you, speed parallel to the winged shoes of hermes.

God speed, my friend ^.^

its nothing lost, its just how the program finds where the save0 file is located. its an annoyance for those who don't want to manually set the location of this file (its in the black chocobo exe folder btw)
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: Cupcake on 2010-12-15 19:09:32
On a side note.
I'm trying to figure out that PSV workaround, but I don't seem to be getting anywhere.
I can't get the "fmcb" thing I need.
I wish there was another way of getting saves back to my ps3 V_V

That fmcb thing is a method of running PS2 Homebrew.  It does not require physically modding any hardware, just modding software on the memory card.

If you so desire, you can send your memory card to me, and I'll put FMCB and uLaunchELF on it.  This would probably be the easiest way for you to get it, because in order to install FMCB, you need to already have a way to run PS2 homebrew.  I already have FMCB set up on my PS2, so it's just a matter of hitting an install button to do it for yours.
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2010-12-15 22:29:15
Lost settings?
Damn, sorry to hear about that.
I wish for you, speed parallel to the winged shoes of hermes.

God speed, my friend ^.^

its nothing lost, its just how the program finds where the save0 file is located. its an annoyance for those who don't want to manually set the location of this file (its in the black chocobo exe file btw)

Oh I see now.
Nothing that would bug me too much.
(just downloaded new version) ^^;

On a side note.
I'm trying to figure out that PSV workaround, but I don't seem to be getting anywhere.
I can't get the "fmcb" thing I need.
I wish there was another way of getting saves back to my ps3 V_V

That fmcb thing is a method of running PS2 Homebrew.  It does not require physically modding any hardware, just modding software on the memory card.

If you so desire, you can send your memory card to me, and I'll put FMCB and uLaunchELF on it.  This would probably be the easiest way for you to get it, because in order to install FMCB, you need to already have a way to run PS2 homebrew.  I already have FMCB set up on my PS2, so it's just a matter of hitting an install button to do it for yours.

So I've been told.
That actually makes me VERY relieved for my hardware.
My game stations are the most important things to me, ever.
(though that may sound pathetic)
Next to my computers HDD of course. (and my DMG card) *drools*

I'd love to take you up on that offer...
(because knife-swapping my gameshark disk didn't work and I have no other options)
But you'd have to live in my city so we could meet up.
This is because I don't have the money to send anything anywhere.
I don't have a job, and my parents are as broke as I am.
(not to mention paranoid - wouldn't let me borrow the car to go to the post office to mail something that belongs to me, anyway)
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-12-16 12:39:48
Progress update, completed items.

New way to find save0 (that works, even with links)
Tweaked the Slot Selection Dialog (~15% smaller)
Enlarged Char Pictures on party tab to fill the space there better.
New Slot Selection Dialog Layout, its resizeable :) and detects empty slots. and the slot back ground will look like it does in game with your saves colors(not pictured here)
<pic removed see page 1>

edit: almost forgot, improved options dialog (also dynamicly resizeable)
<pic removed see page 1>

Starting to Apply Stylesheets to the program so it will look consistent across all platforms.

More Updates: the stylesheet is almost finished, on your computer it will look almost the same as mine (as in the screenshots).
i have also added a preview for the ingame dialogs,  (and yes the color sliders change color )
<pic removed see page 1>
Title: Black Chocobo - FF7 Save Game Editor V 1.7 preview
Post by: sithlord48 on 2010-12-24 16:22:41
Some Previews of the Gui in 1.7 i have basicly finished the theme for the program  have a look at what it will look like on your os.
<pic removed see page 1>
Check Back Later 1.7 will be out soon!
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: solok84 on 2010-12-29 20:25:37
So what's the likelyhood of .psv saving coming through anytime soon?
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: Covarr on 2010-12-29 20:28:44
Growing, given the newest (read: today) developments in the PS3 hacking scene. Signing anything such that the PS3 will recognize it as official, even saves, shouldn't be beyond reach for much longer.
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: solok84 on 2010-12-29 20:34:24
Awesome, I would really like to not have to go buy ancient hardware to make this happen :-)
Title: Re: [RELEASE v1.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2010-12-30 02:52:45
Version 1.7 is released  some new features include


when i can get the math needed to calculate the psv checksum i will allow for psv saving.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: solok84 on 2010-12-30 06:48:34
Sith it really is an amazing program, I even d/l'd the PC version just to test it out.  I'd just rather play on the PS3 :-)  So I'll continue to hope someone cracks it soon!
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2010-12-30 19:47:03
Wow! Awesome work! I really like this save file editor, and I hack one of my save file to see its purpose. Awesome again ^^
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: pyrozen on 2011-01-06 02:25:25
the new interface is absolutely stunning! epic work my friend, outside of PSN support,  im not sure what else can be done to make this any better. Maybe expansion into older FF titles perhaps....
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-01-06 12:03:39
the new interface is absolutely stunning!
thanks, i wanted to make it look consistent across platforms.

epic work my friend, outside of PSN support,  I'm not sure what else can be done to make this any better. Maybe expansion into older FF titles perhaps....
i have a few tweaks to do to the GUI they are mostly done already,(make it all re sizable, tweak some stuff that i noticed a bit to late), other then GUI stuff there is a ton of progression stuff to figure out, whole bunch of replays to incorporate. and a few things like setting world map locations, i would still like to add.PSN support looks like it might be coming sooner then i expected. once someone figures out that algorithm. I'm happy to see people are making leaps and bounds w/ the ps3.idk about supporting other FF Titles it would for sure need save maps and we have hyne already for ff8.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2011-01-06 19:36:42
the new interface is absolutely stunning! epic work my friend, outside of PSN support,  im not sure what else can be done to make this any better. Maybe expansion into older FF titles perhaps....

I'm hoping for a PSv save ability too ^.^
And expanding to older FF titles would be awesome.

I read that someone hacked the PS3 key.
But last time I posted a link to the news article, my post got trash-canned V_V

Next time you wish to post off-topic material please put it in the proper forum, not cluttering up someones thread.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-01-06 20:35:43
But last time I posted a link to the news article, my post got trash-canned V_V

It's because moderators dont like offtopic. And your link was obviously one. You didn't got any warning (probably the moderator was in a good mood :P ) but it just that you dont have to do it again. Friendly tip :)
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2011-01-07 16:22:25
Sorry, I don't like to break rules or be a general pain in the butt.

I just thought that sence this project was trying to make a PSV save ability, that the topic was connected.

I guess the mods didn't think it was connected enough V_V
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: Tenko Kuugen on 2011-01-10 12:32:11
Quick question
I know you can enable characters you don't have yet in the PHS.
But: can you disable them? I think I already posted once about characters being enabled in PHS without me actually enabling them when I edited other stuff. Situation is, I am near junon the first time and actually have access to vincent and cat sith and cid... which shouldn't be. When I try to disable them with BC, it doesn't work, they're still enabled.
Now, will this screw up my game? Will I get funny errors when meeting cat sith, cid or vincent?
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-01-10 12:36:06
the phs values have been seperated for a while. i have not tried to remove people from the pool . so i would get 1.7 and try it and report back.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: Tenko Kuugen on 2011-01-10 12:47:38
removing them worked fine.
I was still using 1.3 D:
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-01-10 21:37:22
awesome!

EDIT: some progress on 1.8...


if you can't wait for the new verion you can compile it from the source(link (http://blackchocobo.svn.sourceforge.net/viewvc/blackchocobo/trunk/?view=tar)), its really easy you need the qt sdk for your os. (link (http://qt.nokia.com/downloads)). just dl and install. use qtcreator to open Black Chocobo.pro. use the run button to build. you might need to run qmake if you have issues building it.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2011-01-13 19:08:11
Looks like I'll FINALLY ^^; be able to test this program to it's fullest.
I just got my MC back from an FMCB (as suggested in your ps3 work around) free installer.

Party Time !!!

 ;D
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-01-26 00:31:14
Request : Could you add the possibility of making the characters up to level 255? It would be helpful in some ways.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: Terid__K on 2011-01-29 09:58:29
Requesting non-installer version, please. I don't like to install tools when it's not necessary.

Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-01-31 01:55:09
Requesting non-installer version, please. I don't like to install tools when it's not necessary.

the installer is needed because the program comes w/ more then just an exe.(plus it insures that you have lzma compatible decompess for smallest download size). BC also requres a few things in the systems. and on windows it sets up a few things in the regestry. i have even put  menu entrys in so i would really like to know what is your problem with my installer?
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: Terid__K on 2011-01-31 08:15:43
It works just fine when I copy the folder somewhere else and then uninstall it. But if you say it's needed, I won't argue with you. You would know better after all.

Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: ultima espio on 2011-02-03 14:31:33
I've tried to use this with my psp saves, and it said something about it not having a checksum so it won't work. Is there any way to give it a checksum?
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-02-04 19:12:09
I've tried to use this with my psp saves, and it said something about it not having a checksum so it won't work. Is there any way to give it a checksum?

Quote from:  Black Chocobo User Guide
Tip: Vmp Files can be saved but the checksum is not updated. if your psp does not run custom firmware you prolly can't use the vmp files that are created untill the checksum is cracked.

Just like with the PS3 save game type (.psv) there the signing algurithum is unknown. im not a crypto expert so when its cracked and i can find (or am given) the math to sign these formats correctly it will be added. Untill then I'm sorry there is nothing i can do.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: ultima espio on 2011-02-04 21:43:11
It's ok, I found a way to bypass it...:P

Thanks anyway.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-02-11 23:29:29
covarr has found a bug in the way mcr files are saved. making used slots labled "empty" in game, this also under some cases can apply to psx or pc saves, i have since found and fixed the bug . and will be releasing 1.8 some time in the near future.

Current List of changes

for anyone who would like a preview i have compiled a new exe just dl this one and extract it to the folder you installed Black chocobo too.
DOWNLOAD THE 1.8 ALPHA EXE (http://dopplereffect.shacknet.nu/Black_Chocobo.7z)
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2011-02-12 00:28:37
Requesting non-installer version, please. I don't like to install tools when it's not necessary.

the installer is needed because the program comes w/ more then just an exe.(plus it insures that you have lzma compatible decompess for smallest download size). BC also requres a few things in the systems. and on windows it sets up a few things in the regestry. i have even put  menu entrys in so i would really like to know what is your problem with my installer?

None installer versions are always preferred, and windows registry certainly doesn't need to be used.  It is a preference.  Personally I can't stand installing things and always download portable apps.  All the programs I have made use ini.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-02-12 02:07:41
Requesting non-installer version, please. I don't like to install tools when it's not necessary.

the installer is needed because the program comes w/ more then just an exe.(plus it insures that you have lzma compatible decompess for smallest download size). BC also requres a few things in the systems. and on windows it sets up a few things in the regestry. i have even put  menu entrys in so i would really like to know what is your problem with my installer?

None installer versions are always preferred, and windows registry certainly doesn't need to be used.  It is a preference.  Personally I can't stand installing things and always download portable apps.  All the programs I have made use ini.

How the settings are saved differs depending on what os your running  black chocobo on. for example on a linux machine it will create a config file , on mac os it sets values in the info.plist. it uses the registry on windows cause its the os's perfered method of saving settings not because i explicitly tell it to. The reason i made an installer is simply because the end user can't be trusted to do things correctly,its the sad truth.

if you really hate the installer your gonna love the fact that its just an nsis script, and like every other nsis script you can just use a program that understans lzma compression to extract the files inside with out installing anything (i would use 7zip on windows).
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2011-02-12 17:19:37
I'm quite happy with the way this program is.
I know having things clutter up the registry can be annoying, but sometimes it can't be helped.
After all, you can always go into the registry and delete the key folder later.
Though I'd recommend making sure that you're deleting the right one. (or ones)

I have a game that puts it's SAVE files in the registry.
Imagine how annoying THAT was to find out.

BTW "sithlord48" ...
You said on windows, to use 7zip.
Would winrar work too?
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-02-12 17:21:22
BTW "sithlord48" ...
You said on windows, to use 7zip.
Would winrar work too?

i don't know since i don't use winrar.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2011-02-12 17:26:35
BTW "sithlord48" ...
You said on windows, to use 7zip.
Would winrar work too?

i don't know since i don't use winrar.

Nope, not my version anyway. (I tried it)
I'll just install black chocobo.
I'd hate to install a program (7zip) just so I wouldn't have to install another.

BTW, thx for that alpha exe ^.^

EDIT: Maybe you can clear up some confusion I have.
Your program says I have Yuffie and Cid already.
Yet I know for a fact that I don't.
Heck I just got to ChocoBill's Farm.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-02-24 13:39:52
If it shows them in PHS Avalible list thats normal. its how the game sets who can be in the phs pool. If its in the Visible List that might be a small problem as thats sets who we see in the PHS.

when it comes to 1.8 any requests or other bugs anyone has found that need fixing? (try in the alpha to find them if possible) , i've been busy w/ other things so i have not had much time to work on BC lately. sorry for the delay in 1.8's release.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2011-02-24 17:55:39
Actually I was talking about the first tab "Party"

When it says: "Click On A Char To Edit" ===========>
And then below it has pictures of your current characters.

It had Yuffie and Cid's pictures in the box before I got them.

And I am using your EXE-alpha release.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-02-24 18:50:53
Actually I was talking about the first tab "Party"

When it says: "Click On A Char To Edit" ===========>
And then below it has pictures of your current characters.

It had Yuffie and Cid's pictures in the box before I got them.

And I am using your EXE-alpha release.

oh yea don't worry about that, they all have stats at the start of the game, the only reason that you can't see vincent and cait, is because you not in debug mode, i have no intent of removing the chars from the selection side.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2011-02-25 16:08:54
OK, thx for explaining that.

I was hoping that it wasn't a bug that would cause them to suddenly show up in the PHS (before I actually get them) if I saved a change and then started the game from there.

But if that's just how the game does it,
then I feel better.
THX ^.^

EDIT:
Man this program just saved my butt.
I screwed up on the date sequence affection values,
and didn't notice till I had gotten the buggy.
As a warning, you HAVE to get Yuffie BEFORE listening to the old guy at fort condor and agreeing to help them, or Yuffie won't get the 4 points for those 2 options. Sure that leaves you without a save point (after the midgar zolem) before you DO find her, but it's the way you have to play apparently.

THX again for making this program.
IT ROCKS !!!
Title: 1 Year later.
Post by: sithlord48 on 2011-04-01 17:48:03
Its been A whole year since the first version of  black chocobo was released. I must say it's come a long way. just want to say thanks everyone for using it and.....SOON there will be a proper 1.8 release.


NOW IS THE TIME FOR USERS SUGGESTSIONS... so if you have any suggestions / comments/ bugs to report (from the 1.8-alpha) now is the time you to let me know about them. its always a motivator for me to get back to my black chocobo work.


Title: Re: 1 Year later.
Post by: Covarr on 2011-04-01 17:53:10
NOW IS THE TIME FOR USERS SUGGESTSIONS..
How about Final Fantasy VI support? (http://www.zophar.net/utilities/snescheat/final-fantasy-6-3-us-sram-editor.html)
Title: Re: 1 Year later.
Post by: Aeris on 2011-04-01 19:31:03
NOW IS THE TIME FOR USERS SUGGESTSIONS...

how about what i said before? D: a way to edit young cloud & or sephiroth, with an "Add All" Section added for item and materias. just sayin :p
Title: Re: 1 Year later.
Post by: sithlord48 on 2011-04-01 20:06:49
how about what i said before? D: a way to edit young cloud & or sephiroth, with an "Add All" Section added for item and materias. just sayin :p

well you can do that easily , just not so stright foward,

1. open BC.
2. select New Game
3. put in debug mode.
4. click on sephiroth , then use the "Export Char" feature
5. do again for y.cloud
6. import those chars to your saves. cait/vincent slot

the main reason this is not easy to do is it can create some issues if you do this (so i can't assure you its gonna always work correctly)

here you go the .char files need for young cloud and sephiroth are in this here archive. just remember to click on the char you want to replace BEFORE importing the .char file

edit:[link removed-old]
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: Apocalypse84 on 2011-04-02 12:31:34
Hello everyone!
First, thanks for this fantastic program.
I want to inform you about a bug I found: when I tested it, I edited the count of the number of the battles and when I went to talk with the man in the cave that inform you about battles' number, the dialog box takes some second before it appeared and the character wasn't able to move during these seconds (if it can interest you, I edited it around 32.767 to experiment Chocobo Breeding exploit). I tested it in PSX version.
Finally I was wondering if it could be possible to create an option to repeat the battles against the 2 Weapons (Emerald and Ruby), or a system like you made with "Turtle's Paradise Flyers" or "Materia Caves", selecting or not if you have already beaten the 2 monsters.
Thanks in advance and congratulations again for your work!
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-04-02 13:24:14
Hello everyone!
First, thanks for this fantastic program.
Your welcome
I want to inform you about a bug I found: when I tested it, I edited the count of the number of the battles and when I went to talk with the man in the cave that inform you about battles' number, the dialog box takes some second before it appeared and the character wasn't able to move during these seconds (if it can interest you, I edited it around 32.767 to experiment Chocobo Breeding exploit). I tested it in PSX version.

Intresting, i bet this would happen if you really had played that many battles. I have noticed a lot of small unintended bugs when you put really large numbers places they should not be. (in a full played game FF7 , its hard to even reach 9999 battles..) 4732 is the battle count from my almost perfect legit save (psx save slot 15 in samples). this file is 100% legit from my psx memcard. i have spent lots of battles turning things in to sources so this game has more then normal number of battles in it

Finally I was wondering if it could be possible to create an option to repeat the battles against the 2 Weapons (Emerald and Ruby), or a system like you made with "Turtle's Paradise Flyers" or "Materia Caves", selecting or not if you have already beaten the 2 monsters.
Thanks in advance and congratulations again for your work!
eventually that will be possible , the problem is that there are about 1000 bytes that are still unknown . and some of them need to be set perfectly to make those happen, i have not looked in to this at all since i have been (very slowly) working my way foward in the game to watch the way the file changes, as an example bombing mission has about half a dozen bytes that need to be set correctly . so its a slow process.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: Apocalypse84 on 2011-04-02 17:41:24
Thanks for your reply.

Quote
Intresting, i bet this would happen if you really had played that many battles. I have noticed a lot of small unintended bugs when you put really large numbers places they should not be. (in a full played game FF7 , its hard to even reach 9999 battles..) 4732 is the battle count from my almost perfect legit save (psx save slot 15 in samples). this file is 100% legit from my psx memcard. i have spent lots of battles turning things in to sources so this game has more then normal nu
If I understood correctly this mean that it is due to the fact that I didn't really play them, isn't it? Well, since I read in a guide that you need this number of battle for making a fast Chocobo Breeding obtaining the Gold Chocobo in few minutes I thought to use your program to test it, even though it can be in any case done without these number of battles, even though it takes more minutes (30 minutes). Anyway do you think it can be fixed or it will remain so?

Quote
eventually that will be possible , the problem is that there are about 1000 bytes that are still unknown . and some of them need to be set perfectly to make those happen, i have not looked in to this at all since i have been (very slowly) working my way foward in the game to watch the way the file changes, as an example bombing mission has about half a dozen bytes that need to be set correctly . so its a slow process.
I understood. I have no knowledge of these things, but I guess it's a difficult thing to do.
However, as the previous question, do you have plan to add this thing in future releases?

Finally, I found a thing that I don't know if it's a really a bug: in the equipment tab of the characters, when you add/remove materia, is it normal that the character's states like HP and MP don't change or this thing happen only in the program and then when you load the state they instead changed?
I know that I'm meticolous, but I think that your program is really fantastic, so if it can be improved I'm really glad.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-04-02 17:53:49
Thanks for your reply.
If I understood correctly this mean that it is due to the fact that I didn't really play them, isn't it? Well, since I read in a guide that you need this number of battle for making a fast Chocobo Breeding obtaining the Gold Chocobo in few minutes I thought to use your program to test it, even though it can be in any case done without these number of battles, even though it takes more minutes (30 minutes). Anyway do you think it can be fixed or it will remain so?
I understood. I have no knowledge of these things, but I guess it's a difficult thing to do.
However, as the previous question, do you have plan to add this thing in future releases?

no what i mean is the game was not made to really ever have that many battles fought. its prolly just a bug in the game it self (beleave it or not their are quite a few of them).

Finally, I found a thing that I don't know if it's a really a bug: in the equipment tab of the characters, when you add/remove materia, is it normal that the character's states like HP and MP don't change or this thing happen only in the program and then when you load the state they instead changed?
I know that I'm meticolous, but I think that your program is really fantastic, so if it can be improved I'm really glad.
Yes, this is normal the hp/mp that you see as the chars main hp/mp is calculated by the game based on your base hp/mp (in the stats area) and any equipment or materia you have that may also modify it since this value is not really "read" by the game i dont bother to calculate it in the program, also im not 100% sure how the math is really done. (i hope you find this to be an acceptable answer)
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: sl1982 on 2011-04-02 19:05:29
I believe Terrence Ferguson has a whole FF7 mechanics thing somewhere if you wanted to figure out what the real HP/MP should be.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-04-02 22:02:55
About the number of battles, I believe you meant more than 45 seconds before the box appears. In fact, at 32 767 fights, the game takes a lot of time to load; however, at 32 768 fights, it opens immediately. Here's a demonstration. P.S.: That person, KartSeven, didn't cheat to get that number of fights and he fought them all. I am one of the persons who can assume it. He stayed for exactly 507 hours and 32 minutes in the 1st reactor levelling up to level 99 (while streaming this all!) and had all his characters at level 99 before the temple of the Ancients. Don't doubt that video, that is an incontestable proof of one of the many glitches in the game.

http://www.youtube.com/watch?v=5Dx8NeuM6T0

You MAY NOT post your thoughts here, but by PMing me or starting another topic.
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-04-02 22:10:23
thank you vgr255 for the post...


I'm compiling 1.8 and getting it packed up so stay tuned. for the release will be later today
Title: Re: [RELEASE v1.7]: Black Chocobo - FF7 Save Game Editor
Post by: yarLson on 2011-04-03 00:06:37
great work! BC 1.7 has been a great help for me. Thanks :D
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-04-03 01:24:45
One Year After the first Version of Black Chocobo was Released . the Newest version is finished and you can now download it with new features ther might be more but these are the ones worth noting
Download For your Os (http://sourceforge.net/projects/blackchocobo/)
Title: Re: 1 Year later.
Post by: Aeris on 2011-04-03 11:48:04
well you can do that easily , just not so stright foward,

1. open BC.
2. select New Game
3. put in debug mode.
4. click on sephiroth , then use the "Export Char" feature
5. do again for y.cloud
6. import those chars to your saves. cait/vincent slot

the main reason this is not easy to do is it can create some issues if you do this (so i can't assure you its gonna always work correctly)

here you go the .char files need for young cloud and sephiroth are in this here archive. just remember to click on the char you want to replace BEFORE importing the .char file

http://dopplereffect.shacknet.nu/chars.zip

oh sith thank you much! now i can get back to my ebil evilness ;D
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Apocalypse84 on 2011-04-03 13:19:36
Thanks for the new release!
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Aeris on 2011-04-04 21:11:28
Well'p, i seem to be all sorts of Broken today, but Sith i may have found a problem with BC for 1.7 (need to redownload and get 1.8 as it may not exist in that version, i'll do that now.)


i've been editing my initial data for awhile and changing things making a few saves and what not and have recently stumbled across something. in Slot 1 it has the original Initial Data that the game came with, and i can modify it fine with BC no problems. however, (and this is the only time ive had an issue with BC at this point) i changed the initial data around to give everyone except a few people 4-2 and 4-3 Limits and saved in the #1 Reactor. i opened up BC and i can edit Slot 1 -fine-, however if i try and edit Slot 2 (the recent save at the #1 Reactor) BC Freezes up and crashes and wont load the save. not entirely sure what could cause this but thought it should be brought to your attention. i'm going to download 1.8 and see if i still have this issue or not.

will edit post when i've installed 1.8 :D

Edit: 1.8 Installed, same issue happening. can edit slot 1 in save00 just fine but not slot 2 :/
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-04-04 21:23:45
please email me your save, its possible its broken somewhere. i would like to check it and see if i can recreate your issues, and also manually check the file to be sure that slot2 is not somehow courpted

NOTE: this issue is related to a modified kernel being used.. how ever because of it i did find two bugs.. and have a log for the new version below..
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-04-05 00:42:03
Well as a result of that above testing i found a bug and added the first bit of progress for the next version

New: Detecting the use of placeholder materia if you are modding and remove the ap cap so you can set it
Fixed: unsetting of the bombing mission box
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Orgon on 2011-04-05 00:59:54
I'm currently using the ePSXe emulator. I can't figure out how to transfer the save game file from Black Chocobo to my emulator. Any help would be greatly appreciated.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-04-05 01:01:40
You can use this prog (http://aladore3viii4.free.fr/files/FF8/PSXMemTool_1.19b.zip) to convert.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Orgon on 2011-04-05 01:15:02
It keeps saying the program can't start because PBVM60.dll is missing from my computer. Try reinstalling the program to fix this problem. 3 times now, I have gotten this message.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-04-05 01:18:26
There is a Readme included. This serves a purpose...

Edit : But in case you're a lazy @$$ :

After installing the game, put the files:
pbdwe60.dll
pbvm60.dll
in the PSXMemtool installed folder
C:\Program Files\PSXMemTool

(It may be something else)

If it still doesn't work, put them into the system32 directory.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Orgon on 2011-04-05 02:26:31

I can't seem to figure this program out. I guess i'm technologically challenged.

There is a Readme included. This serves a purpose...

Edit : But in case you're a lazy @$$ :

After installing the game, put the files:
pbdwe60.dll
pbvm60.dll
in the PSXMemtool installed folder
C:\Program Files\PSXMemTool

(It may be something else)

If it still doesn't work, put them into the system32 directory.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-04-05 10:34:23
What's going wrong?
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-04-05 12:04:21
open your mcr or mcd file that your emulator makes, in black chocobo then use file->Export to Mcr file, then place back in your memcard folder. you no longer need psx2mcr or anything like that (bc will even convert non ff7 saves to psx if you so desire)
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Orgon on 2011-04-05 15:25:51
Apparently, my ePsxe doesn't have a memory card folder and i don't know where to find it. I've searched everywhere. And now it's pointless because when i try to run the CDRom to play ffvii, i get an *Error Loading [plugins\] message. I'm not sure why because i haven't changed anything and it was working fine, earlier. I really wanted to use this awesome looking save editor, too!  :x
What's going wrong?
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-04-05 15:53:43
have you looked in the programs folder iirc that is the default location.. something like umm idk

C:\Program Files\Epsxe\memcards
Remember to search first. (http://tinyurl.com/43dyczfl)

btw you can (once you find it) set it as the default mcr/mcd load/save path in the opitons of black chocobo.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Orgon on 2011-04-05 16:09:24
have you looked in the programs folder iirc that is the default location.. something like umm idk

C:\Program Files\Epsxe\memcards
Remember to search first. (http://tinyurl.com/43dyczfl)

btw you can (once you find it) set it as the default mcr/mcd load/save path in the opitons of black chocobo.

Epsxe doesn't seem to have a program file.  :-\ Not listed under program files, anyways. I got my Epsxe working again, by the way. I think the only problem i have now is getting the save from black chocobo to epsxe. Everything i try shuts down black chocobo.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-04-05 16:12:50
Epsxe doesn't seem to have a program file.  :-\ Not listed under program files, anyways. I got my Epsxe working again, by the way. I think the only problem i have now is getting the save from black chocobo to epsxe. Everything i try shuts down black chocobo.

they should be .mcr or mcd files you are going to open then save as  (a new name).

you can send me a link to your memcard if you thinks its a program flaw and i will lookin to it.

also if your not using it get version 1.8 of black chocobo
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Orgon on 2011-04-05 17:27:40
Finally figured it out. Sorry, i'm a bit on the retarded side sometimes. Thanks for the fabulous program!
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Armorvil on 2011-04-06 08:41:07
Version 1.8 is amazing, great work !

Still, I just noticed a problem when altering the game time. I wanted to put 99:59:59 as a game time to check if the Time Damage formula could deal more than 9959 or 9999 points of damage, with the 9999 limit off. Problem is, in game, it saved the time as 59:59:59... ...My guess is, since the minutes and seconds are capped at 59, maybe the hours in Black Choco are capped at 59 too.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-04-06 12:08:37
Version 1.8 is amazing, great work !

Still, I just noticed a problem when altering the game time. I wanted to put 99:59:59 as a game time to check if the Time Damage formula could deal more than 9959 or 9999 points of damage, with the 9999 limit off. Problem is, in game, it saved the time as 59:59:59... ...My guess is, since the minutes and seconds are capped at 59, maybe the hours in Black Choco are capped at 59 too.

i'll have to double check that as im rather sure it should be saving as what ever the "real" number of hours is ,like my one save w/ over 200hr of play time. its just in game it drops over 99, as we ll know.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Armorvil on 2011-04-06 19:11:04
Never mind, Sithlord : I tried again, and it works now. I'm really sorry about that, I have no clue how I managed to make it not work (be it my brain in the morning, or my clumsy fingers not aiming at the 9 correctly...), though.

As for the info I wanted, yeah, even though the in-game clock stops at 99:59:59, the time damage formula checks the time past the 100th hour :) (my characters were dealing 10,001 damage with their initial weapons).
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-04-06 19:33:45
there is ONE place were you can't go above 99hours. and this only applys to saving as a psx or mcr type file. the preview (as seen in memcard managers or the psx memcard viewer)

now might be a good time to note the time gets saves as number of seconds.

Code: (used when making a psx header, to "fix" times over 99h for previews i=current slot) [Select]
   if((ff7.slot[i].time/3600)>99){ff7.hf[i].sl_header[27]=0x58;ff7.hf[i].sl_header[29]=0x58;}
            else
            {
                ff7.hf[i].sl_header[27] = ((ff7.slot[i].time/3600)/10)+0x4F;
                ff7.hf[i].sl_header[29] = ((ff7.slot[i].time/3600)%10)+0x4F;
            }
            ff7.hf[i].sl_header[33] = ((ff7.slot[i].time/60%60)/10)+0x4F;
            ff7.hf[i].sl_header[35] = ((ff7.slot[i].time/60%60)%10)+0x4F;

Otherwise when u change the time's different boxes,
Code: (used when you change the  spinbox's for the time parts s=current slot) [Select]
void MainWindow::on_sb_time_hour_valueChanged(int value)
{
    if(!load){ff7.slot[s].time = ((value*3600) + (ui->sb_time_min->value()*60) + (ui->sb_time_sec->value())); ff7.slot[s].desc.time = ff7.slot[s].time;}
}

void MainWindow::on_sb_time_min_valueChanged(int value)
{
    if(!load){ff7.slot[s].time = ( (ui->sb_time_hour->value()*3600) + ((value*60)) + (ui->sb_time_sec->value()) );ff7.slot[s].desc.time = ff7.slot[s].time; }
}

void MainWindow::on_sb_time_sec_valueChanged(int value)
{
    if(!load){ff7.slot[s].time = ((value*3600) + (ui->sb_time_min->value()*60) + (value)); ff7.slot[s].desc.time = ff7.slot[s].time;}
}
then when you save its just writes a big "block" of data that is your savefile all at once.
Title: Re: Final Fantasy VII Remix - A compilation of FF7 Mods [1.0-2.5.1]
Post by: Jagmetal on 2011-04-17 22:15:00
After installing ff7 remix i tryed editing one of my saves with black chocobo save editor. When i load the save no changes happen someone help me out haha
Title: Re: Re: Final Fantasy VII Remix - A compilation of FF7 Mods [1.0-2.5.1]
Post by: DarkFang on 2011-04-17 22:17:59
After installing ff7 remix i tryed editing one of my saves with black chocobo save editor. When i load the save no changes happen someone help me out haha
This should go in the Black Chocobo thread.

Did you save the edited save file?
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-04-18 03:18:31

Change Log for 1.9

Nothing Super Cool Yet, well the psx icons look nice (see Hyne as i use the same icon class in BC now). also added the other "standard" mc filetypes (i might add support for the non standards like gme and vgs, undecided about this atm)

Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: DarkFang on 2011-04-18 21:48:29
Suggestion: Add materia descriptions under the equipment tab.

And why is the max HP and MP 32767 or something like that? Is it possible to have 99999 or even 65535 HP or MP?
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-04-18 21:50:42
No. The maximum the game allow, is 32 767, on both PC and PSX versions.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-04-18 23:36:08
Suggestion: Add materia descriptions under the equipment tab.

the main problem w/ that is the lack of space in the equipment tab. i've thought about doing something to make the materia section there more like in the materia tab.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Jagmetal on 2011-04-21 04:50:28
Yes i did still no changes in game. When open the save file with the any editor i can see the changes but not ingame =/
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-04-21 12:11:11
Yes i did still no changes in game. When open the save file with the any editor i can see the changes but not ingame =/

what did you change, some of the changes, your not going to see like HP/MP and most status changes as the numbers are "base" numbers that are used to calculate the number used in game.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: T D on 2011-04-30 20:18:23
Great program! Small error though, Titan masters at 70k AP in the program but it seems to be 80k AP in-game.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-05-01 04:44:37
Great program! Small error though, Titan masters at 70k AP in the program but it seems to be 80k AP in-game.
thanks, and thanks for the report (its now fixed).

some more progress updates :

Fixed: Now all strings can be translated.
Fixed: Delete slot now also cleans slot header data.
Fixed:Titan And Ramuh's Ap Requirements For Levels were Switched

Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: FF74Jim on 2011-05-06 08:40:10
Hi all

Returning to FF7 after quite a break. I love it and the mods keep getting better and better.

So for fun I'm messing about with the black chocobo editor however I'm having problems with the levels and HP and MP values. Everything else works and sticks however if I change the level, HP or MP values it doesn't change. Tried the absolute max of 32767 on both and 9999/999 on both.

Running PC version, Windows 7 32bit HP, w/ Patch 1.02, Aali's custom driver (latest version with the 9999LB set to Yes), Team avalanche overhaul, PRP models and FF7Music. Running black chocobo as admin and xp compatibility (as with the game).

What am I doing wrong?
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-05-06 10:36:13
new_mp_limit = 32767
new_hp_limit = 32767

Add these lines in Aali's driver configuration
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: FF74Jim on 2011-05-06 16:21:21
Thanks Vgr.

Added those two lines and FF7Music threw up an access violation 00000000 at read 000000000. I changed both numbers to 30000 and it works.

The problem now is when I load the save either the HP or MP drops to 10. Wth is going on?
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-05-06 16:49:27
You lauched FF7Config.exe after applying the changes? Post your ff7config.cfg here please. If you have any HP Pluses, this is normal. De-equip any of them please.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: FF74Jim on 2011-05-06 18:31:29
No didn't touch FF7Config.exe after applying the changes. By FF7Config.cfg I take it you mean the ff7_opengl.cfg? Here it is:

EDIT - Sorry, just changed the numbers to 32767, ran FF7Config.exe and used black_chocobo and it worked. I obviously missed the need to run the config again after adding those lines.

EDIT 2 - Happened again. When it worked I hadn't edited the equipment tab or my level. When I changed my level to 99 and put max exp in, added some nice equipment it did the same thing again. HP at 2466 and MP at 10.

Materia I added:

Ultima Weapon
Final attack + Phoenix, HP absorb + master summon, Master Magic + All, Counter (blue) + Double Slash

Mystile
W-Item, W-Summon, W-Magic, Master Command, MP absorb + Double Slash.

Ribbon

Save is at the first save point in the game if that makes a difference.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-05-07 18:04:06
Well, these materias gets to up/down some stats, so you may want to decrease your max HP/MP
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-05-08 12:30:44
level , hp and mp are saved in your savegame however  , changing those values, don't really do anything as they are calcluated by the game while ur playing, if you want to change them you should change, the amount of Exp you have or you base hp/mp . those values are what control your level( exp only ) and hp /mp (base hp/mp + stats +- materia/equpitment modifiers = useable hp/mp).
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: FF74Jim on 2011-05-08 13:09:44
Yeah I can't seem to get my head around the calculation for the HP now for some reason. I have MP at 32766 (close enough). The only modifiers on the materia there are -10% for HP. I am trying to find a balance by adding a HP Plus mastered materia but I can't seem to find a value that will bring it close to 32767 without it breaking to 10 again.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-05-08 13:18:13
it can be a bit tricky to get them to an exact value.

quick progress update strings translate for item/materia names (below in french) :D

<OLD LINKS REMOVED>

the translation is not finished, but at least now every string in the program can be translated (not just most).

once again if anyone wants to make a translation for their language just send me a PM you only need to install QtLingist  (and its free <lgpl>) and get the most recent .ts file for english (when you first open it in qtlingist you will be asked what language your translation is for). i would like to see translations at very least for the languages that FF7 is in natively.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Thristle on 2011-05-09 23:38:19
Hey, I'm a new kid on the block, and I was wondering how to get this program to work with psxfin? It doesn't recognize the saves, nor the quicksaves. So I gave up with that and tried to build a save from scratch, only to realize that the export file formats are also non-compatible... Is there something that I am missing? Or is the program just not compatible with psxfin?
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-05-10 22:34:16
Hey, I'm a new kid on the block, and I was wondering how to get this program to work with psxfin? It doesn't recognize the saves, nor the quicksaves. So I gave up with that and tried to build a save from scratch, only to realize that the export file formats are also non-compatible... Is there something that I am missing? Or is the program just not compatible with psxfin?

Black chocobo does not work w/ quicksaves. as for you memory card it you change its extention to .mcr or .mcd from the .bin that psxfin uses as default you should be able to open the card in black chocobo. ( also psxfin can mcr/mcd files directly.) when 1.9 comes out it will have support for more of the funny extentions that emulators use most are the same exactly file format w/ just a different extention so they have been added, i will add psxfin's .bin ext to the list.

edit:Bin has been added as an import /export format (as long as its 128kb)
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-05-17 02:09:42
Some New Progress:  ;)
also added *.mci to the list of MC saves (forgot that one eariler).

Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Ariastrasz on 2011-05-17 02:17:00
@Sithlord  Can I just say you have an amazing editor for FFVII on the go?  It is easily the best one I've found.  I realize you built on Jenova and have improved the features significantly.  I just want to say thank you because now I can edit my psx saves directly instead of having to use two programs to change between formats.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Thristle on 2011-05-17 05:53:36
Black chocobo does not work w/ quicksaves. as for you memory card it you change its extention to .mcr or .mcd from the .bin that psxfin uses as default you should be able to open the card in black chocobo. ( also psxfin can mcr/mcd files directly.) when 1.9 comes out it will have support for more of the funny extentions that emulators use most are the same exactly file format w/ just a different extention so they have been added, i will add psxfin's .bin ext to the list.

edit:Bin has been added as an import /export format (as long as its 128kb)
Woooww!! Thank you, thank you, thank you!! :-D

<3
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-05-17 12:09:22
@Ariastraz. Your welcome, but there is more to come from BC in the future. eventually i will get back to adding new stuff found in the save map.currently we are able to edit abount 70% of the map, my goal is 100% but it might be a bit shy of that as some of the data in the save map is not used. Also eventually i would like to be able to write back to the ps3/psp with out having to use anything other then a usb/mem stick.

@Thristle. :) Your welcome. adding it was really easy, like i said above, it's the same format.


Any other suggestions/ or bugs found let me know, i'll fix them
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Ariastrasz on 2011-05-17 15:27:28
@Sithlord Well you're doing a heck of a job with this editor I don't mind telling you.
My question to you is, what is left that you havent already covered? I think I've edited
just about every aspect of my save file, including chocobo stats previously not included
in other editors..  I did notice however a button for "Personality" that didn't respond to
clicks.  Is that the direction you're heading with it?  Color me intrigued.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-05-17 16:56:57
well there is a lot of unknown bytes in the save map.  somethings like the personality of chocobos im just don't know what they do.(if anything) i can read them but idk what setting them does... there is a lot to find out in terms of how the progression varible(s) work. they will allow for more replays. and even reseting your game to a certian event and playing from that point. some examples of things i know about that i have not  implmented are locations on the world map for your char/ buggy / chocobo/ highwind/weapon. take a look at the save map (http://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=Savemap) you will see lots of yellow and red entries. most of them need to be implimented an tested. looking at this will prolly give you a better overview then me tring to explain it .
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Ariastrasz on 2011-05-17 17:36:36
Do you have people testing these for you? Or do you do all the testing yourself?
I would volunteer to help test if you need someone in that capacity.

Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-05-17 18:29:28
i have a few people who (have in the past) helped me test but its main just myself and eslava (when he's not in classes) doing the bulk of the testing.. if you intrested in testing please PM w/ some contact info some kind of IM is perfered along with your OS info(so i can build u a copy of the svn code). any other stuff that i should know like what ur playing the game on , etc.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Thristle on 2011-05-17 21:42:04
So, I (being a n00b) came across more problems.. :-o

(This is the PSX version)


Sorry if I'm asking for too much / being annoying  :oops:
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Ariastrasz on 2011-05-17 21:48:45
[
Quote
How do you get the 32,767 HP/MP to "stick" in-game? The most I can do is the 9,999HP/999MP limit, and if it's too high, then it retracts to 10HP/1MP (I think). I'm extremely new to this.. but I know you would need to edit the image file to change the limit, yet I'm not exact sure how to do it using CDMage, since it won't let me change anything.


Now I may be wrong about this.  But I'm pretty sure you are never going to get anything above the limits of 9999/999 for HP/MP respectively to stick.  The limits are set as such by the game itself and the only conceivable way that I can think of to MAKE them stick would be to use some kind of trainer program like Gentrain or Cheat Engine.  Otherwise you're stuck.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-05-17 22:27:38
You ARE wrong... You need either Aali's driver or YAMP patch.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Ariastrasz on 2011-05-17 22:52:07
Sorry but I was thinking purely about the psx version, my bad.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-05-17 22:53:10
A patch does exist for the PSX version too, with a limit at 32 000
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Thristle on 2011-05-18 02:24:37
A patch does exist for the PSX version too, with a limit at 32 000
Could you tell me what program I should search for, please?
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-05-18 21:58:36
ARM's break damage limit psx version patch... but... I save you trouble http://www.megaupload.com/?d=RDCB11VZ
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Armorvil on 2011-05-19 13:17:35
You guys are really going off topic here, but I thought I'd mention that ARMs' PSX 9999 Limit Break patch doesn't break the HP/MP limit. However, it does break the damage limit and Transformed-Vincent's HP. And it also removes the fury effect of the 7777 trick.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-05-29 15:07:53
Title: Black Chocobo - v 1.9 preview...
Post by: sithlord48 on 2011-05-29 16:58:29
For anyone intrested i have compiled a little preview for you all to check out of what will be 1.9 eventually. it requires that you have Black Chocobo installed and only contains the windows version of the exe.

After you download it you have to un archive it and copy the files directly to the place you installed Black Chocobo (C:\program files\Black Chocobo\ = defaut) you might want to back up your previous exe just incase.

This is a preview there may be bugs, i have changed a lot of the internal stuff. so feel free to have fun messing with files. if anyone finds any bugs just let me know and ill do my best to iron them out before 1.9 is released.

Besure to view the Change Log (https://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=Change_Log#Change_Log_for_WIP) Before you Download(Removed)



updated link to a 1.8.8-r2 version (eslava found some bugs,i fixed.)
bugs fixed
coaster high scores were never updated
checkboxes for "unlocked chars" was not reseting correctly
new equiptment materia managing area was not reseting on slot change correctly.
and perhaps one or two other small bugs.

In other BC news i made a fancy kdialog version of the install script for linux. people runnining kde (others need kdialog and kdesudo) like myself can now install by clicking on the "install-kde.sh"  file all others can still use the "install-cli.sh" script,and gnome uses don't worry for you (and other de's) i plan to make a zenity version of the same installer so you can use gksu and zenity to install, as a default i might replace teh cli script w/ a xmessage version of the script as that should be on any machine w/ an X server.

More updates:

Created a ppa repository (http://launchpad.net/~sithlord48/+archive/ff7) for debian/ubuntu based linux users.
New: Toggle Field help
New: Toggle Battle Target Labels
Fixed: mp cost for shiva was wrong. a few spells did not have a space between their name and mp cost.
Updated: each bit of "tut_sub" can be twiddled (under test data )
Updated:Spanish Translation (eslava mostly but i did some too)
Fixed: Source Tree Cleaned has been cleaned up and removed un nessessary files

Some More Progress updates
New: Toggle Ruby/Emerald On the World Map (also depends on your main progress var )
Fixed: some annyoing bugs in the materia stuff it affected  both party materia and char materia , and a few other bugs that i stumbled apon while playing around.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: armedcor on 2011-06-07 17:19:12
Maybe I'm totally missing something here but is there a way to use BC to do a full level up? I manually changed some levels when I was messing around but it doesn't seem to change any other states like HP/MP.

Really sorry If I'm asking a stupid question :)
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-06-07 17:34:16
thats done by the kernel when you level.  if you want to add some stats to level  your char then you will have to manually add them or set you exp to a point where you need only a few to level. add your "next" to your exp and then subtract a few so you "naturally level" after you next battle. that will make your stats go up. 

You can of course change your base stats (by a few points each ) to simulate a level. but its best prolly to do as described above
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: armedcor on 2011-06-07 17:44:41
Thanks very much  :)
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Einder on 2011-06-08 21:11:38
I'm new to the forum, and since the topic isn't closed, I thought this would be a good place for me to post this.

I downloaded Black Chocobo to edit a FF7 PC save game (why else?) and now when I'm at calm and go into the flashback sequence right after leaving midgar, The game keeps glitching out during the Sephiroth and Y.Cloud battle against the Dragon. It starts to load the battle and the crashes. This of course is using Black Chocobo v1.8. I'm running Win XP not that I think it makes much of a difference. All I've used the editor for is to up items I've run across to 99 and to max out my gil. If need be I will upload the file so someone else can try and get past it or you can see exactly what I'm talking about with the glitch. All help is much appreciated.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-06-08 21:21:51
I'm new to the forum, and since the topic isn't closed, I thought this would be a good place for me to post this.

I downloaded Black Chocobo to edit a FF7 PC save game (why else?) and now when I'm at calm and go into the flashback sequence right after leaving midgar, The game keeps glitching out during the Sephiroth and Y.Cloud battle against the Dragon. It starts to load the battle and the crashes. This of course is using Black Chocobo v1.8. I'm running Win XP not that I think it makes much of a difference. All I've used the editor for is to up items I've run across to 99 and to max out my gil. If need be I will upload the file so someone else can try and get past it or you can see exactly what I'm talking about with the glitch. All help is much appreciated.

hahahaha you broke your save :P...  no seriously under the game progress tab, since your at this spot in the game already simply set your progress to "clouds Flashback" and save the file. that should fix your problem.

your issues is that you don't have y.cloud and/or sephiroth set correctly, the games does not like that and freaks out as soon as it enters battle. by setting the progress to it that will set young clould and sephiroth correctly in the cait /vincent slot. before you do this you might want to export your current cait and vincent so after the flashback you can put them back in your savegame. also while your at it try 1.8.8r2 from teh link above it does handle the whole y.cloud and sephiroth better , dl the file unarchive it and put the files in the black chocobo folder replacing the older versions with the ones in the archive.

GL
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Einder on 2011-06-10 15:17:13
Thank you sithlord48, setting the game progress fixed the problem.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-06-11 15:54:36
some updates.

updated the ppa, anyone using the repo should have +1 update :D
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: zophar on 2011-06-13 04:39:36
Whats the word on the ps3/psv save editing?
I stand by ready to donate when its working. I dont have all the equipment to do the save the long way.

I have played this game since the days of the old psx and got it downloaded on my ps3, already into disc 3, but I would like to be able to mess around with it like the old days and be level 60 before leaving midgar.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-06-13 12:33:34
Whats the word on the ps3/psv save editing?
I stand by ready to donate when its working. I dont have all the equipment to do the save the long way.

I have played this game since the days of the old psx and got it downloaded on my ps3, already into disc 3, but I would like to be able to mess around with it like the old days and be level 60 before leaving midgar.

don't have a ps3 or a psp to do it with... so its kinda in the hands of the ps3 community. lest some one wants to send me a ps3, and then im no crypto expert. i can enable saving of a psv if you can somehow get the ps3 to ingore the checksum.. but currently thats the best that can be done (with out the current workaround , that does work See the faq)
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: zophar on 2011-06-16 13:33:17
If you can enable the saving of .psv I will work on the checksum. Its been a little while since I did much dev work, but if I can figure it out I will get you the info to complete it.

Probably need to add a pop message to let everyone know its not fully functional in case they try to use it.

I would be glad to help out with the ps3 aspects though.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-06-16 15:14:42
If you can enable the saving of .psv I will work on the checksum. Its been a little while since I did much dev work, but if I can figure it out I will get you the info to complete it.

Probably need to add a pop message to let everyone know its not fully functional in case they try to use it.

I would be glad to help out with the ps3 aspects though.

if your seriously about that then i can make you a special BC copy w/ psv saving turned on.. send me a pm w/ an email address and ill make you an exe you can use to test. i also have some files from the ps3 that might hold the info but i can't build the dev tools i need for ida ( don't work w/ the free version :( ). if you can use that also let me know in the pm.

edit: on further thought i'll enable psv saving (w/ a warning of course) in 1.9. if we can fix the checksum issue then great if not then it will remain broken and complain that no checksum is added.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2011-06-16 20:43:38
Zophar, LazyBastard... we've had some interesting joins this last month.

Would give first born for Dr Hell, too.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-06-16 22:09:57
updates:
PSV saving (no checksum's yet).
World Map Stuff. (very basic) right click to set items the ez way :D
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: zophar on 2011-06-18 00:38:07
Still sifting through the garbage so to speak.
I have run crc32, md5, and SHA1 checksum data and nothing matches what they have going in there.. Unless they took the file checksum and did an additional algorithm off of that.

Still digging, I have poked on a few shoulders in the decrypting flock to see if we can get a few of us in a colab and get this thing knocked out.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: halkun on 2011-06-18 01:13:52
You are trying to break the checksum in a PSV file?

The PS3 digitally signs the PSV file with it's cryptographic key. There is no way to create your own signature short of creating your own crypto key from the PS3's master key.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Covarr on 2011-06-18 06:22:23
You are trying to break the checksum in a PSV file?

The PS3 digitally signs the PSV file with it's cryptographic key. There is no way to create your own signature short of creating your own crypto key from the PS3's master key.
Thanks to the security failings in pre 3.60 PS3 firmwares, the needed info CAN be discovered, just like people were able to fakesign homebrew so that the PS3 thought it was legit. I'd be willing bet it's a similar signature, not easier or harder, merely done with a different key. It's just a matter of finding someone who has the knowhow AND gives a crap about cracking PSV saves. Unfortunately, though there seem to be plenty of each, I've yet to encounter someone who falls into both categories at once.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-06-18 12:56:37
It's just a matter of finding someone who has the knowhow AND gives a crap about cracking PSV saves.
Very true covarr.

I feel its better to have the software do the checksum (correctly) then you can use the save on the ps3/psp w/ normal legit firmware. there should be no reason for them to put this kind of nonsence checksum on a savegame.searching around the web, it seams this is optional for ps3 save games so its only psx/ps2 exports that get this kind of signing.(this is prolly why its not cracked more then anything)

i have if anyone who can use ida to disessemble them the parts of the firmware responcible for signing psx/psp saves.(thank you <doner>). I lack the sdk to build the proper tools for ida,so i cant get any good results, if you have the at least ida 6.0 and the sdk you might do better, any takers? with a bit of work im sure we can have this working then Black Chocobo's save ability's will be complete.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: zophar on 2011-06-21 13:26:01
The algorithm is still not clear to me.. I have been looking into sha5 and several more uncommon checksum styles and can get close to the checksum in the file but not exact.
Just letting you guys know I haven't forgotten
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: halkun on 2011-06-22 04:32:37
You are not going to brute-force the checksum. It's based on Elliptic Curve Cryptography (http://en.wikipedia.org/wiki/Elliptic_curve_cryptography) using the PS3's master encryption key. The only thing I can think of to break the key is to convert two copies of the same PS1 save to a PSV using an external memory card reader on two different PS3s and then derive  the master key from the two different checksums that come out.
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: Seebass616 on 2011-06-25 03:04:36
when do you think you will have the checksum cracked for .vmp? id love to be able to mess with my saves on my psp
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-06-25 19:01:17
i don't have a psp to even test on so thats kinda in the hands of the psp community , if someone provides me w/ a checksum method then ill implement it but im not working on it.same thing goes for the psv format(i don't have a ps3 either).
Title: Re: [RELEASE v1.8]: Black Chocobo - FF7 Save Game Editor
Post by: zophar on 2011-06-25 21:33:29
The ps3 uses ecc on most of its encryptions. But there are also different keys for different objects it encrypts.
And the file itself isn't. Encrypted all that well if it is at all. Aside from the header changes there is basically no change to a standard ps1 save file.

If we could come up with the ecc key they used for this specific purpose it would be tons easierto narrow down which ecc formula they used.
But nobody is sharing the key info openly after the geohotz incident.
Title: Black Chocobo v1.9 French translation
Post by: Vgr on 2011-06-27 06:09:31
Black Chocobo v1.9 released. Now with even more features, but with a principal one which is the French translation I did. Not every string can be translated but if any of you Frenchies find any inconsistencies, feel free to pm me (do not ever pm sithlord, he didn't translate, he's not to blame for mistakes; I am). About the amount of text translated, most of them (85% items, 70% materias and 60% magics) were already done. It's been a while I started translating, but the amount of work awaiting for me was getting to discourage me :P Always have to start over, too. When sithlord48 asked me 6 hours ago to have the translation complete for 1.9, I kicked my ass and did it all in 2 hours and a half. Now it's another feature done ;D If you guys had read all up to here, you deserve a candy : O-- <----- here's your candy, it's free, take it.

[french]J'espère que vous apprécierez! :D[/french]

Note : Download link on the first page.
Title: Re: [RELEASE v1.9]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-06-29 03:50:40
Well its Happened already, the first commits have been made in the trunk.Eslava Fixed some typos in the spanish translation, and discovered that the label that said ruby on the world map editor was really Diamond  then Ultimate then Rubys World posin, (i've fixed that).

Please Report Any Bugs you find.
Title: Re: [RELEASE v1.9]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2011-07-04 22:06:35
Bug testing begins.
Title: Re: [RELEASE v1.9]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-07-08 02:12:32
Bug testing begins.

SOOO..... i've got the list from dlbp(thank you much for the look thru btw) and he managed to find a few things so here is a small progress report.

These two things are the most important things that have been fixed. (Do not do what causes them this is why im telling you)
Bugs Discovered!!!!
Quote from: DPLB
Serious bug with materia stock and materia in slots.  Wrong materia is being added sometimes, and worse, there seems to be a "gravity" materia added to my list and some slots, with huge amounts of AP in the next level (6967295).  When I load this same save again with BC, BC still shows empty slots and stock at that point.
Caused By:: The AP section of empty materia being set to 0x000000
Why:: Not Really sure.
Fixed By:: Detected empty slots now have their ap set to 0xFFFFFF

Quote from: DPLB
Time bug. Not sure how it is doing it but every now and then the time is coming out completely wrong.  For example I messed about and placed in 99 hrs 1 min 1 sec and now time in game shows 1 hour 1 min 1 second.  I think the hours calculation is the problem.
Caused By::  Editing the Seconds Box of your time.
Why:: Hours being set to seconds box value*3600 Seconds.
Fixed By:: Doing the Math correctly (hour box value * 3600 seconds).

Not so bad bugs.

Other New Stuff
These items are all fixed and will be released along with some other yet to do improvements in 1.9.1. If you must have it now you can build the "trunk" (http://blackchocobo.svn.sourceforge.net/viewvc/blackchocobo/trunk/?view=tar) of the svn from the sourceforge page.

EDIT :: MORE PROGRESS>>>

Added a Unknown Varible System (Test Data tab) for those who would like to help find new stuff to play with.. currently very basic.

Moved The world map stuff to the "Location" Tab Both Feild (saved location) and World locations can be edited there.

Working on getting the game playable from Bombing Mission To Wallmarket Via Flash Backs in Progress tab., also added new "Chruch In The Slums" Flash Back, this may not be 100% for 1.9.1.

Added a Clear all and add max of each item buttons to item tab.(max==127)

added a clear all key items button

Other Small internal stuff you won't notice unless you knew the code.
Title: Re: [RELEASE v1.9]: Black Chocobo - FF7 Save Game Editor
Post by: Eslava on 2011-07-17 17:36:41
Version 1.9.1 will be released shortly with all the features and fixes described in the previous post. Download link will be at the first page.
As always you can download the svn for the latest improvements.

Please report any bugs you find.
Title: Re: [RELEASE v1.9.1]: Black Chocobo - FF7 Save Game Editor
Post by: zoostation on 2011-07-17 20:25:29
I'm not sure if anyone mentioned this or not, but in my copy, in the Other tab, under Visible In PHS, Vincent and Caith Sith are reversed -- selecting one in BC enables the other in-game. Should be easy enough to fix.
Title: Re: [RELEASE v1.9.1]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-07-17 21:57:47
I'm not sure if anyone mentioned this or not, but in my copy, in the Other tab, under Visible In PHS, Vincent and Caith Sith are reversed -- selecting one in BC enables the other in-game. Should be easy enough to fix.

noted, tested , and Fixed! will be in 1.9.2
Title: Re: [RELEASE v1.9.1]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2011-07-18 19:40:24
Bug.

In my save, when I give Aerith all of the limit breaks (check all boxes) and save, the game does indeed reflect that when I play it, however, when loading the same save again, BC has reset all the check boxes to off position,
Title: Re: [RELEASE v1.9.1]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-07-18 23:21:54
Bug.

In my save, when I give Aerith all of the limit breaks (check all boxes) and save, the game does indeed reflect that when I play it, however, when loading the same save again, BC has reset all the check boxes to off position,
noted and fixed for 1.9.2
Title: Re: [RELEASE v1.9.1]: Black Chocobo - FF7 Save Game Editor
Post by: perfectmaster on 2011-07-21 22:43:20
Hello, I just used your software, which is quite good by the way ! I'm impressed. But still too buggy  >:(

I loaded my save from the version 1.91 and saved it, i didn't change anything. And in the game, i lost the limits LEVEL 1 and LEVEL 4 of all of characters... >:( :| >:( BUT I can still use them (they were Set on LEVEL 4, in the limit menu, they are like black listed...

hope you will fix it soon ! ;)

PS: it didn't happend when i used the version 1.9.0 ;)

cheers and thanks

EDIT:
I noticed when you load a save (from your saves or even mine) and you see Cloud limits normally. You select another character and then go back to Cloud (didn't try the others) and all the limit break disapeared. Still in 1.9.1

EDIT2:
When i use barret limit 4, in the screen i got a big large red panel (same color as limit break screen), totally buggy... So i would suggest to NOT USE 1.9.1 VERSION, wait for a fix.
Title: Re: [RELEASE v1.9.1]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-07-22 12:13:54
Hello, I just used your software, which is quite good by the way ! I'm impressed. But still too buggy  >:(
really with ONE bug :P?

I loaded my save from the version 1.91 and saved it, i didn't change anything. And in the game, i lost the limits LEVEL 1 and LEVEL 4 of all of characters... >:( :| >:( BUT I can still use them (they were Set on LEVEL 4, in the limit menu, they are like black listed...

hope you will fix it soon ! ;)
Yes this is fixed if you need to you can compile from the svn trunk to use the fixed version.

PS: it didn't happend when i used the version 1.9.0 ;)
no because it has to do with how i implimented the "Exp <-> LVL " stuff one misplaced break stoped it from showing the limits as checked, they should still work in game.

EDIT2:
When i use barret limit 4, in the screen i got a big large red panel (same color as limit break screen), totally buggy... So i would suggest to NOT USE 1.9.1 VERSION, wait for a fix.
i'll lookin to that but seams like a problem w/ your game do u have any mods installed? (not counting TA or aali's driver)
Title: Re: [RELEASE v1.9.1]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-07-23 21:06:32
As Of Today (SVN Rev 463) With Black Chocobo You Can Write to EVERY BYTE OF THE SAVEGAME.

New: Users can edit the INT Column Of Unknown Vars Table (entries should be made in INT Format).

1.9.2 IS Released See the first post for links
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-07-24 03:46:46
EDIT::SEE FIRST PAGE (http://forums.qhimm.com/index.php?topic=9625.0) FOR LINKS
Title: Re: [RELEASE v1.9.1]: Black Chocobo - FF7 Save Game Editor
Post by: Lazybones on 2011-07-24 04:43:02
Faaaaantastic.  Thank you very much!
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-07-24 15:38:55
hehe got my android SDk working.. so the next version just might include a version on the android market as well :D

(http://img718.imageshack.us/img718/93/screenshot1aa.th.png)
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: Seebass616 on 2011-07-29 18:24:49
is there any way you can give us an "all materia in inventory"/"all items in bag" option? its kind of annoying having to pick every item/materia individually
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-07-31 14:09:23
is there any way you can give us an "all materia in inventory"/"all items in bag" option? its kind of annoying having to pick every item/materia individually
The Add Item to bag button is there already (v1.9.1+ iirc)

Current Change Log for next version

thats it so far, any other suggestions?
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: zoostation on 2011-07-31 19:59:22
Would it be difficult to include a field location for the Highwind's operation room? I'm guessing it would require also establishing where the Highwind is located.

Other ideas:
- Some guidelines to the Game Progress modifier to help indicate what number value corresponds to what missions. Or at least some "Replay mission" missions from discs 2 and 3.
- A "played Tifa's piano" toggle in Other, establishing whether or not you played the proper melody in the flashback to earn her limit break in disc 2. Unless I'm misinformed and it doesn't actually matter if you've ever played the piano before in order to get that item.
- Checking and unchecking Sephiroth or Young Cloud should automatically change the names to and from Vincent and Cait Sith, or whatever the player has named them. I've also seen it retain equipment (and maybe stats, but I'm not sure of that) from Seph or Cloud after unchecking them.
- A "None" option under the character's equipped accessory.
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: Seebass616 on 2011-07-31 20:03:49
The Add Item to bag button is there already (v1.9.1+ iirc)

Current Change Log for next version
  • New: Reload File (F5) For those who play and look at changes (mainly me)
  • New: Field Location: Chocobo Ranch
  • New: Fix PAL PSX time bug (under options)
  • New: Chocobo "Unable To Mate" Editable (just born or just mated)
  • New: Toggle Chocobo Stable Occupied (no long need to edit them in order
  • New: Added One of each Mastered Materia To materia stash (will remove all others)
  • Moved: Remove all materia button to Materia Tab
  • Fixed: Chocobo Names editable again
  • Fixed: Dialogs Inherate Sytle From Mainwindow
  • Fixed: use the slot selection dialog action (instead making them on the fly)
  • Fixed: Materia Skills no longer contain "mastered"
  • Updated: Some Internal Changes that you shouldn't notice

thats it so far, any other suggestions?

thanks. i guess i hadnt really played around with 1.9.1 too much.

but i know that sephiroth/young cloud only work if they have the correct settings/stats. is there any way you can make it so whenever you select them that the settings will change to make them usable? Or can you tell me when to change to make them work? Because every time i try and use sephiroth, it doesnt work.
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-07-31 20:34:54
Would it be difficult to include a field location for the Highwind's operation room? I'm guessing it would require also establishing where the Highwind is located.
This should be ez to add.(done!)  this would have nothing to do with if you have or where the highwind is.
Other ideas:
- Some guidelines to the Game Progress modifier to help indicate what number value corresponds to what missions. Or at least some "Replay mission" missions from discs 2 and 3.
- A "played Tifa's piano" toggle in Other, establishing whether or not you played the proper melody in the flashback to earn her limit break in disc 2. Unless I'm misinformed and it doesn't actually matter if you've ever played the piano before in order to get that item.
not enuff is known  if people start reporting what they find w/ bC (using the unknown vars or by noteing that the vars are set to..) this would happen much faster...
- Checking and unchecking Sephiroth or Young Cloud should automatically change the names to and from Vincent and Cait Sith, or whatever the player has named them. I've also seen it retain equipment (and maybe stats, but I'm not sure of that) from Seph or Cloud after unchecking them.
they are only fully changed if you select  the clouds flashback replay. otherwise your expected to set these if you care.
- A "None" option under the character's equipped accessory.
i've thought of this before just ever gotten around to doing it. (done!)

thanks. i guess i hadnt really played around with 1.9.1 too much.
but i know that sephiroth/young cloud only work if they have the correct settings/stats. is there any way you can make it so whenever you select them that the settings will change to make them usable? Or can you tell me when to change to make them work? Because every time i try and use sephiroth, it doesnt work.
you can export y.cloud and sephiroth from a "new game" and import them into your game using the "import/export char" feature. just be sure the char you want to overwrite is selected when you import/export. they should also work if you toggle the id's for them  sephiroth might also need to be named "sephiroth" the easiest way is to save a copy of the char file you want and import. also just because you change a chars id to someone else doesn't mean its going to work in game. id swaping only works w/ cait <-> y.cloud and vincent <-> sephiroth
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: zoostation on 2011-08-05 16:12:04
1. Why are maxed chocobo stats still lower than champion Joe's?
2. When I clear a save slot, instead of an empty slot it creates one with all zero values, a party of three Clouds, and an all-black background (I'm using the default blue gradient). If necessary, I can provide pictures when I get home.
3. A system to manipulate the number of Battle Points a player has earned, like the GP system, would be nice, but I guess not particularly helpful until someone makes a patch that retains those points after leaving the arena.
4. A little control over the random rewards of chocobo races would also be great, but that's probably not within the realm of a save editor so much as a kernel editor or something.
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-08-05 17:02:34
1 - Joe's stats are ALWAYS higher than yours
2 - That's how it works
3 - Use kranmer's trainer
4 - Not in sithlord's domain
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-08-05 18:07:08
1. Why are maxed chocobo stats still lower than champion Joe's?
This is how the game works. the stats saved and shown in bc are the "raw" stats, there is some math applied to them to make the numbers you see in the races (stat= raw/10)
2. When I clear a save slot, instead of an empty slot it creates one with all zero values, a party of three Clouds, and an all-black background (I'm using the default blue gradient). If necessary, I can provide pictures when I get home.
Empty saves  are all 0's.when you create a new game it swaps in the "default" map from the kernel and most of it is still 0's.
3. A system to manipulate the number of Battle Points a player has earned, like the GP system, would be nice, but I guess not particularly helpful until someone makes a patch that retains those points after leaving the arena.
points from the battle areina are not saved in in the savemap. you can just give yourself the items you wanted to buy with them instead.
4. A little control over the random rewards of chocobo races would also be great, but that's probably not within the realm of a save editor so much as a kernel editor or something.
Not in the save map at all. this would need to be done via a kernel mod. and again you can just give yourself the items your tring to win.
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: dkma841 on 2011-08-06 12:30:29
How do i get gold chocobo when using this? I desperately need it thanks!
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-08-06 14:12:05
How do i get gold chocobo when using this? I desperately need it thanks!
goto chocobo tab, be sure you have at least one stable owned and one stable occupied, then in the first stable change the chocobo's type to gold.
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: dkma841 on 2011-08-07 13:27:09
Ok works now thanks alot  :) by the way how come when i put in sephiroth i cant load a saved game the screen just goes black anyways great editor :)
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-08-08 12:14:36
Ok works now thanks alot  :) by the way how come when i put in sephiroth i cant load a saved game the screen just goes black anyways great editor :)

dont' know because you prolly screwed something else up,sephiroth works just fine everytime i have tried to use him. go visit the user manual . and when u find it lacking put some notes here, either myself of eslava will be updating the user manual soon.
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: Eslava on 2011-08-12 01:27:04
In the process of finding out every value of the savemap, I'm playing through the game making all the possible combinations. For example, between a save point A and B there are two chests and an item, I make it first taking nothing, then one chest, then another chest and so on until the last save is taking everything.
That way is easier to know which values change what by comparison.
I'm posting here the saves so anyone who wants can lend a hand and start finding out values while I do the playthrough. Right now I'm starting to raid the Shinra HQ.

About the playthrough:
Used blackchocobo to put Cloud at level 99 with max stats so i can go faster.
Changed the text speed.
Changed the key mapping.
Turned the field help on (In some saves its off).
Didn't use hacks (yet) to make saves where the game doesn't let you.
The version of the game is the spanish one so the names of the save locations will appear in spanish

About the information:
Saves in green are completed.
Saves in orange may need a save hack due to long scenes taking place.
Saves written in bold letters are saves corresponding to the main path. Saves inbetween the bold ones are just combinations that don't progress further.
Saves in blue dont follow the linear progression of the game.
Saves in red are mistakes and don't count.

Saves can be downloaded HERE (part 1) (http://www.megaupload.com/?d=5W9KG2OG) and HERE (part 2) (http://www.megaupload.com/?d=OLEI6DIU)
Information about the saves can be found HERE (https://spreadsheets.google.com/spreadsheet/ccc?key=0AkczBXR0PqOMdHJoSnlCUWpGNU4ySU80UHpKMnRYLWc&hl=en_US)

Any help is appreciated :)

EDIT: Finished Midgar, updated the links with the latest saves.
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: aito on 2011-08-19 18:31:50
It don't work for psp save date it says:
This File Does Not Have An Updated Checksum.It will not work on your PSP.
 Pls help, how gonna i fix the problem?
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-08-19 18:37:09
Wait for sithlord48 to release a version of Black Chocobo that allows updating the checksum. This is not now. Be patient, it will come out when it will come out.

Short version : Nothing
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: aito on 2011-08-19 18:39:35
Ok thx.
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-08-19 19:43:19
It don't work for psp save date it says:
This File Does Not Have An Updated Checksum.It will not work on your PSP.
 Pls help, how gonna i fix the problem?

 the checksum algurithum has to be cracked this applys to both the psp and ps3 saves types. when the respective communites crack those algurithums ill impelment them. untill that happens you can only do this with Custom Firmware (PSP) or using my workaround for the ps3/psp for more info see the FAQ (http://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=FAQ) on the Black Chocobo wiki.

On a side Note I have been slowly working on 1.9.3. among the new changes is a diffing system that allows you to compair one slots "unknown vars" to anothers. this might be expanded to allow diffing of types also and/or whole saves. im just unsure if i should release what i have now as 1.9.3 or if i should wait for eslava to finish his project and incorparate his discoveries into 1.9.3 or just save that stuff for 1.9.4 , any thoughts?
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: pacito-ex on 2011-08-20 03:16:04
are you looking for event flags?
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: -Ric- on 2011-08-20 04:35:11
btw even if black chocobo cant edit psp saves directly.. its still possible to do by exporting the save on the psp with cwcheat plugin.. (requires custom firmware tho) and editing it then importing back with cwcheat again
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-08-20 05:03:58
just a little bump go check the first page BC 1.9.3 is out.
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: chevyrob on 2011-08-20 06:03:22
i just got my ps3. dont know how do anything on it. would like to play ff7 with cheats can some one help me step bye step. or if you know of a video on line that dose it. i read what u guys are say but dont know what it means
Title: Re: [RELEASE v1.9.2]: Black Chocobo - FF7 Save Game Editor
Post by: Eslava on 2011-08-20 09:00:31
are you looking for event flags?

One of the final purposes of Black Chocobo is being able to edit every bit of the save map (it does already but some bytes are unknown yet), so yes that covers looking for event flags, item flags and everything that can be stored in the save file.
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: -Ric- on 2011-08-20 10:25:12
i just got my ps3. dont know how do anything on it. would like to play ff7 with cheats can some one help me step bye step. or if you know of a video on line that dose it. i read what u guys are say but dont know what it means

read the topic man.. its not possible to edit PS3/PSP saves yet.. even if Black Chocobo can load them it cannot properly save  them duo to checksum.
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-08-20 14:36:21
read the topic man.. its not possible to edit PS3/PSP saves yet.. even if Black Chocobo can load them it cannot properly save  them duo to checksum.
those saves can be loaded, but they can only be done copied back to the ps3 with the workaround i have provided on the FAQ (http://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=FAQ). but it requires you have a few things like a ps2 that can run homebrew. you can't directly reimport any psv or vmp files that bc saves

Quote
f you know of a video on line that dose it.
maybe ill make one showing how to do it.
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: -Ric- on 2011-08-20 15:10:41
if u want later tonight i can write a guide on how to edit PSP saves by using cwcheat plugin to export/import saves  :-D
(custom firmware ONLY)
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-08-20 16:28:18
if u want later tonight i can write a guide on how to edit PSP saves by using cwcheat plugin to export/import saves  :-D
(custom firmware ONLY)
sure ill add it to the faq also.
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: chevyrob on 2011-08-20 17:38:27
just got a ps3 have cd copies of ff7. can some one make a saved that is at the start of the game with  the best equips, all materia. i try the Ultimate Start Save but no fun would like a little cheat not all of it.
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: -Ric- on 2011-08-21 01:14:15
sure ill add it to the faq also.

done, sent it to you by PM on forum  :P
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: Eslava on 2011-08-21 10:46:46
I've tackled some of the 'random' vars and I found that z_8 values are a gameplay timer, (not sure why because black chocobo already has time editing capabilities) and the countdown timer, for example the bombing mission one.
The problem is that I edit the values in a save to make the counter display 5 mins instead of 8 and when I try it ingame it doesn't change. If I save on top of my edited save, the value turns back to 8. I guess other vars must be acting in order for that to work.
I also found that z_32 vars have to do with something about steps or how much you walked ingame because if you stand still they don't change but if you move they change proportionally. Still, I don't see the use in the game for that being recorded.
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: dkma841 on 2011-08-21 14:16:45
Thanks for the update on 1.9.3 the the remove all materia is what i needed alot thanks again for this awesome tool :)
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-08-21 14:58:07
Thanks for the update on 1.9.3 the the remove all materia is what i needed alot thanks again for this awesome tool :)
Glad you like it.

im gonna put this here and ill add it also to the faq section of the wiki later on . ric sent me his method of getting saves back on his psp here you go


Quote from: -Ric-
How to edit your Final Fantasy 7 PSP save files with Black Chocobo (Custom Firmware only)

Requirements:

A Playstation Portable with custom firmware (i did the tests on 6.60 but it should work fine on any)
CWCHEAT plugin.
Usb cable/Memory Card reader (should be obvious why..)
Winrar (or any other extracting program)

HOW TO:

1st you need to download CWCHEAT.. You can use this link if you want just the plugin for the save editing: http://www.mediafire.com/?uz4fn4qvinwc748

Or you can use this one incase you want the full version of CWCHEAT which allows you to add/use cheat codes on playstation portable/playstation games: http://www.mediafire.com/?osxfb4i4s86406q

after the download is complete, connect your psp to the computer and go to: G:\seplugins
Note: its G:\ on my computer but it can be any other letter on yours.

Then extract the CWCHEAT file with winrar or any other program you chose to use, open the seplugins folder from the extracted archieve and you will have another folder called "cwcheat"
(which contains 3 folders and 4 files)

Move that cwcheat folder to the playstation memory card under the location mentioned before (G:\seplugins)

After that, on your seplugins folder in the PSP memory card, there should be a file called "pops.txt"
Open it on notepad and add this line to it: ms0:/seplugins/cwcheat/cwcheatpops.prx 1
Exactly like that!

Now unplug the playstation portable from the computer and start Final Fantasy 7 on it

After the game is on the "New Game/Load Game" screen, Press and HOLD the select key for some seconds until a screen like this appears: http://4.bp.blogspot.com/_5EjlNYy8SjA/SXKIsBhPgtI/AAAAAAAAAEQ/1RJiNNltOtU/s320/cwcheat-01.jpg

Then click on "Manage Memory Cards"
and chose "Save memory card 1 to memory stick"

then you should see below "Last operation: OK!!"

now leave the cwcheat menu and exit the game.

Connect the psp to the computer again and open black chocobo
click on File>open and then chose the extracted save on your psp memory card that should be on E:\seplugins\cwcheat\mc

edit it however you wish and then File>Save on Black Chocobo.

unplug the PSP from the computer and run final fantasy 7 on it

Once again, when on the "New Game/Load Game" screen, hold the select key for a few seconds until the CWCHEAT shows up and go to Manage Memory Cards

Then click on "Load Memory Card 1 from memory stick" and the last operation should say OK!!

Exit the CWCHEAT menu, click on load game and voila, your edited save file will be there 
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-08-21 17:22:16
also for those of you who have questions about how to get files back on to a ps3 i made a video

http://www.youtube.com/user/sithlord48#p/a/u/0/XtyEMFjYWUI
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: Dreblin on 2011-09-07 00:33:43
Been using this program for while now and I love it. I do have a question though. Can this program be used in anyway replace cloud as the party leader? I enjoy having a party without Cloud in it but his model always shows up on the world map and sometimes I can't see any model when on certain maps. Also, what exactly is the ID option supposed to be used for in the party tab?
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-09-07 12:09:39
Been using this program for while now and I love it. I do have a question though. Can this program be used in anyway replace cloud as the party leader? I enjoy having a party without Cloud in it but his model always shows up on the world map and sometimes I can't see any model when on certain maps. Also, what exactly is the ID option supposed to be used for in the party tab?

you can do that. but if you do there are only 3 models that can show on the world map (cloud, tifa, and  cid) and the id option sets the chars id its only used for some chars. now go read the user guide cause its all there.
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: Dreblin on 2011-09-11 16:12:38
I can't seem to get the sub to appear on my world map. I started a new game and then used the progression tool to jump ahead to disk 3. I can get the highwind to show up just fine but the sub is a different story. Any thoughts?
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-09-11 22:21:05
We would be glad to help you if you had a legal copy of FF7 like pretty much everyone does.
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-09-18 12:28:33
Japanese language file for Black Chocobo
Black Chocobo Japanese language file (http://island.geocities.jp/b_temhote/ff/black_chocobo_ja.html)

"About" Dialog remains as English.

I couldn't find this word.
<source>Qty</source> (Line 1530 in English.TS)
Where is it used?
I translated it as same as <source>QTY:</source> (Line 1534).
But depending on the place where it is used, I have to change my translation.


Japanese letters problem of file name and file path.
 - Black Chocobo installed path includes Japanese letter,
 - Opened file name or file path includes Japanese letter,
 - Saving file name or file path includes Japanese letter,
Black_Chocobo.exe crashes when saving file.
Crash Report (http://island.geocities.jp/b_temhote/ff/black_chocobo_ja.html#report)

Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-09-18 21:04:43
wow, that's wonderful asa thanks for the translation.

Ive added it to the svn and updated it,
please get the newest trunk  to keep it up to date if you would like.

"Qty" is an abbreviation for quantity please translate accordingly.


not sure why the crash when saving with japanese chars, since it saved the files correctly here and didn't crash(64-bit linux). i would be intrested to see how raw ff7 psx files are named in japanese so i can make the filter not hide them (assuming its not  from *-FF7*)
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-09-18 21:16:44
wow, that's wonderful asa thanks for the translation.

Ive added it to the svn and updated it,
please get the newest trunk  to keep it up to date if you would like.

"Qty" is an abbreviation for quantity please translate accordingly.

not in the ts file is are the required strings

"Japanese"
"Language Changed"
"You Must Restart For The Language to Change"

not sure why the crash when saving with japanese chars, since it saved the files correctly here and didn't crash(64-bit linux). i would be intrested to see how raw ff7 psx files are named in japanese so i can make the filter not hide them (assuming its not  from *-FF7*)

Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-09-20 11:49:26
Hello, I updated my file.
Black Chocobo JA 9 20 (http://island.geocities.jp/b_temhote/ff/black_chocobo_ja.html)

And, I added translation of "Language Changed" & "You Must Restart For The Language to Change".
But I don't know programming, text encoding UTF-8 no BOM is alright? Please check it.
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-09-20 12:23:14
idk exactly how the text encoding is but when i add those strings they don't look correct at run time (bom or no bom) but show correctly when reading the code. i think may have to compile w/ wchar support or make the dialog translatable and added to the .ts file the down side is that the restart message will be in the current language instead of target language.   thanks for the update, currently in heavy development of theprogression tab and adding many check boxes, so there will be more to translate in the future. thanks again.

edit:: if possible please compile and check the language changed dialog to see if the substuited chars are correct (or are correct maybe on a ja system?) Never mind i fixed that
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-09-21 14:57:56
Thank you for your solving.
And please check French Dialog's title bar.
Maybe, same thing occurred.
French Dialog (http://island.geocities.jp/b_temhote/ff/bc_images.html)
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-09-21 16:04:13
Thank you for your solving.
And please check French Dialog's title bar.
Maybe, same thing occurred.
French Dialog (http://island.geocities.jp/b_temhote/ff/bc_images.html)

Fixed that , needs  a QString::fromUtf8() for any strings that show incorrectly , (has been fixed in trunk)
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2011-09-21 16:06:53
Not sure what happened but I ended up with 2 clouds in my team.  Cid turned into cloud, although it was still Cid's data... just not his avatar or name.  It also kinda buggered the game up.

Can't replicate cause I dunno what I did.
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-09-21 16:10:26
check the ID of cid. if you set it to cloud it will show in BC but might not in game , the game gets touchy when you change peoples IDs

also check the party members to be sure its not showing two clouds.
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-09-22 17:01:43
Hi, I updated my file.
Black Chocobo JA 9 23 (http://island.geocities.jp/b_temhote/ff/black_chocobo_ja.html)
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-09-25 23:17:49
Progress Update <todays date?>

Finally decoded the controller mapping (note:only used by non pc saves) you can now edit the controller maping for non pc save games. (i made fancy button icons hope you all like em :D) the psx will only use this mapping if you set your controls to custom. there is data here in the pc version but it tends to hold the defalut map. (a few saves have had junk data here, possible failure of my previous editing, as i can't find similar data in any known untampered saves) , i think the pc version saves these mappings in <ff7dir>/ff7input.cfg or other config file. editing doesn't seam to affect the pc version.

optimized the  slot selection dialog  its not less then 500 lines (down from over 2k!)

Vegeta_ss4 , updated the unknown var table to show leading 0 and the leading numbers for binary mode.

I've Enabled you to edit unknown variables via their hex or binary value (can edit any single bit now, be sure to use sane data when you do this.)

we added the masks for the mds7st1 and mds7st2 items (he discovered them i coded the buttons.)

slight bit of reordering of the item tab

@asa, you might want to update the current bchoco_ja.ts file (http://blackchocobo.svn.sourceforge.net/viewvc/blackchocobo/trunk/lang/bchoco_ja.ts?revision=516) there have been a few string changes. i would like to keep this file current. (at least untill 1.9.4 is released)

same for anyone who wants to update the french translation:bchoco_fr.ts file (http://blackchocobo.svn.sourceforge.net/viewvc/blackchocobo/trunk/lang/bchoco_fr.ts?revision=516)
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-09-26 12:07:26
I'll be updating once I get home tonight :)
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-09-26 12:56:46
I updated ja file.
Black Chocobo JA 9 26 (http://island.geocities.jp/b_temhote/ff/black_chocobo_ja.html)

And, maybe, you already know
1.9.3  Location => Name

"Vestibule" and "Hallway"
They are same Loc ID: 88.

"Lower Sector 4 Plate"
Cloud stays in the air.

I only checked on Japanese FF7 International.
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-09-26 19:54:42

"Vestibule" and "Hallway"
They are same Loc ID: 88.

"Lower Sector 4 Plate"
Cloud stays in the air.

I only checked on Japanese FF7 International.

for the "lower Sector 4 plate" the x,y,z coord prolly need to be adjusted, ill look in to the "vestibule/hallway" later , im sure there was a reason they were both added, they could be the same.(have to check in game)

thanks for updating the lang file it being commited to the svn now.
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2011-10-02 16:26:33
I am to believe the Sephiroth name text is found in the save, any chance of adding support to edit it?
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-10-02 21:45:53
I am to believe the Sephiroth name text is found in the save, any chance of adding support to edit it?
most char names are found in the save map.. (not cloud, cait sith or vincent) the rest are, as part of the char map, you can already edit it.
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-10-07 02:20:45
Small Progress Update

Lots of internal optimizations, none should be noticed except for one you can now open files with black chocobo! also the gui has been refined more.

*nix users will have to uninstall any previous version of black chocobo before installing 1.9.4 , the install path has been changed to a more standard /opt/blackchocobo with a simlink to /usr/bin/blackchocobo. you can do blackchocobo ~/.wine/drive_c/FF7/save/save00.ff7 now to open files with bc on a *nix box.

added a few new features, the most noteable are,
copy / paste materias to/ from materia stock/chars slots.
Diffing for full save slots
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: Eslava on 2011-10-07 12:18:51
Progress with the save game combinations for finding vars:

Disc 1 is completed, over 500 saves.

Saves features.

-Cloud and Barret have been edited to max stats with BlackChocobo.
-Yuffie is not obtained ASAP to leave room for comparison between scenes with and without optional chars.
-The game is edited when reaching Gold Saucer to have 100 GP.
-The game is edited while the events in Wutai take place to have a high leveled Yuffie.
-The game is edited to obtain the Mythril and ring from the sleeping man (Battles).
-The game is played with the spanish version so the location of each save will appear in spanish. The spreadsheet has the locations in english though.

Saves Download

Save1 pack (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0czBXR0PqOMNTc2ZjAyY2EtYTMxMS00N2FhLTg5NGItNzc3NWEyN2NlZjZl&hl=en_US)
Save2 pack (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0czBXR0PqOMNDgyNWE4NTktZTVmZC00Yzk2LThhYzMtZGUzZjRiNjFmMDE3&hl=en_US)
Save3 pack (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0czBXR0PqOMNDZjMjNmYzQtZGI0Mi00NWI3LTkzZjAtYzcxNWMwNTFhYjIy&hl=en_US)
Save4 pack Outdated, check post below

Spreadsheet Features

-The spreadsheet serves as a guide for each save.
-I will be updating it but I wont release more saves until disc 2 is completed.
-The numbers at each save mean the file and slot: s2-3 -> save2.ff7 slot 3
-The saves in bold mean that the game progresses from there, not in bold means it is a save with an alternative path just to compare vars.
 ie. s2-3 Lost at Fort Condor - s2-4 Won at Fort Condor (The following saves will start from won at Fort Condor).
-The already found vars can be checked at BlackChocobo's wiki page

Links

Spreadsheet (https://docs.google.com/spreadsheet/ccc?key=0AkczBXR0PqOMdHJoSnlCUWpGNU4ySU80UHpKMnRYLWc&hl=en_US)
Blackchocobo Savemap Wiki Page (https://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=Savemap)
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: dkma841 on 2011-10-07 17:02:45
Wow thanks alot Eslava this should be fun! was waiting for something like this :) also thank you again sithlord for this godly tool :D
Title: Re: [RELEASE v1.9.3]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-10-07 21:06:42
Wow thanks alot Eslava this should be fun! was waiting for something like this :) also thank you again sithlord for this godly tool :D

Eslava has been working like a mad man, i would argue his the most productive member of the team. right now were all trying to find some new progression and field item bits. since that is mostly all there is left to be discovered. these files will be much more useful when 1.9.4 is released and you can diff and view the entire saves. since bits are still unknown in the "known" stuff. its getting there i'm thinking time for some bug hunting and if all goes well 1.9.4 should be all packed up sometime this weekend.
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-10-08 20:21:20
Version 1.9.4 is released. See the first page for links to files.
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: Eslava on 2011-10-10 12:55:58
This one was so much faster.

Disc 2 is Completed

Downloads

Save1 pack (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0czBXR0PqOMNTc2ZjAyY2EtYTMxMS00N2FhLTg5NGItNzc3NWEyN2NlZjZl&hl=en_US)
Save2 pack (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0czBXR0PqOMNDgyNWE4NTktZTVmZC00Yzk2LThhYzMtZGUzZjRiNjFmMDE3&hl=en_US)
Save3 pack (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0czBXR0PqOMNDZjMjNmYzQtZGI0Mi00NWI3LTkzZjAtYzcxNWMwNTFhYjIy&hl=en_US)
Save4 pack (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0czBXR0PqOMY2E4MDMyZjQtYWQ4Zi00N2E3LTkwOWQtYTMxZjg0OTg5NDM5&hl=en_US)
Save5 pack (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0czBXR0PqOMYWNkZWIxMDItMzVhMC00M2Y2LWFlODAtOGQzZDQyMzUyMjgx&hl=en_US)
Save6 pack Outdated, check 4 posts below

Spreadsheet

LINK (https://docs.google.com/spreadsheet/ccc?key=0AkczBXR0PqOMdHJoSnlCUWpGNU4ySU80UHpKMnRYLWc&hl=en_US)
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-10-10 13:19:30
as usual after packaging everthing up , i started to add some more code.last night i
wrote a new text conversion class that should display both text from the latin and japanese games correctly (don't have a ja copy to test will , need to find one, the ja conversion string is based on the strings used in makou reactor.). i've tested the latin chars and they seam to be written and reteraved correctly. also i fixed a noted error with the string list (that how the class started..). also fixed the "save" function. perhaps i will release a 1.9.41 as a release.

anyone find any bugs. let me know.
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-10-10 16:20:11
Thank you very much for supporting Japanese display.
Currently, SVN Black Chocobo only supports to display Japanese phonogram for unit name save data, and cannot edit Japanese.
If focus the text box or use save location change function, Japanese character data will be broken like a previous versions.
Is my understanding right?

And, I modified my Japanese file a little.
Please use this
Black Chocobo JA 10-11 (http://island.geocities.jp/b_temhote/ff/black_chocobo_ja.html)
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-10-10 17:32:02
Thank you very much for supporting Japanese display.
Currently, SVN Black Chocobo only supports to display Japanese phonogram for unit name save data, and cannot edit Japanese.
If focus the text box or use save location change function, Japanese character data will be broken like a previous versions.
Is my understanding right?

And, I modified my Japanese file a little.
Please use this
Black Chocobo JA 10-11 (http://island.geocities.jp/b_temhote/ff/black_chocobo_ja.html)

yes i seam to have some problems encoding back to ff7 string in japanese.its my function initilizing the ja strings in reverse (it might work correctly on a japanese system) im not sure how those chars are saved on the psx side. i was looking at how myst6re does the japanese field strings in makou reactor/hyne (no ff8 and ff7 don't use same encodig.) and i noticed that there are several Ja tables. (idk why). shockingly i didn't just use the code (no issues gpl code to another gpl program) besides he does not have a write back to ff7 string function (that i noticed)

thx for the lang update, ill apply that now .
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: Eslava on 2011-10-15 10:36:20
This is the final update for the savegame collection.

Disc 3 is finished.

Recap of known things not achieved in this collection:
-The game is played with both optional characters, in order to fully check what vars change it should have been played again with each and with none.
 Yuffie is not obtained as soon as you can get her in order to leave room to make comparisons with that part of the game.
-The Umbrella is not obtained in Speed Square.
-The four huge materia missions are won and lost but the playthrough carries with the winning saves so in the end the four huge materia are shown in Cosmo Canyon.
 In order to have all the possibilities, there should be 4 playthroughs more that reach Cosmo Canyon with 1, 2, 3 and 4 failed missions.
-Only the date with Aeris is played.
-Bahamut Zero and other unique items can be obtained or they can be lost and then found in the digging camp, The latter is not achieved.
-The Sources in the vending machine of Shinra HQ are not obtained.
-The prizes  for the snowboarding and motorbike minigames in Gold Saucer are not obtained due to the player's suckiness.
-Not all combinations of paths in Northern Crater are made but the relevant ones are there (making all will take a thousand saves more).
-More stuff that might be passed by and didn't notice.

A little recap of the characteristics:
-The saves are edited in several parts of the game, mostly to change gil, GP, battles, materia and character stats.
-From the half till the end, the game is played with a patch that removes random battles, this has no effect on the save vars.
-The game is played with the spanish version so the locations appear in spanish but the spreadsheet have them in english.

Numbers and stuff for fun:
-7 files of 10 slots each, a total of 1037 saves.
-Maximum number of saves in a fixed location: 70 (Northern Crater).
-Number of saves for Disc 1: 536 (51.68%)
-Number of saves for Disc 2: 255 (24.59%)
-Number of saves for Disc 3: 246 (23.73%)


Downloads

Save1 pack (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0czBXR0PqOMNTc2ZjAyY2EtYTMxMS00N2FhLTg5NGItNzc3NWEyN2NlZjZl&hl=en_US)
Save2 pack (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0czBXR0PqOMNDgyNWE4NTktZTVmZC00Yzk2LThhYzMtZGUzZjRiNjFmMDE3&hl=en_US)
Save3 pack (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0czBXR0PqOMNDZjMjNmYzQtZGI0Mi00NWI3LTkzZjAtYzcxNWMwNTFhYjIy&hl=en_US)
Save4 pack (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0czBXR0PqOMY2E4MDMyZjQtYWQ4Zi00N2E3LTkwOWQtYTMxZjg0OTg5NDM5&hl=en_US)
Save5 pack (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0czBXR0PqOMYWNkZWIxMDItMzVhMC00M2Y2LWFlODAtOGQzZDQyMzUyMjgx&hl=en_US)
Save6 pack (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0czBXR0PqOMZjg4MGE1MTItZTFjMi00ZmE5LWI1MmQtZTA1OGFlYzE0Njgx&hl=en_US)
Save7 pack (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0czBXR0PqOMODdmNGUwMjAtM2Y2Yi00MTY4LTkwOGEtODZiMGIzZGIyZTY5&hl=en_US)

Spreadsheet

LINK (https://docs.google.com/spreadsheet/ccc?key=0AkczBXR0PqOMdHJoSnlCUWpGNU4ySU80UHpKMnRYLWc&hl=en_US)

Happy var finding :)
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: dkma841 on 2011-10-17 18:35:50
Eslava thanks alot dude
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-10-31 03:32:52
Progress updates.

1.9.5 inches closer some of the changes are
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-10-31 06:47:19
I refined and added new strings. It makes on time?
Black Chocobo JA 10-31 (http://island.geocities.jp/b_temhote/ff/black_chocobo_ja.html)
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-11-01 08:03:25
Japanese Char checker for "Black Chocobo" (JavaScript) (http://island.geocities.jp/b_temhote/ff/ff7_jp_char_checker.html)

I only checked on IE8, Firefox 3 & 7 on Windows XP.
Maybe, some characters are not displayed by browser and its font.
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-11-01 12:19:25
thats pretty cool :D.  btw more updates.

new: ask for a type if unknown (basicly if you edit w/o opening a file and try to save)
new: check headers of files for type; prevent ppl from opening pSX's state files (psv).

new: BC will flag a change if you open a file with incorrect varibles, bc does fixes on load at least for things it calculates, it is not a bug.

new uses homepath as default to save psx/psv/psp files, also vgs and dex types are saved with the emu-save-path.
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-11-06 04:19:13
Some more progress

check and account for multi block saves in Virtual Memory Card formats (currently can't view or export them)
(http://img705.imageshack.us/img705/5427/slotselect.th.png) (http://imageshack.us/photo/my-images/705/slotselect.png/)
unlike some psx memory card tool.. its ok if the linked blocks are next to each other
almost full reading of the VMC  type Directory Frames;
auto clean VMC type 'empty' slots before viewing (advert crash on loading a corrupt empty slot).

fixed a few things like emptyslots getting 1 byte of data written to them (exp next if auto lvl<-> exp enabled).
improved the "file changed" detection (and cleaned all false positives).
allow editing of non ff7 saves (single block type only) via the "unknown vars" table (limited to ~4k data in table)
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-11-09 21:35:14
After Much lazyness (on my part) i've finally added the ability to calculate stat changes for chars. now when you change your lvl (or exp does it for you) you will "level up" as you would in the game. you can also "level down" if needed, also now the stat area has been changed to show base+bonues (from sources) + materia/equptment modifiers = Total Stat. meaning it will also show how your stats should show in game , this also if (stat calculation is enabled) will attempt to set your  max hp/mp in accordance with game rules.
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: lostchild on 2011-11-24 17:01:28
is there anyway i can edit my save and continue playing on my ps3????????
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-11-25 15:45:43
is there anyway i can edit my save and continue playing on my ps3????????

yes but sadly the ps3 saves are signed with a checksum that i don't know how to recreated(seams noone is even working on it, same for psp saves). the only way to reimport the save back to the ps3 requires that you have put the save file on a ps1 memory card it might work if you get it on a ps2 card but not tested, on imported to a psp.  please see the video i made it will show you how to get it on a ps1 memory card. http://www.youtube.com/watch?v=XtyEMFjYWUI
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: VonZippa on 2011-12-06 03:52:24
I had the fortune of stumbling across your awesome save game editor earlier tonight while searching for a way to get the Umbrella item because I suck too much at the mini-game to get it the legit way.

I've read through this thread and I must say you've made an amazing amount of progress with the editor.  It's great seeing people willing to give their time and talents toward enhancing the Final Fantasy VII community even though the game is nearly 15 years old.  I love it!

Out of sheer curiosity, after I used Black Chocobo to add the Umbrella weapon to my save game's inventory, I ran a file compare to see what and where changes were made to the save file.

Quote
Comparing files save00.ff7 and SAVE01.FF7
00000009: AD C4
0000000A: 1E 6B
0000007E: 32 33
00000525: FF C7
00000526: FF 02

I figured out that 0x525 is the item code and 0x526 is the quantity (or it seems to be double the quantity for some reason).  I also figured out that 0x9 and 0xA are the checksum, but 0x7E confused me for a while.  If I'm reading the save map correctly, that would be Cloud's level progress bar.  I didn't make any changes in Black Chocobo other than adding the Umbrella, so I was confused as to why that value would be changing.  Is it possible that the game and your program calculate that value slightly differently due to rounding differences?  That's the only thing I can think of.

Also, I tried out the New Game+ feature but it seems to be a bit quirky.  The game did indeed start over from the beginning and Cloud had his same level, but Barret's level had increased by 5 levels.  Maybe the game has some kind of base level for Barret and adds 5 levels to that when you start a new game?  Would there be any way to prevent this, such as subtracting 5 levels from the character when performing the New Game+ function so that the net change would be zero?  Ideally, every character would be the same level in the new game as they were in the save game it was based on.

Thanks for the great editor and keep up the impressive progress!
Title: Re: [RELEASE v1.9.4]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-06 12:20:37
the level progress gets calculated when you view a character this is why it changed, its not anything you need to be worried about as the game will recalculate it anyway when you play. yes its mostly likley a rounding issue FF7 always rounds down. and i have not written a rounding function to do it exactly the same as it not so much important for level progress to be correct because like i said the game will change it anyway (also its not used at all )

items in game are stored an a strange way, basicly there are 320 items each item is 2 bytes <ITEM,QTY> if the item # is > 255 then the qty will be even and will need to divide by two the QTY and add 255 to the item number to get the real item number.

when you get a new char. their level is based off of whatever clouds level. its possible that you didn't use barret as much last playthru and created to much of a level gap. then when you aquired barret the game fixed the gap for you.   there is not much that i can do about since it happens ingame.

in 1.9.5 news. im just basicly waiting on the translators to finish translation so i can release it. you should all upgrade when that happens. 1.9.5 is much better (https://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=Change_Log#Change_Log_For_WIP) then 1.9.4 in many ways. :D
Title: Re: [RELEASE v1.9.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-11 14:41:59
Black Chocobo 1.9.5 is out, see the first page for download links. as always report any problems or discoveries you find.
Title: Re: [RELEASE v1.9.5]: Black Chocobo - FF7 Save Game Editor
Post by: Merlin09 on 2011-12-11 18:59:20
Hi, and thanks for your work.

I am french and I tried to use black chocobo with pcsx emulator saves, and it seems to work fine on my kubuntu oneiric box.

But I have a problem... since I'm french, my game id is sces00868, and it seems black chocobo cannot handle it... Is there a way to bypass this problem?

Again, thanks for your work, and your time.

--- Edit ---

Ok, I was just a fool, some things are a bit tacky, but it works mainly, I was just trying to open the file without closing the emulator...
Title: Re: [RELEASE v1.9.5]: Black Chocobo - FF7 Save Game Editor
Post by: docviiweiss on 2011-12-11 20:45:53
Do you happen to have a post somewhere with the " Global Progress "  .... Like what are the " Main Progression " spots for each spot?
Title: Re: [RELEASE v1.9.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-12 12:09:36
Do you happen to have a post somewhere with the " Global Progress "  .... Like what are the " Main Progression " spots for each spot?

the list of event progress is broken up in to groups based on what part of the game they are used in. the Global Progression values are currently not all known. when more is known i will make it more fool proof. (also if you know any feel free to report them)
Title: Re: [RELEASE v1.9.5]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-13 17:58:31
OOPS. I made a small mistake in the 1.9.4 - 1.9.5 code that prevents non english materia from changing the combobox. if you have 1.9.4 or 1.9.5 there will be an update (hopefully tonight ) for all versions to 1.9.51. check back later on.

Edit: Updated, any users not using english for the language should update to 1.9.51.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Ragnarok on 2011-12-14 17:29:28
hey can any1 update the check-sum for my .psv file cause i already edited the save and need somebody else to update the check-sum thru some means

the link is www.megaupload.com/?d=I7QB7QX5
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-14 19:10:45
hey can any1 update the check-sum for my .psv file cause i already edited the save and need somebody else to update the check-sum thru some means

pm me for the link to download the file   8)

its possible , you can even do it yourself if you have the required stuff. if you can't do it, srsly watch the howto video (http://www.youtube.com/user/sithlord48#p/a/u/0/XtyEMFjYWUI). its not hard just requires you have a few things. i guess i could "sign" it for you. do not pm me just put the link here. (edit your previous post to include it)
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Merlin09 on 2011-12-14 19:23:10
Hi,
After a few days using your software, I came to a simple ocnclusion: it's awesome

That being said, I came across some weird things:
Each time I open my samegame, witch seems not to be recognized, I have to select "visualize nonetheless" or something like that since I'm french and so is my blackchocobo interface.
Then a message pops up saying "using unknown variable table to visualize the save"
Other than that, it seems that everything goes well.

So, here is my question: is it possible to add SCES00868 witch is the french version of ff7 to this program?

Thank you
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-14 19:28:38
idk there was a different number for french , i thought they were all covered under the euro version, ill add it to the next version. you will need to send me a save from your copy and that should be all i need to get it working.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Merlin09 on 2011-12-14 19:38:33
cool, ok, a save in pcsx format is fine for you?
How can I send it to you? I mean, what's the most convienent way for you to receive the file?
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-14 19:51:33
cool, ok, a save in pcsx format is fine for you?
How can I send it to you? I mean, what's the most convienent way for you to receive the file?

please send me a mcr or other "virtual memory card" format.since it will contain your region data. just upload the file somewhere and put the link here.  also what os are you using since ill prolly send you a new execuitable to test .
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Merlin09 on 2011-12-14 19:57:57
Ok, here you go:

http://www.merlin09.fr/PSX/merlin.mcr

And I'm a linux user, I use Kubuntu oneiric for the time being.
No problem if you want me to test things.
Thanks for your time.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-14 19:59:13
Ok, here you go:

http://www.merlin09.fr/PSX/merlin.mcr

And I'm a linux user, I use Kubuntu oneiric for the time being.
No problem if you want me to test things.
Thanks for your time.

oh well fellow KDE user.. :P 32bit binary ok ?
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Merlin09 on 2011-12-14 20:05:40
I'm on a x86_64 architechture, but I should be able to run the 32bits version if it's more convenient to you.

Yes, I'm a KDE user since... well god knows how many years... my first linux box was back in 1996 or 1997...

Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-14 20:13:20
I'm on a x86_64 architechture, but I should be able to run the 32bits version if it's more convenient to you.

Yes, I'm a KDE user since... well god knows how many years... my first linux box was back in 1996 or 1997...

didn't notice the time ill commit the changes to the trunk folder. and compile when i get home, my netbook is 32bit but all others are 64bit.

i'm also a kde user forever. and a fellow kubuntu user , if you are not currently using the PPA you might want to add it

sudo add-apt-repository ppa:sithlord48/ff7
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Merlin09 on 2011-12-14 20:17:57
yes, I already use the ppa.

If you want me to try something now in 32bits I can.
I don't know in which timezone you live, but still, I found real fun your piece of work, and thank you very much for messing with this for maybe your only french user for now :D

At least, I'm a real ff7 fan, for like... forever :)
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Merlin09 on 2011-12-14 21:27:51
Ok, I tried it... and it works!

Thank you very much.

I'm sorry I can't make more testing for tonight since here it's nearly midnight and I'm injured, so my wife don't want me to go to bed too late, and she is probably right...

At first check it seems that everything is ok.

I'll continue checking each and every thing I can tomorrow, and I'll let you know
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-14 21:41:21
Ok, I tried it... and it works!

Thank you very much.

I'm sorry I can't make more testing for tonight since here it's nearly midnight and I'm injured, so my wife don't want me to go to bed too late, and she is probably right...

At first check it seems that everything is ok.

I'll continue checking each and every thing I can tomorrow, and I'll let you know

sounds good to me.

@everyone else support will be added in the next version.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Ragnarok on 2011-12-14 22:11:43
@sithlord48 the link for my .psv file is www.megaupload.com/?d=I7QB7QX5
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-12-15 00:09:44
@Merlin09 : Hey! I'm French as well, but I have to stick to English due to forum rules. I did most of the translation for BC and I can't recall of anything that needed me to change a variable. I am most likely wrong though, sith is the only one that really knows :P
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Merlin09 on 2011-12-15 09:36:09
Hi Vgr,

I don't know why you didn't ran into the same problems, but it seems mine where real since sithlord48 managed to include my game number into BC ;)

The game I use is a backup from the originals I have with my PSX, pure french version, no other languages.

Is it the same as yours, or do you have a multi language euro version?

If so, just know that the pure french version (SCES00868) as some little particularities in the senario... Even if I can't remember which ones right now!

@sithlord48:
I didn't try all the options yet, but it works without problems, even while converting card formats:
I tried with FPSE on my android phone, with PSX4all on my wife's iphone, and with pcsx on my linux boxes!

Thanks to both of you.

And by the way, Vgr, you did an awesome job with the french version, the traduction seems flawless!

If anyone of you needs any help I can provide, feel free to ask, I would be glad to help
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-12-15 12:07:53
Well, I can't check right now, but it seems it's a good version. I have the NTSC-US version but I also have a used copy of PAL-FR, which I don't use anymore. I used the latter on emulator since I live in Canada and there are no support for PAL here. Once I'll get home I can check this. Feel free to add me to MSN, too. [email protected]
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Merlin09 on 2011-12-15 13:58:50
So, quick feedback after a few hours using your software.

Everything seems to work flawlessly, I tried a lot of things, and all options seems O.K.

The only thing with problems is the slot copy function.

I select my slot, I make a copy, then I select the next slot, I do a paste, everything seems ok, but when I save... no changes saved on slot 2.

So I tried selecting slot 2, then I select new game, I save, and then I paste my slot over the new one, and it works.
But the new slot is in US format... and if I select modify --> French SCES00868, well I return to having messages about unknown variables and so on, but I can't save the file, so it doesn't work.

I hope I make myself clear, since it's not an easy thing to describe.

If I can check or do anything to help... well I won't repeat that each time, will I ? ;)

--- edit ---

Convertion works with any other region code, I just checked, but not sces00868, even if it asks to convert from NTSC to PAL (no more table errors after a reset of the software).

So to resume, I can copy a slot if I: create a new game on the slot, THEN paste my slot here, BUT I can't use it since I can't change the region code of the save to the correct one (well, the change works on screen, but if I save and refresh, everything is gone)
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-15 15:24:06
ok ill look in to that. sounds like i forgot to add that copy to one check somewhere.

edit:: yup forgot a check in the part that changes the region. i'll commit the change to the trunk folder if you can compile it from that good if not let me know and when i get home to my 64bit machine ill make you a new file for testing.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Merlin09 on 2011-12-15 15:28:19
yes, it seems so.
I can't find anything else, and you can trust me on that one, I tried ;)
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Merlin09 on 2011-12-15 18:36:06
O.K., I will try to compile it right now from trunk folder... if I can find the trunk folder :D

--- edit ---

O.K. I just downloaded the svn, but do you by any chance know the command you use to compile out of the blue?

Thank you

--- edit 2 ---

ok, silly me, I've just seen it's qt, so it's compiling right now

--- edit 3 ---

O.K., just checked, and it works :)
I'll check if I find other problems for the next few hours, but right now everything seems nice.

Ow, just one question though, Is it possible to have an option that permits to save anywhere?

--- edit 4 ---

so, The copy function works, but I can't use it ingame after that, and I think that's because in the "other" tab, the region tag says SCES-00868FF7- instead of BESCES-00868FF7-.

I'll check in the sources if I can find the mistake

--- edit 5 ---

For now I wasn't able to find the problem, but it takes time to understand one's code, so I keep digging :)

I must confess this is fun for me :)
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Ragnarok on 2011-12-16 00:36:31
@sithlord48

im so sorry but the save that i uploaded was my original unedited save heres the real one

www.megaupload.com/?d=EUREN0SN 

this save is the actual edited file and again im sorry i sent you the wrong file
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-12-16 03:26:51
Didn't this relate the Copy - Paste Slot problem?
(http://img845.imageshack.us/img845/1918/slota.th.png) (http://img845.imageshack.us/i/slota.png/)
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Ragnarok on 2011-12-16 03:38:55
No my problem is that I am unable to update the check-sums for saves edited by black chocobo because I don't have the stuff required to update it and sithlord48 is able to as busy as he is
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Merlin09 on 2011-12-16 08:15:14
Hi sithlord48,

your last binary doesn't work for me.

Well, it works, it fixes the BE at the beginning of BESCES..., and everything seems fine in blackchocobo, but when in game, the newly copied save does not appear.
It seems Asa is right, when I copy the slot 1 in the slot 2, and then I look into my virtual memory card with pcsx, the slot 1 appears as S01 but the slot 2 appears as S2 instead of S02. This may do the trick.
I'll give a shot at finding something, but I've not been that successfull for the time being.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-16 17:03:52
updated the trunk . if you can see if it works better .. is it always just slot#2? , i slightly modified the paste function if it is misbehaving ill just have to do it the slightly longer and more explicit way.

i've also removed all translations for the keyboard shotrcuts. and updated the translations (so they are removed) and added asa's lang update. ill try to check on later and see if its now working correctly.

@ ragnarok, if i remember ill sign your file when i get home.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Ragnarok on 2011-12-16 17:42:46
Awesome thx so much and sorry for making u do this again
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-12-17 02:01:45
When paste to 10th slot, S01 allocated. Duplicated number slot will be ignored in game.
Other slots are OK.
(http://img194.imageshack.us/img194/6605/10th.th.png) (http://img194.imageshack.us/i/10th.png/)
And new Japanese file Black Chocobo JA 12-17 (http://island.geocities.jp/b_temhote/ff/black_chocobo_ja.html)

Best Regards,
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Merlin09 on 2011-12-17 13:27:58
sorry I didn't try yet, because I have other things to do, but I'll try to do it this evening or tomorrow.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-17 14:47:21
there explict switch time... will update trunk
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Ragnarok on 2011-12-17 15:37:40
@sithlord i can get the .psv file to be read by my ps3 but i cant copy it off of my usb cause it keeps saying "the data is corrupted" any ideas on how to fix it?
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-17 15:52:21
i copied it from my ps3 to the usb stick so it should be signed. just besure you have the correct one, they all have very similar names. other then that i have no suggestion. that is the exact behavor of incorrectly signed saves.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Ragnarok on 2011-12-17 15:54:42
are the FF7 .psv files case-sensitive on names?
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-17 15:57:01
they are all Caps , just about any file from the ps3. idk if they are case sensitive but just in case make them all caps.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Ragnarok on 2011-12-17 15:58:06
wait never mind i just re-downloaded it and tried again and now it copied off fine   :evil:
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: black_roses on 2011-12-18 00:04:22
Hey Sithlord48

is there no other way around to make a save file to psp?
or do i have to buy a ps3 for that?

just wondering =)

but you´ve made an awsome work with your save game editor!
been usin it since 1.5, and played on my laptop =)
but the psp would be easier to travel with :P
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-12-18 03:44:01
Paste slot function of SVN's works well.
Thank you.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-18 14:38:07
Hey Sithlord48

is there no other way around to make a save file to psp?
or do i have to buy a ps3 for that?

just wondering =)

but you´ve made an awsome work with your save game editor!
been usin it since 1.5, and played on my laptop =)
but the psp would be easier to travel with :P

i think if you look in the FAQ there is another way to get psp to sign the file , im not sure because i don't have a psp to try with .

i can't seam to find it in the thread but -Ric- had writting how he gets files back to his psp (also going to add to the FAQ, right now)

Quote from: -Ric-
How to edit your Final Fantasy 7 PSP save files with Black Chocobo (Custom Firmware only)

Requirements:

A Playstation Portable with custom firmware (i did the tests on 6.60 but it should work fine on any)
CWCHEAT plugin.
Usb cable/Memory Card reader (should be obvious why..)
Winrar (or any other extracting program)

HOW TO:

1st you need to download CWCHEAT.. You can use this link if you want just the plugin for the save editing: http://www.mediafire.com/?uz4fn4qvinwc748

Or you can use this one incase you want the full version of CWCHEAT which allows you to add/use cheat codes on playstation portable/playstation games: http://www.mediafire.com/?osxfb4i4s86406q

after the download is complete, connect your psp to the computer and go to: G:\seplugins
Note: its G:\ on my computer but it can be any other letter on yours.

Then extract the CWCHEAT file with winrar or any other program you chose to use, open the seplugins folder from the extracted archieve and you will have another folder called "cwcheat"
(which contains 3 folders and 4 files)

Move that cwcheat folder to the playstation memory card under the location mentioned before (G:\seplugins)

After that, on your seplugins folder in the PSP memory card, there should be a file called "pops.txt"
Open it on notepad and add this line to it: ms0:/seplugins/cwcheat/cwcheatpops.prx 1
Exactly like that!

Now unplug the playstation portable from the computer and start Final Fantasy 7 on it

After the game is on the "New Game/Load Game" screen, Press and HOLD the select key for some seconds until a screen like this appears: http://4.bp.blogspot.com/_5EjlNYy8SjA/SXKIsBhPgtI/AAAAAAAAAEQ/1RJiNNltOtU/s320/cwcheat-01.jpg

Then click on "Manage Memory Cards"
and chose "Save memory card 1 to memory stick"

then you should see below "Last operation: OK!!"

now leave the cwcheat menu and exit the game.

Connect the psp to the computer again and open black chocobo
click on File>open and then chose the extracted save on your psp memory card that should be on E:\seplugins\cwcheat\mc

edit it however you wish and then File>Save on Black Chocobo.

unplug the PSP from the computer and run final fantasy 7 on it

Once again, when on the "New Game/Load Game" screen, hold the select key for a few seconds until the CWCHEAT shows up and go to Manage Memory Cards

Then click on "Load Memory Card 1 from memory stick" and the last operation should say OK!!

Exit the CWCHEAT menu, click on load game and voila, your edited save file will be there 
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: godlik3 on 2011-12-19 05:57:51
i edited my save file but it doesnt change when i load the game up so what did i do wrong?
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-12-19 11:09:34
1. What platform are you using?
2. What did you change?
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-19 11:58:21
i edited my save file but it doesnt change when i load the game up so what did i do wrong?

not sure , could be several things. im sure its something simple like forgetting to save, not coping the file or something like that. besure you have the file signed or it will not work on your psp. see above post. also i don't have a psp so im not sure if you need to put the save in a certain spot or not.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: DarcXIII on 2011-12-19 16:31:49
um by chance have u fixed the psp save problem, i have version 1.9.51 and it says bout updating a file when i try to save it.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Merlin09 on 2011-12-19 18:04:46
Hi all,

I just tested the last trunk, and for the french SCES00868 version, everything seems fine, even the slot copy.
I'll test more extensively ASAP, but I wanted to let you know that your fix worked.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-19 18:14:54
um by chance have u fixed the psp save problem, i have version 1.9.51 and it says bout updating a file when i try to save it.

here is an attempt to answer your question,however since im not entirely sure what your asking ill answer the question of

"can you save psp files that are signed and will work on my psp without doing anything else"

No. You need to have a psp or ps3 sign the file. look at the FAQ (http://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=FAQ) for two methods for signing the files.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: godlik3 on 2011-12-20 05:39:50
not sure , could be several things. im sure its something simple like forgetting to save, not coping the file or something like that. besure you have the file signed or it will not work on your psp. see above post. also i don't have a psp so im not sure if you need to put the save in a certain spot or not.

i fixed it and i have ff7 for pc but i found out how to edit it but ty



also why cant i place the Bronco anywhere with out losing it? on the computer any help?
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-20 11:59:14
also why cant i place the Bronco anywhere with out losing it? on the computer any help?

it depends on what you main progress is set to . and what world map is being loaded. only one map will allow the bronco to be shown . on all others it will be there just invisible. (since it should have loaded the highwind model)
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: godlik3 on 2011-12-20 20:10:17
well i just got it and i had use another editer to make it reappear. i had to check a box to make it work maybe you should add something like that?
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-20 20:20:32
well i just got it and i had use another editer to make it reappear. i had to check a box to make it work maybe you should add something like that?

there is something like that its in the location tab , in the world map section.

what editor did you use..?
what changes did you make?
what changes did it make in your file if you don't know that can you provide both  the unmodified and modified saves so i can see what changed?

im pretty sure that what ever editor you used changes also other stuff . cause like i said the model displaing depends on what world map your on , and that seams to be based on what your global progress is.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Ragnarok on 2011-12-20 20:46:02
@sithlord48 the save file works perfectly but after i got to the diamond weapon part i just cant seem to be able to make him appear any ideas on how to fix this?
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-20 21:01:28
@sithlord48 the save file works perfectly but after i got to the diamond weapon part i just cant seem to be able to make him appear any ideas on how to fix this?

nope idk what you edited.

edit: if you have the unmodified file you can import that one and the modified one in to a .ff7 or any other  multislot save type and use the diff table to diff the entire slot and then use the savemap to find what the values got changed (and to what).

looking at what i think are you saves it seams you changed the time and clicked to kill emerald ? emerald's premature death might be causing your issue. but im not sure if these are you saves or just random psv files i happened to have had. (creation dates seam correct)
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: godlik3 on 2011-12-21 03:25:21
there is something like that its in the location tab , in the world map section.

what editor did you use..?
what changes did you make?
what changes did it make in your file if you don't know that can you provide both  the unmodified and modified saves so i can see what changed?

im pretty sure that what ever editor you used changes also other stuff . cause like i said the model displaing depends on what world map your on , and that seams to be based on what your global progress is.

i used Final Fantasy VII SavGame Editor_CruCiA editor and when i used it it had a check box by the bronco and i had to check the box and it reappeared and then i went back to yours and it showed it again. sorry i didnt double save it like i should have but i was tired. i was able to use the bronco because i just finished wutai area and i was trying to move the buggy and then my bronco was gone, i kept trying to place the bronco but it didnt work then i had a idea to use another editor and i check the box for the bronco and i saved it and it was there. so i thought ill give you a idea and make the vehicles in ff7 a check box sysytem so something like that dont happen, just a idea.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-12-21 06:56:31
I had checked this problem on FF7 International.
This problem occurs when "Show on Map" value is changed.
Savemap 0x0C23 includes Tiny Bronco visibility value!
And Black Chocobo recognize the value higher than 0x01 as Highwind.
Black Chocobo displays Highwind in drop box even if its value 0x05.
User will change it to Buggy (0x01).
0x00 = None
0x01 = Buggy
0x04 = Tiny Bronco
0x10 = Highwind

Edited
And Chocobo display value on world  map
Savemap 0x0C22
0x01 = Caught Chocobo (Display Chocobo's Riding Tutorial)
0x04 = Yellow
0x08 = Green
0x10 = Blue
0x20 = Black
0x40 = Gold
0x80 = None
Low value has high priorities
0x07 = Yellow + Tutorial Caught Chocobo, 0x0C = Yellow, 0xE1 = Black + Tutorial Caught Chocobo
I cannot check PC version
Regards,
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-21 12:16:24
the tiny bronco shares location data with the chocobo. you can't have both at the same time ever on the map. this is not the same data as 0xc23 its part of the world data, the last part of each items coornaites is what model is to be loaded (see "id" in worldmap area.) the only model i have been able to swap is the highwind/buggy. the buggy being visible depends greatly on what  one of the 3 world maps is being shown. you can swap the model if on the wrong map but the buggy will be invisiable.
 
we are not currently checking for what chocobo is on the field map.  asa ill have to look in to you claim on this byte. i remember a byte that controlled what chocobo (based on stable location) was on the map this byte iirc also contained a "on highwind"  bit . but its been a bit since i tried to play with that.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-12-21 16:54:39
(http://img267.imageshack.us/img267/8407/all2k.th.png) (http://img267.imageshack.us/i/all2k.png/) (http://img696.imageshack.us/img696/8845/choco22.th.png) (http://img696.imageshack.us/i/choco22.png/)
I meant them.  And I never wrote we can get Tiny Bronco and Chocobo in same time.
Regards,
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Ragnarok on 2011-12-21 17:00:53
nope idk what you edited.

edit: if you have the unmodified file you can import that one and the modified one in to a .ff7 or any other  multislot save type and use the diff table to diff the entire slot and then use the savemap to find what the values got changed (and to what).

looking at what i think are you saves it seams you changed the time and clicked to kill emerald ? emerald's premature death might be causing your issue. but im not sure if these are you saves or just random psv files i happened to have had. (creation dates seam correct)

Well what I edited was my stats,items,materia,chocobo,and I think I unchecked killing emerald weapon so I can kill him again i also changed my gameplay time but i doubt that would have any effect on the save whatsoever
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-21 18:20:05
i will say this and i can't stress this enuff . playing with the progression stuff in anyway can lead to oddities in the game


@asa, i can't zoom in on your pictures.chocobo type on map is 0xc22? iirc it had something todo with what you had in the stables. (can you varify they are not same order in your stables)

as for 0xc23, what are you trying to say is: (feel free to correct me if im wrong)

0x00 show no buggy , bronco or highwind.
0x01 show only buggy , no bronco or highwind
0x04 show only bronco, no buggy or highwind
0x05 show both bronco and buggy; no highwind
0x10 show only highwind ; no buggy / bronco
0x11 show buggy and highwind ; no bronco (should not work)
0x14 show highwind and bronco; no buggy
0x15 show highwind , buggy and bronco (should not work)
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-12-22 10:06:14
0xC23
Yes, it is my poor English wanted to say.
On Disc1, this value will be changed 0x00 => 0x01 => 0x05 along Game progress.
Black Chocobo only displays "None, Buggy & Highwind" in "Show on Map" entry. And Value 0x05 is displayed as "Highwind".
If User thinks "Highwind? No, this is Buggy."  and changes it to Buggy, Black Chocobo sets value 0x01 and it makes invisible deactive Tiny Bronco, and there is no way to make visible get back Tiny Bronco by using Black Chocobo.
I had often lost Tiny Bronco after editing by Black Chocobo, but I never understood the cause. This time, godlik3 reported Tiny Bronco problem, so I checked savemap wiki Black Chocobo savemap page and noticed them.

0xC22 - Chocobo
This is not related to Tiny Bronco problem. But I found it while checking 0xC23.
I thought some forum reader might be interested in it, because it can use any Chocobo on world map without occupying Chocobo Stable.
(http://img4.imageshack.us/img4/5619/newchocobo.th.jpg) (http://img4.imageshack.us/i/newchocobo.jpg/)
MCR Save file 0xC22 changed (FF7 Internatioal) (https://docs.google.com/open?id=0Bxd2QKcf-8VeOTZmMWEwMGItMTZiNC00Y2ZhLTk3OWQtMjBhNDg4Nzk4MDJk)
Slot 1: 0x00, 2: 0x01, 3: 0x04, 4: 0x08, 5: 0x10, 6: 0x20, 7: 0x40, 8: 0xE1, 9: Original
This base data taken from Eslava's "Save5 pack - save02.ff7 - slot 5 (After escaping from Junnon Office in Disc2)" and converted to FF7 Internatioal by using Black Chocobo.  Chocobo stable not occupied yet. Remained Tiny Bronco coordinates & ID were changed. Slot 9 is Original only converted to FF7 International.

Regards,
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-22 12:12:43
ok then it seams i need to modify that box and add a new one ,for id in world location to change highwind buggy.

ill look in to 0xc22 as well maybe i can add that also easily, both will be included in the next release if all goes well.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: black_roses on 2011-12-22 14:37:37
Thx sithlord48 :D

I just flashed my psp with cfm and now i can edit savefiles as much as i want! :D
Working as a charm!! :D
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-23 02:39:28
asa i've added the corrections for 0xc23. please check and report back. tomarrow i'll see about getting the stuff needed to work with 0xc22 correctly as well as the bronco/chocobo switch.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: godlik3 on 2011-12-23 07:03:06
asa i've added the corrections for 0xc23. please check and report back. tomarrow i'll see about getting the stuff needed to work with 0xc22 correctly as well as the bronco/chocobo switch.

do let me know when the new version is out please and thank you. also quick question i have my sound cutting in and out on some parts of the game, do you thinks its my computer it self or my iso's?

or is there a patch that fix that?
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-23 11:59:00
do let me know when the new version is out please and thank you.
check back later. when it comes out announcement will be made.

also quick question i have my sound cutting in and out on some parts of the game, do you thinks its my computer it self or my iso's? or is there a patch that fix that?
your asking the wrong person i don't use iso's nor do i use windows, sound is working correctly on my linux machine playing the game via wine. you might want to ask elsewhere.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-12-23 12:06:38
Thank you sithlord48, that function works well.
And new Japanese file Black Chocobo JA 12-23 (http://island.geocities.jp/b_temhote/ff/black_chocobo_ja.html)
Regards,
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: tydt on 2011-12-24 05:13:42
I would love to see the new version come with GP hack for Golden Saucer, it would make my life a lot easier in disk 1.  :-D
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: godlik3 on 2011-12-24 06:28:04
did some test and the key item "key to sector 5" dont work when you add it instead of looking for it but it shows up in your key items but it dosnt work so is that a glitch or am i wrong?
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-12-24 09:44:54
It seems I found "Caught Savage Chocobo" value.
0x0C22 : 0x03 (0x02 + 0x01), 0x0C23 : 0x02
No ID & Coordinates required, It will be automatically put on the same coordinates of Party.
 ↑ Sorry, this is wrong. I forgot I changed another value.
Seems effective only on Disc 1. It is necessary to check more, but I don't have a time.

Edited
I had mistaken,
"0x0C22 : 0x01" is "Caught savage chocobo"
Worldmap Location "Unknown" is Coordinates & ID of "Caught savage chocobo"
Its ID is "4".
Showing tutorial depends on 0x0C22 : 0x01 & tutorial seen flag.
(http://img440.imageshack.us/img440/8213/savagechocobo222.th.jpg) (http://img440.imageshack.us/i/savagechocobo222.jpg/)
Savage Chocobo MCR file (FF7 International) (https://docs.google.com/open?id=0Bxd2QKcf-8VeNTkxYWMwZDAtYzZlYy00YTM1LWI3ZWEtOGM1MGI4ZDkzYmU1)
Slot 1 is Chocobo exist. Slot 2 is original.

And, "0x0C22 : 0x01" works on all disk.
(http://img851.imageshack.us/img851/5457/savageblack333.th.jpg) (http://img851.imageshack.us/i/savageblack333.jpg/)
 Regards,
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-24 13:32:28
did some test and the key item "key to sector 5" dont work when you add it instead of looking for it but it shows up in your key items but it dosnt work so is that a glitch or am i wrong?

its possible that there is also a main progress value that has to be greater then a number or maybe even another bit somewhere that also needs to be toggled.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2011-12-24 18:41:52
There is a field script that prevents Key Items from being used whenever possible. The menu thing is just a display.

Edit : As for the GP, it already exists.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2011-12-25 06:16:59
It seems I found "Caught Savage Chocobo" value.
0x0C22 : 0x03 (0x02 + 0x01), 0x0C23 : 0x02
No ID & Coordinates required, It will be automatically put on the same coordinates of Party.
 ↑ Sorry, this is wrong. I forgot I changed another value.
Seems effective only on Disc 1. It is necessary to check more, but I don't have a time.
....

Asa i'm checking your research and i see that you have done a great job, congrats. I'm doing some testing by my self too, so i will stay in touch.
Tomorrow i will update the BC savemap wiki with the last discovering.

Best Regards!
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2011-12-25 14:34:29
i coded all the 0xc22 stuff last night but i didn't seam working correctly so i scraped it all, vegetta plz note its Z_15 we need to shorten by one (woot only two bytes left for that one) .  ill try to get on making it work  but i got way distracted by trying to get my other ps3 controller paired up and working correctly with my computer, something about my controllers tell the driver they have dead batteries.
Title: Savage Chocobo Wiki Doc.
Post by: Vegeta_Ss4 on 2011-12-25 18:40:57
BC Wiki Update! Please correct me if i'm wrong:

0x0C22    1 byte    Chocobo display value on world map (LBS).
Ex: Savage Chocobo (0x01) + Black Chocobo (0x20) = 0x21

0x00: None
0x01: Caught savage chocobo
0x02: Unknown/Unused
0x04: Yellow
0x08: Green
0x10: Blue
0x20: Black
0x40: Gold
0x80: None???

0x0F64    8 bytes    Caught savage chocobo's coordinates on world map


0x0C23    1 byte    Vehicle display value on world map
0x00: None
0x01: Buggy
0x02: Unknown/Unused
0x04: Bronco
0x08: Unknown/Unused
0x10: Highwind
0x20: Unknown/Unused
0x40: Unknown/Unused
0x80: Unknown/Unused
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-12-26 12:46:49
@Vegeta_Ss4
Since I could not check other versions, I always worried about my results.
However, your research relieved me. Thank you.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2011-12-26 21:30:03
I'm using FF7 PC US and PSX US to do my tests.

Messing with 0x0FA1 value ends in what i call a "Junon Cannon Ride" :evil: as you can see in this video:
https://docs.google.com/open?id=0ByLHLlOpmLhZMWM0N2JiY2MtMTY5Zi00Nzk5LTg4Y2QtZjU0ZDc5ZTdkNzQ3

I used Asa's Chocobo.mcr Slot 3

0x0C22: 0x04
0x0C23: 0x10
0x0FA1: 0x04 (i have only changed this value)

So i think 0x0FA1 byte really has something to do with "ride on" thing, not only choco ride i guess. :-o


Svn rev 615 is out:
-Savage Chocobo proper label on Location Tab (Gui & Lang change)
Please check if my translations are correct.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2011-12-27 10:13:58
@Vegeta_Ss4
Yes, I was surprised when I got to know it. Once I had investigated it a little.
Why no menu access on Wutai continent bridges? # 16  (http://forums.qhimm.com/index.php?topic=12568.msg175065#msg175065)
If proper value (but wrong value for game) is set, it can take Midgar Sister Ray on board Highwind.

@sithlord48
I wrote as "Savage Chocobo", but I don't know its right English name. Please check it.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2012-01-01 17:44:25
WOW, up to version 1.9.51 huh ??
Awesome ^.^
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Campingtroll on 2012-01-03 14:25:44
Can you post a psp save already done at the beginning with everything and max lvls plz
(v)
(-.-)
(><)   <------ bunny
^ ^
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2012-01-03 14:42:44
With Black Chocobo you can create a new save and add in everything you want. You also need a CFW and CWcheat to implement your save.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Campingtroll on 2012-01-03 14:48:22
well i bought the game off playstation network and my psp is not modded
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2012-01-03 14:49:06
Then you can't have an edited save on your PSP.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Campingtroll on 2012-01-03 14:54:20
well it just says "This File Does Not Have An Updated Checksum.It will not work on your PSP."
and i am using a vmp
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-01-03 16:31:24
this is the only way to get it back on an unmodded psp/ps3

http://www.youtube.com/user/sithlord48#p/a/u/0/XtyEMFjYWUI

next time read the user guide.it would have shown you this FAQ (http://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=FAQ). i don't have a psp so i can't make you a psp save.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2012-01-12 08:59:18
Savemap Info
Chocobo info 0x0FA0 Modified : 2012-1-14
======================
Addition for Chocobo
Code: [Select]
0x0C20
00 / 01 - 06 Which stable's Chocobo was taken out. The stable is displayed empty, but still occupied.
00: Chocobo can be taken out even if another Chocobo is exist on world map. - (* Glitch)
Not 00: Chocobo cannot be taken out even if no Chocobo is exist on world map.

(* Glitch)
(1) Chocobo Color Glitch: Chocobo color priority is given to a younger value. If Black (0x0C22: 0x20) is taken out when Yellow (0x0C22: 0x04) is on world map. Party will rides on Yellow.
(2) Riding Double Chocobo Glitch: If Owned Chocobo is taken out from stable when Wild Chocobo is exist on world map, it makes that Party rides on Wild Chocobo and Wild Chocobo rides on Owned Chocobo.
These glitch occurred even if Chocobo ID=0. But they are not serious problem. (1) will be cleared when Party returns to Chocobo Firm with Chocobo. (2) will be cleared when Party rides off and rides off again.

----------------------
0x0C21
0x01 Enter direction to Chocobo Farm & Show send/release Wild Chocobo option when riding off.
ON:  Right of ranch / Show option
OFF: In front of cage / Hide option
Set to "ON" after buying chocobo stable.

----------------------
0x0C22
0x02: Chocobo in Highwind. When Party rides on Highwind with Chocobo (0x0FA1=0B), this value is set to "ON".
ON:  Chocobo exist in Highwind stable. If Chocobo is not enabled, Chocobo not displayed but breeding staff is served as Chocobo exist.
OFF: Chocobo not exist. If map switched to Highwind c*ckpit, Chocobo returns to world map.

----------------------
0x0F2A:
0x04 Chocobo Tutorial ON / OFF = Seen / Show

----------------------
0x0FA0 Wild Chocobo Type
Value is set when Chocobo is caught and used after Chocobo is sent to cage
00 = Not displayed in cage
01 = Wonderful
02 = Great
03 = Good
04 = Fair
05 = Average
06 = Poor
07 = Bad
08 = Terrible
Over 08 = Choco Billy's rating window not displayed

Chocobo_Glitch.mcr (FF7 International) (https://docs.google.com/open?id=0Bxd2QKcf-8VeYTI0MjhmNmQtZDg1Yi00OTYxLThkNDYtYzEzYjIwYTdlNTk3)

======================

Addition for 0x0C23
Code: [Select]
0x0C23

0x02: Leaving town with Buggy (for Junon, Costa Del Sol & Corel Prison). When Party rides on Buggy (0x0FA1=06), this value is set to "ON".
ON:  Party will be riding on the Buggy when leaving those town.
OFF: Party will be walking.
----------------------
0x20: Behavior of Party returns to world map from inside of Highwind ("Go" selected for Pilot's query)
ON:  Highwind is flying in the air
OFF: Party and Highwind are on the ground with their coordinates.
This value is set to "ON" when party rides on the Highwind (0x0FA1=03 or 0B). Changing this value doesn't make sence, because 0x10 and 0x20 will be re-set to "ON" when loading c*ckpit field.

======================

0x0FA1: Ride on vehicle and party leader appearance
Code: [Select]
0x0FA1 (0x0FA2 is 00 or 02)
00=Cloud / Ancient Key (0x0FA2: 02)
01=Tifa (Leader Tifa. ignored when loading slot) / Ancient Key (0x0FA2: 02)
02=Cid (Leader Cid. ignored when loading slot) / Ancient Key (0x0FA2: 02)
03=Highwind
04=Wild Chocobo
05=Tiny Bronco
06=Buggy
07=(?)
08=(?)
09=(?)
0A=Diamond Weapon
0B=Ultima Weapon
0C=Condor (fooked, cannot move)
0D=Submarine (0x0FA2: 00=world map, 02=underwater)
0E=Goldsaucer
0F=Rocket
10=Rocket Launching Pad
11=Gelnika (0x0FA2: 02)
12=Underwater Reactor (0x0FA2: 02)
13=Owned Chocobo
14=(?)
15=(?)
16=(?)
17=(?)
18=Crater Barrier (fooked, cannot move)
19=Ancient Forest
1A=(?)
1B=(?)
1C=Sunken Red Sub (0x0FA2: 02, After Gray Sub gotten)

2B=Highwind with Chocobo (When Owned Chocobo is exist on world map / many values applied, but this value is used in game)

Others value or vehicle not exist
World map: Ruby Weapon, Highwind w. Chocobo, Sister Ray of Junon/Midgar
Underwater: Emerald Weapon, Underwater Reactor

Thank you for Vegeta_Ss4 and his suggestion
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2012-01-12 09:06:14
0x0F90 is not Emerald? Weapon's coordinates
They are  Landmark Poles of Turning Snow Area.
(http://img802.imageshack.us/img802/9792/poles.th.jpg) (http://img802.imageshack.us/i/poles.jpg/)(http://img39.imageshack.us/img39/6946/kaiteigousei.th.jpg) (http://img39.imageshack.us/i/kaiteigousei.jpg/)
Code: [Select]
0x0F8C - 0x0F8F: 1st pole (4th, 7th, 10th....)
0x0F90 - 0x0F93: 2nd pole (5th, 8th, 11th....)
0x0F94 - 0x0F97: 3rd pole (6th, 9th, 12th....)
1st 2Bytes = X Coordinate, 2nd 2Bytes = Y Coordinate.
Values will be ignored when loading slot.

0x0F9F: Pole Number/Where address will be overwritten by next pole (cycling 00, 01, 02, 00, 01, 02... )
00: 1st pole address
01: 2nd pole address
02: 3rd pole address

0x0F9C: 2Bytes, 00 00 - FF 0F: Map rotation angle. xx yx: if y > 0, y will be chaned to 0.
This value is Camera angle and rotation of normal world map

0x0C1E: 0x20 ON/OFF = Hide/Show Turning Snow Area Tutorial

0FA3:  Unknown. It seems this value is mixture of Number of pole and Party direction and walking steps or coordinates.
Value will be ignored when loading slot.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2012-01-12 09:23:38
Getting Vehicle
Red Sub Tutorial info Modified / 2012-01-14
Code: [Select]
Gray Sub (Put on initial place)
Set Sub ID to 13 (Coordinates will be ignored)
0x0B90: 00
0x0B94: 03 00
0x0B96: 2A 00
0x0C1E: 0x04 ON/OFF = Hide/Show Gray Sub Tutorial
0x0EF4: 0x08 ON, Enable Gray Sub & Disable Red Sub
0x0EF6: 0x04 OFF Disable Red Sub (Ignored if "0x0EF4: 0x08 is ON")

Gray Sub (Simple)
Set Sub ID=13 and x-y coordinate
0x0EF4: ON
-----------------

Red Sub (Put on initial place)
Set Sub ID to 13 (Coordinates will be ignored)
0x0B90: 00
0x0B94: 03 00
0x0B96: 36 00
0x0F2A: 0x02 ON/OFF = Hide/Show Red Sub Tutorial
0x0EF4: 0x08 OFF Disable Gray Sub
0x0EF6: 0x04 ON Enable Red Sub
All value required to show tutorial

Red Sub  (Simple)
Set Sub ID=13 and x-y coordinate
0x0EF4: 0x08 OFF
0x0EF6: 0x04 ON
-----------------

If Sub enabled before Sub mission

Gray already enabled before Gray Sub mission
Both of mission completed or failed, game progression is stopped, still can choose mission start again.

Red already enabled before Gray Sub mission
Completed => No problem, Red will be exchanged to Gray
Failed => No problem and Party still has Red Sub

Gray or Red already enabled before Red Sub mission (Gray mission failed)
Dog never get out of the way.
=================

Buggy (Put on initial place)
0x0B90: 00
0x0B94: 03
0x0B96: 10 00
0x0C23: 0x01 ON Enable Buggy
0x0C23: 0x02 ON Ride on Buggy when Party leaves Corel Prison, Junon & Costa Del Sol
0x0F29: 0x20 ON/OFF = Hide/Show Buggy Tutorial
=================

Tiny Bronco (Put on initial place)
Set Tiny Bronco/Chocobo ID=5 (Coordinates will be ignored)
0x0B90: 00
0x0B94: 03 00
0x0B96: 28 00
0x0F2A: 0x04 ON/OFF = Hide/Show Tiny Bronco Tutorial
All values required to show Tiny Bronco tutorial
=================

Highwind (Put on initial place)
0x0B90: 00
0x0B94: 03 00
0x0B96: 29 00
(Very simple)

Warp on world map (to the point after exiting town or event)
Code: [Select]
Set values
0x0B90: 00
0x0B94 2bytes: 03 00
0x0B96 2bytes: followings

00 00 = <Party Coordinates (?)>
01 00 = Midgar City <@>
02 00 = Kalm <@>
03 00 = Chocobo Farm <@>
04 00 = Mythril Mine 1 (Grassland side) <@>
05 00 = Mythril Mine 2 (Junon side) <@>
06 00 = Fort Condor <@>
07 00 = Junon <@>
08 00 = Temple of the Ancients <@>
09 00 = Old man's House <@>
0A 00 = Weapon Seller <@>
0B 00 = Mideel <@>
0C 00 = Materia Cave - Mideel <@>
0D 00 = Costa Del Sol <@>
0E 00 = Mt. Corel <@>
0F 00 = North Corel <@>
10 00 = Corel Prison (Buggy and others value required)
11 00 = Gongaga Village <@>
12 00 = Cosmo Canyon <@>
13 00 = Nibelheim 1 (sea side) <@>
14 00 = Rocket Town <@>
15 00 = Lucrecia Cave <@>
16 00 = Materia Cave - North Corel <@>
17 00 = Wutai <@>
18 00 = Materia Cave - Wutai <@>
19 00 = Bone Village <@>
1A 00 = Coral Valley Cave <@>
1B 00 = Icicle Inn 1 (Icicle Area side) <@>
1C 00 = Chocobo Sage's House <@>
1D 00 = Materia Cave - Round Island <@>
1E 00 = Sub in Underwater w. its Coordinates 1 (Sub required)
1F 00 = Gelnika (Sub required)
20 00 = <Party Coordinates (?)>
21 00 = <Party Coordinates (?)>
22 00 = <Party Coordinates (?)>
23 00 = <Party Coordinates (?)>
24 00 = Cargo Ship from Junon to Inside Ship (can re-battle w. Jenova/glitch when Tifa or Cid leader)
25 00 = Cargo Ship from after Event to Costa Del Sol <@>
26 00 = Cargo Ship from Junon to Costa Del Sol <@>
27 00 = Cargo Ship from Costa Del Sol to Junon <@>
28 00 = Tiny Bronco Initial Place (Tiny Bronco required)
29 00 = Highwind Initial Place (Highwind required)
2A 00 = Gray Submarine Initial Place (Sub required)
2B 00 = Nibelheim 2 (mountain side) <@>
2C 00 = Mt. Nibel 1 (Nibelheim) <@>
2D 00 = <Party Coordinates (?)>
2E 00 = Mt. Nibel 2 (Rocket Town side)
2F 00 = Icicle Inn 2 (Great Glacier side) <@>
30 00 = Great Glacier <@>
31 00 = Rocket Launching Pad <@>
32 00 = <Party Coordinates (?)>
33 00 = Camera closing to Diamond Weapon (after it, Party Coordinates applied)
34 00 = <Party Coordinates (?)>
35 00 = <Party Coordinates (?)>
36 00 = Red Submarine Initial Place (Sub required)
37 00 = Ancient Forest <@>
38 00 = Sub in Underwater w. its Coordinates 2 (Sub required)
39 00 = Coral Valley <@>
3A 00 = Forgotten Capital <@>
3B 00 = Crater (Highwind required)
3C 00 = Turning Snow Area of Great Glacier (North) <@>
3D 00 = Turning Snow Area of Great Glacier (West) <@>
3E 00 = Turning Snow Area of Great Glacier (South) <@>
3F 00 = Turning Snow Area of Great Glacier (East) <@>
40 00 = Turning Snow Area of Great Glacier (Cave Rock) <@>
41 00 - FF 00 = Turning Snow Area with Party Coodinates (Glitchfull)
Party coordinates will be ignored in many case.
<@> - They can be use like Black Chocobo's save location warp for field map
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-01-12 12:24:11
thanks for the info. i'll look in to adding it some point soon unless vegetta beats me to it , since i've been slacking on this project. to secretly and slowly work on another project that will be needed for future development.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2012-01-12 18:44:51
@Asa
What a great job you do on that! Very well done Asa!

I'm taking care of Savemap documentation. This will give to Chris more time to the projects.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2012-01-14 01:28:03
Thank you. But, I had mistaken.

0x0F2A 0x02 = Red Sub Tutorial

0x0FA0 Wild Chocobo Type
Value is set when Chocobo is caught and used after Chocobo is sent to cage
00 = Chocobo not displayed in cage
01 = Wonderful
02 = Great
03 = Good
04 = Fair
05 = Average
06 = Poor
07 = Bad
08 = Terrible
Over 08 = Choco Billy's rating window not displayed
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2012-01-15 06:15:57
Savemap Info
----------------------
0x0C22
0x02: Chocobo in Highwind. When Party rides on Highwind with Chocobo (0x0FA1=0B), this value is set to "ON".
ON:  Chocobo exist in Highwind stable. If Chocobo is not enabled, Chocobo not displayed but breeding staff is served as Chocobo exist.
OFF: Chocobo not exist. If map switched to Highwind c*ckpit, Chocobo returns to world map.

0x0C22
0x02: Set ON when you actually ride on the chocobo. And if you take the highwind mounted on chocobo you are still riding the chocobo, so bit value is the same (1=ON).

So bit means if you are riding or not a chocobo. If you are on the highwind game engine check the value to wherever or not display the chocobo in the stable. If you aren't in highwind, but you are riding chocobo in the worldmap, bit value will still be 1.

Here some screenshots. As you people know, a picture is worth a thousand words.


|     0x0C22=0x40      |      0x0C22=0x42      |       0x0C22=0x42     |
(http://img849.imageshack.us/img849/286/0x0c22100x0c230x10.th.png) (http://img849.imageshack.us/i/0x0c22100x0c230x10.png/)(http://img580.imageshack.us/img580/2791/0x0c22110x0c230x10.th.png) (http://img580.imageshack.us/i/0x0c22110x0c230x10.png/)(http://img141.imageshack.us/img141/6932/0x0c22110x0c230x30.th.png) (http://img141.imageshack.us/i/0x0c22110x0c230x30.png/)
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2012-01-16 11:17:25
Thank you for your point out, I didn't notice it.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2012-01-21 04:34:45
CHOCO NEWS
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-01-22 01:00:53
some may wonder what i've been upto , well i fixed a bug in eskill display that would cause it to not be updated in some instances. but i have mostly been working on getting things set up for our next project, well that and a little bit of coding for it.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: zophar on 2012-01-23 13:05:32
Well after a long absense myself, between holidays and such I am back.

Bad news is still no breakthrough on the ps3 coding. I have messed with other games and some don't even add a checksum when exported.
Why on earth protect a game that's this old?
Also followed several dead leads on the "phrase" the ps3 uses to code these exports.
I was told by a few guys that each game has the checksum formula that the ps3 uses for it.
Kinda makes sense seeing as a few games don't even get a checksum.
still prying at it though guys.

Zophar out,.,.,.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: luen7 on 2012-01-25 04:48:15
hi, i'm a new user to the editor.
i was just messing around with it but never really did anything or added anything to my save file.
but i did save changes, when i try to load it again in the editor, the program just crashes.

i can load my save in-game just fine, but there's a grey-out item with 127 quantities that i can't do anything about,
can't sell, can't use, can't throw.

any advice on fixing my save file?
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-01-25 11:57:08
if you can send me a link to the file. i will look at it and see if i can help you out. also if you have the before that would be good as well.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: DoreamOOn on 2012-02-05 10:33:06
Hello
When i load my modified saves (hp and lvl values for test), it doesn't change anything. At the select save screen in the game, the saves appear unmodified too. Yet, the black chocobo editor reads correctly the saves. Why does not the game accept the modifications? I'm at the begining, the first save point location.
I'm french, sorry for the language
It works, i forgot to run the editor as administrator
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-02-16 14:15:01
It's been some time since i have posted any progress on Black Chocobo , so here we go:


i know it does not seam like alot of stuff. but most of the new work has been on the toolkit. i plan to release this toolkit for others to use as well. so far the new toolkit contains.(no where near finished)

A Few Data Classes:
FF7Item- contains info on items in ff7 (id,icons, elemental ,status, stat changes, etc..)
FF7Materia-contains info on materia in ff7 (id,icons, elemental ,status, stat changes, etc..)
FF7Location- contains info on locations in ff7 (map, id, x,y,z , etc..)
FF7Text: - for converting from ff7<->pc in both latin or japanese chars

and some custom Qt Widgets.
DialogPreview - Widget for showing and setting the colors of the text windows in ff7
SlotPreview -  Widget for displaying a slot preview
MateriaPreview - Widget for displaying info about a Given materia
ItemPreview- Widget for displaying info about a given item.

in the near future maybe i will put some code up for a simple demo (or maybe a binary if no one wants to compile) of these items in action. these and more will be released in a toolkit so anyone making FF7 related tools can have the stuff needed to quickly and easily create a range of tools.For obvious reasons most of the classes and widgets are currently related to save game editing , but don't let that fool you i plan to (with help) make a 100% full set for us to use for tool creation (more on this later).anyone intrested in seeing the code for this stuff can find it on the black chocobo svn in the experimental (http://blackchocobo.svn.sourceforge.net/viewvc/blackchocobo/experimental/) section
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2012-02-16 14:36:14
Hi Sithlord,

You mentioned supporting non-English versions. I've never seen the source code to Black Chocobo, but how about making it simpler for contributors to add new language support by using some kind of resource files? Even a CSV file should suffice.

No idea how tricky that would be to implement, though.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-02-16 16:01:10
Hi Sithlord,

You mentioned supporting non-English versions. I've never seen the source code to Black Chocobo, but how about making it simpler for contributors to add new language support by using some kind of resource files? Even a CSV file should suffice.

No idea how tricky that would be to implement, though.

[ramble]
Qt uses external resources for all the translations. the contributor will place them in a .ts file (basicly XML)  then on release they will be turned in to a .qm file where the strings would be pulled from at run time, lets say your looking to add  Italian you simply start with the bchoco_en.ts file and when you open it in QtLingist it asks what new lang you tell it, then you start to translate and save it as bchoco_it.ts even if i don't add it to the menu if you computer is set to italian bc will see this and auto load the bchoco_it lang pack. (of course if its in the correct place). i plan on including all related ts files for the static classes so translation for those will not need to be redone in the future.
[/ramble]

also you might be intrested to know that, while the toolkit will be written in C++ you can still use any language to code your project in as long as Qt has a binding for it, the ones that stick out are python and java.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2012-02-16 22:12:10
Don't those Qt resources just control UI text? I meant supporting savemaps for non-English releases.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-02-17 00:23:19
im not sure i get what you asking, there is only one savemap.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2012-02-19 00:42:44
You answered my question indirectly. You talked about 'supporting different languages' - I assumed you meant that different releases had different savemaps. Evidently not.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2012-02-19 05:50:16
I will try to clarify this.

Don't those Qt resources just control UI text? I meant supporting savemaps for non-English releases.

Qt lang resources control GUI text translation, which have any influence over savemap or program the behavior.

You answered my question indirectly. You talked about 'supporting different languages' - I assumed you meant that different releases had different savemaps. Evidently not.

I think what you really wanted to ask is about Black Chocobo region compatibly. In that case I confirm you that region handler is hard coded. But all the different game regions share the same savemap (only the header change).
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Bosola on 2012-02-19 12:24:55
Thanks for clearing that up.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-02-20 17:10:12
I tad bit more progress i've started to add the new widgets(more above)  below on the left, you can see the item preview widget in action.
(http://img46.imageshack.us/img46/7203/itempreview.png)(http://img600.imageshack.us/img600/5570/dialogpreview.png)
on the right is the new dialog preview to replace the old slider and label parts. you can click on the corners to set its color. the lower right show highlight overlay.


edit::rm url links, fix image preview size
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: BriansNSane on 2012-02-22 21:36:38
Hi, I am wondering which custom ps3 firmware you are using to export the modified save file back on the ps3? I am currently on KMEAW 3.55 and It says that the save is corrupt when I try to load the edited file with the bad checksum.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-02-23 12:00:36
Hi, I am wondering which custom ps3 firmware you are using to export the modified save file back on the ps3? I am currently on KMEAW 3.55 and It says that the save is corrupt when I try to load the edited file with the bad checksum.

im not using any custom anything on the ps3...you can re add them on the psp (im told) with custom firmware. for the ps3 you have to either get them on the psp. please see the FAQ (http://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=FAQ) for more info.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: BriansNSane on 2012-02-23 16:16:16
My apologies, I read this
Quote
* these files can be saved but the checksum is not updated.
   if your psp/ps3 does not run custom firmware that ingores the signing of saves then you can't use the file.
   if a psp/ps3 is what your trying to play on please see the [FAQ] for a workaround.
  in your user guide under "Working With Save Files" before asking. I have tried every custom firmware there is on the ps3 and none of them ignores the signing of the virtual memory card saves only the signing of ps3 files.  I will try to find an alternative workaround for this. My hacked ps2 is in storage several states away and I do not own a psp.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-02-23 16:43:57
you 'should' be able to do it w/ custom firmware from a ps3 if the ps3dev people cared about this (i've asked they don't) no one can seam to tell me how to do this other then i think this system file is responseable for that signing. so for now (trust me i want it to work cause untill it does i feel that bc is incomplete.) one of those two ways are your only methods. if you find another let me know and ill add it to the list.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: BriansNSane on 2012-02-23 20:15:49
OK so far I have found one other method but you have to be able to run a file manager (Jail break or CFW).  Using a PS3 file manager (I used the one built into MultiMan) browse to dev_hdd0/savedata/vmc    This folder is where your Virtual Memory Cards are stored once you create them. Copy the VM1 file with the save game you want to modify to a usb storage device and then plug it into your computer. Now rename the file extension from VM1 to MC (leave the rest of the file name intact!).  Open the MC file with Black Chocobo and it will prompt which save to use. Select the save you want and then modify to your hearts content. Once you are done simply SAVE the file. *Note Your program does not prompt that the "checksum is not updated"  using this method.  Change the extension back to VM1 and copy the file back over to the same location on your PS3. Enjoy your modified save!


I have tried this with the save file itself  (changing from PSV to MC or any other combination) and it does not work. The checksum is not updated and data is corrupt according to the PS3 when trying to transfer through the XMB. I can only assume that the only time it verify's the checksum is when transferring the file and does not check it at any other point after. So taking the save from the container, modifying it and putting it back into the container bypasses this. I have heavily modified with no issues whatsoever.   I  would also assume this might work for other ps1 games as well. (IE: FF 8, 9, Xenogears, Chrono Cross, etc.)

Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-02-23 22:28:00
ok well i had not thought to try that! (and yet the whole time i knew it had to be there) great news!! i will add support for the VM1 file type as soon as i get a chance to test this.  and of course add your info to the FAQ!


EDIT:::It turns out that sony uses a standard virtual memory card format for the ps3's psx memory card. the file i just looked at (fresh off a ps3 here) starts with 0x4D 0x43 ("MC") like all other standard virtual memory card formats,so you can already open the file in Black Chocobo. you only need to rt.click on the file and select open with ..and select black chocobo . for anyone who doesn't want to wait for a release.  with "official" support for the VM1 format.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: BriansNSane on 2012-02-24 07:52:59
Ah  Standard format!  That is great news! This will makes it much more friendly for us ps3 users.  ;D  Very nice work on Black Chocobo btw This is perfect for seeing the different outcomes of your decisions throughout the game. FF7 is still my favorite of all the Final Fantasy's. 
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-02-24 11:44:52
it will make it more friendly for ps3 users but i would still like to know how to sign those psv file, not all of us have CFW, but we now have a method if you have a cfw ps3, cfw psp or a  homebrew enabled ps2..


Edit: i've updated the FAQ (https://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=FAQ)
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2012-02-24 15:28:54
So we're getting closer then...
I look forward to being able to edit my saves, and send them straight to a PSV format.

I know it's still a ways off, but the progress is good ^.^
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sl1982 on 2012-02-24 21:11:56
I wonder if you had enough saves from the ps3 if you would be able to figure out the keys.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Prince Lex on 2012-02-24 22:01:25
I know for some actual ps3 saves the saves are encrypted specifically for each machine. Forced me to actually collect every accessory in FFXIII for the platinum trophy.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: BriansNSane on 2012-02-26 05:38:02
I am currently working on a way to find out what process signs the file and what the signing is based on. It has not been easy so far. I will still try to make headway on this and hopefully have some good news to report in the future.  Cheers!
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: thehackedone on 2012-02-26 06:53:59
how do I fix "this file does not have an updated checksum. it will not work on your PSP", I lost my save game because of this.... now i really need to cheat :/
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: halkun on 2012-02-26 07:55:24
Saving PSP and PS3 saves are not supported
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: dkma841 on 2012-02-26 11:32:55
Ever since i got the latest version and when i load saves the program just crashes?
im using windows vista 32 bit if that helps
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-02-27 20:00:17
Ever since i got the latest version and when i load saves the program just crashes?
im using windows vista 32 bit if that helps

not really , send me a link to your save. ill see what i can do for you.(also if possible build from svn to see if its still happening w/ newest rev).



how do I fix "this file does not have an updated checksum. it will not work on your PSP", I lost my save game because of this.... now i really need to cheat :/

you can't sign them via black chocobo. but you can sign them if you have a ps2 ps3 or psp that can run homebrew. please see the FAQ (https://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=FAQ) for more info.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: dkma841 on 2012-02-28 16:24:45
the saves:
save03: http://www.mediafire.com/?ad77gku48o5jljj
save04: http://www.mediafire.com/?v5f9gc4bflpxaan
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-02-28 16:42:33
both load and display fine on this computer (32-bit linux). while i don't have 1.9.51 installed here, this is using what will be 1.9.6 (when i release it..). i will have to test again when i get home on my 64-bit machine (also linuxbox.) that one has 1.9.51.

anyone else getting that crash . if so please tell me what os and what saves( try to use e1sunz's above if you can)

Anyone Care to update the german translation??? i got most of it done myself just need the new strings that don't come from FF7..

Edit:: No problems on the 64 bit machine with 1.9.51. when exactly does it crash ? do you get the slot select dialog then a crash picking a slot or crash as soon as you load? its possible its a 32bit windows issue , or a vista issue. i would also check that you have version 4.7.4 of the Qt dll's that come with black chocobo.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: UGerstl on 2012-02-28 18:33:49
@sithlord48:

Quote
Anyone Care to update the german translation??? i got most of it done myself just need the new strings that don't come from FF7..

I would try it.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: dkma841 on 2012-02-29 18:15:45
Edit:: No problems on the 64 bit machine with 1.9.51. when exactly does it crash ? do you get the slot select dialog then a crash picking a slot or crash as soon as you load? its possible its a 32bit windows issue , or a vista issue. i would also check that you have version 4.7.4 of the Qt dll's that come with black chocobo.
Yeah it crashes when i click im in the black chocobo program and load a slot by clicking that line and it just crashes, il try older versions for now but thanks for your help :)

update:
when i ran it as administrator and when i load slots no more crashing buut it doesn't seem to load the slots im on right now like in any save i open there's only 1 slot which appears on 1 save point in bombing mission and i can't see or access any other slots apart from that
made a short vid to show the problem:
http://www.youtube.com/watch?v=M33XQwnA0I0
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-03-06 02:43:12
update:
when i ran it as administrator and when i load slots no more crashing buut it doesn't seem to load the slots im on right now like in any save i open there's only 1 slot which appears on 1 save point in bombing mission and i can't see or access any other slots apart from that
made a short vid to show the problem:
http://www.youtube.com/watch?v=M33XQwnA0I0

i can't reproduce that issue. i can read files just fine using both 1.9.51 and the current wip build (svn:727), in your saves when i opened them the first time there is no data past slot 1 , and also both seamed to be the same data at some point in bombing mission. i have now rechecked the files and there is no saves other then slot1 in either of those files.

if possible you might want to try the current svn build and see if you problems are releaved since there are lots of rewritten parts of the program, things i know how todo much better now are being rewritten, bringing me to progress

New: FF7Save Object  (really just a part of toolkit i was talking about above)

yea thats its just one thing its a very usefull class that does the following
Code: ( public members ff7save) [Select]
  bool LoadFile(const QString &fileName);//will attempt to load the file return true if we loaded it.(file type auto detected)
  bool SaveFile(const QString &fileName);// will attempt to save the file (file type auto detected)
  bool Export_PC(const QString &fileName);//Attempt  Writing of  fileName (loaded file in pc format)
  bool Export_PSX(const QString &fileName);//Attempt  Writing of  fileName (loaded file in psx format)
  bool Export_VMC(const QString &fileName);//Attempt  Writing of  fileName (loaded file in vmc format)
  bool Export_DEX(const QString &fileName);//Attempt  Writing of  fileName (loaded file in dex format)
  bool Export_VGS(const QString &fileName);//Attempt  Writing of  fileName (loaded file in vgs format)
  void clearslot(int s); // clear slot s (write all 0)
  void CopySlot(int s); // copy slot s to the buffer.
  void PasteSlot(int s);// paste buffer data to slot s
 //publicly accessable core data(for now)
  FF7SLOT slot[15];  //core slot data.(see struct above)
  FF7HEADFOOT hf[15]; //slot header and footer.
  quint8 * file_headerp;  //pointer to file header
  quint8 * file_footerp; //pointer to file footer
 // Return File Info
  QString type(void);// Returns the file type loaded.
  QString region(int s); // Returns region String of Slot s
  bool isEmpty(int s);//is Slot s empty?
  bool isFF7(int s);//is Slot s an FF7 save?
  bool isPAL(int s);//is Slot s a Pal ff7 save?
  bool isNTSC(int s);//is Slot s a NTSC ff7 save?
//Set Needed Info Stuffs
  void setType(QString);//Set The New File Type (allow for type conversion)
  void setRegion(int s ,QString region);//Set Region String of Slot S to region
  void fix_pc_bytemask(int s);//on load for pc copy cursor will start on slot s (call from host application)

//things i might not need public (more info)
  int len_file(void);//Return File length.
  int len_file_header(void);//Return File Header length
  int len_file_footer(void);//Return File Footer length
  int len_core_save(void);//Return Slot length (data portion)
  int len_slot_header(void);//Return slot header length
  int len_slot_footer(void);//Return slot footer length
  int len_slot(void);//Return Slot length
  int number_slots(void);//Return number of slots in the file

   

this class also has all the static data related to the save file formats. its sort of a mess right now because its a mash up of the older FF7SAVE header(the file that contains the ff7slot class started by qhimm himself!) and some functions of the main part of black chocobo (file handling , checksuming, exporting, region changing) to create an easy to use class that can load and save ff7 save files no matter what file type. load will auto detect the type so that later on when you save the file it will just save in the same format. other wise you can use one of the export functions instead of save. this class also does not use any gui parts so there is no reason that you can't use this save class for some console program (if you wanted). there are some more functions to add to the class but  its currently being used in the current WIP (svn 727) of black chocobo.while i was making this class i did find an issue with how some VMC files were being saved i also have changed a bit of the load and save code so it could behave a little differently. since this is now its own object it will also be easier to debug any problems in file loading / saving.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: dkma841 on 2012-03-06 17:30:01
Thanks sithlord i have tried everything you said and many other things but for for some reason it's still on bombing mission :( never mind looks like im gonna have to start from disc 1 again, and again thanks for your help and effort :)
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: dow on 2012-03-08 09:02:58
first off, thanks for all the hard work on such an awesome piece of software. I'd love to say that I'm enjoying editing my saves from FF7, but for some reason every time I try to run the program, it tells me that its "not supported on this type of Mac" then closes. Not really sure whats wrong here and I've tried versions 1.9.51 and 1.9.4. both say the same thing.

I'm running a MacBook with Snow Leo 10.6.8

thanks in advance
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-03-08 12:09:03
not sure why that is be sure you got the mac os version, it works just fine on my mac (10.6.8 also)... do you have a Power PC, if so that could be your problem , i never compiled it for PPC. not sure if i can  build on ppc or not as i have never tried.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: dow on 2012-03-08 12:39:15
def downloaded the mac .mpkg versions... i'm on an intel macbook. ran the installer then tried to run the .app and it tells me twice that its not compatible, once with the app name in quotes, and I have no idea what to do. I'm just hoping I'm not doing something stupid.

EDIT:
ok, just DLed and installed the Windows version via CrossOver. works like a charm. All I really wanted to do with this is convert the zeroPSX Hybrid save game to a PC version to play on the OS X port for the higher quality gfx and better frame rate.

now that I had a chance to actually look and play with the program, all I can say is: WOW! you deserve all kinds of praise for this. very professional interface, simple to understand, incredibly comprehensive, and it did exactly what I wanted it to do on the first try.

Thanks a lot for this. now I just have to figure out how to map my ps3 controller to the keyboard buttons as the port tends to crash when I try to change the input config, lol
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-03-08 13:11:15
i not sure why that should happen. , maybe i did something stupid ? don't really have alot of people testing on mac os. you might want to try installing the qt libs just incase. (perhaps i forgot to include them) on one but not both.

can you try to run it from the terminal and let me know if there is any error output? also you might want to re dl and check the md5sum of the install to be sure your dl was not partly corrupted (looking up the error seams to lead to a bad exe extraction).

one other thing do u know if its 32 or 64 bit? mine is a 64 bit machine its possible that you will need a 64bit mac ? (not sure but its a suggestion).
please try the command on this page (http://stackoverflow.com/questions/1968835/program-not-supported-on-this-type-of-mac-computer) and let me know what archtectures show up if im only compiling 64bit then ill try to fix for next release (hopefully very soon ill have 1.9.6 ready)
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: dow on 2012-03-08 13:21:42
when run in terminal:

Minion:~ dow$ cd /Applications/Black_Chocobo.app/Contents/MacOS/
Minion:MacOS dow$ ./Black_Chocobo
-bash: ./Black_Chocobo: Bad CPU type in executable

haven't installed the qt libs yet. the qt frameworks are included in the .app

edit:
Ah, I think you may only be compiling for x64. I'm on an original '06 x86 32-bit MacBook. hey, at least its easy to fix :)

edit2:

"file" output:

Minion:MacOS dow$ file ./Black_Chocobo
./Black_Chocobo: Mach-O 64-bit executable x86_64
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-03-08 13:50:52
ok ill fix that in the next version. at least we know what the problem is now

you can always dl the source and build it yourself if your so inclined to do so.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: dow on 2012-03-08 13:53:22
if I compile for x86, would you like a copy?
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-03-08 15:12:17
no thanks, only because there will be changes before im ready to package it all up (1.9.6) . if you do compile please try to use the "trunk" version you can get the code here (http://blackchocobo.svn.sourceforge.net/viewvc/blackchocobo/trunk/?view=tar)  since it needs to be tested anyway. if you find any bugs just let me know. also after you compile you need to put the file "save0" in the app bundle as well as the qm files in the lang folder (copy lang) both need to go in the .app bundle (next to the real execuitable) . if you don't put them there the new game plus and translations will fail (or you can just point the program to the save0 file use the options dialog).  of course you can ingore that if you don't plan to use those parts of the program.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: dow on 2012-03-08 22:26:53
it seems as though I'm not allowed to send PMs yet... but sure, I can do that for ya... can run PPC as well if you want to try that too

edit:
DLed the 32-bit version and so far so good... going to run some normal operations tests then try some stuff that might either break the save or crash the app. got anything in particular you want me to do?
Title: Black Chocobo - 1.9.6-rc1
Post by: sithlord48 on 2012-03-09 00:37:40
Attn All: Since there are so many changes that have happened since black chocobo 1.9.51 i feel its best to not rush 1.9.6 out and give out a Release Candidate for now it could have bugs it might not have any! (doubt thats the case). if you would like to see whats new be sure to check out the Change Log (http://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=Change_Log#Change_Log_For_WIP). Everyone should get a copy and test it out. There are a few good reasons to use this NOW

if you play the French PSX version(or wish to) you should use rc1
if you export VMC formats then you should use rc1 (fixed bug with vmc's black chocobo created)
if you have a ps3 w/ CFW and want to edit your vm1 memory card you should use rc1
if you Want to know an items elemental or status effects.
if you have mac os 32bit try rc1!
if you have any strange issues with a previous version of black chocobo you should try rc1.
if you want to test it out you should use rc1.

!!!!!!!!!!!!!!LINKS REMOVED 1.9.6 Released (see first post)!!!!!!!!

there is no installer so just extract the archive and run the program.Good Luck Breaking It. Oh and be sure to report any issues that you have with the release client (so they can be fixed). can't wait to see what happens.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-03-22 17:56:13
A few more updates since rc1:

Fixed: Option dialog now updated to support the updated "default save" stuff.
Fixed: bug (ending in crash) when selected materia slot empty on load.
Fixed: "hidden" materia in weapon/armor slots don't count toward stat changes (like ingame)
More clean up, All ui files do the same but take up less space. (total of about 320k smaller), removed the globals.cpp file (merged into slotselect/mainwindow and ff7save_consts).


Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-03-25 20:00:47
Black Chocobo 1.9.6 Released
See First Page (http://forums.qhimm.com/index.php?topic=9625.0) For Links
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: ajfoucault on 2012-03-26 23:03:33
Thanks a lot! outstanding release! =)
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Asa on 2012-03-29 10:15:30
Item quantity issue of Original Japanese version FF7 (SLPS-00700 - 00702)
Current Black Chocobo can sets 127 as Max Item quantity.
But 99 is the Original Japanese version's quantity limit.
If 100 or more over value is set, Original version will make "System Error" in Battle Screen and the item data will be broken to "ポーション :0 (Potion : 0)".
Image
(http://img252.imageshack.us/img252/6903/allitems.th.jpg) (http://img252.imageshack.us/i/allitems.jpg/)
This problem will be fixed in next version of Black Chocobo.
If you find same problem in others version of FF7, please report it in this thread.
Regards,
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: rapdem on 2012-04-03 01:07:17
Hi I just Downloaded your program and I dont have much experience with it XD infact I just learnt a month ago I can modify saves and transfer them. My question is, I have the psp version of ff7 and i just DL it from PSN, i was wondering if you need custom firmware on your psp to modify your save files because i opened my save file on black chocobo and its a .VMP file, all im trying to do is add all/max items (potions, weapons, battle items, ect) so i open it and try to save the file but a msg saying "this file does not have Updated Checksum.it will not work on your psp" comes up. Now i would like to know how i can get around this or if its possible so i can make changes in the future. If its not possible could you make a ff7 slot 1 file for my psp that is on disk 1 right after opening bombing mission with all/max items(listed above) it would be nice to have a starting edge to the game. oh btw i have the North American version of ff7 on my psp and i dont have custom firmware, i have the latest psn firmware.

Thank You!
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2012-04-03 12:06:59
No, you can't put them back on your PSP for now.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-04-03 12:25:42

there are a few things that you can do in order to get it back on your psp/ps3. the currently known methods are listed on the Black Chocobo FAQ (http://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=FAQ).

im not going to explain why again (read this thread i've done so many times).but for now thats all , i don't make it this way to mess with poor psp and ps3 users sony does it by having some crazy signing so the console rejects it as tampered with.

while im on the subject,
there are messages to the user to avoid confusion.that seams to not be working so does any one have better wording for these messages. this thread is 80% how come psp or ps3 saves won't import back to the console? idk about every one else but if i have a problem with a program or question about it i look the program for a user guide or link to the guide online. im i doing something wrong with presenting the user guide in BC? (suggestions for doing it better?)
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: kazu on 2012-04-05 01:20:38
I just got FF7 again. and this program as well...I read the manual, and i still have no idea how to get the saves to actually work. i been trying to edit my file but for some reason  it will save but when i try to load the game it doesnt show up and it is the save i have just made in game. so can you tell me what i am doing wrong, also i am using win 7 64bit home, i have the patched 1.2 version of ff7, its the regular edition not ultima, and i have a few patches i used the one that was exe and had a few of them complied in it,
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-04-05 13:35:39
im not sure (since i don't use windows) but i think win7 does some hidden data store for your programs where its making ff7 look for save files. this may have been discussed earily on this thread.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: kazu on 2012-04-05 15:08:47
its being saved, or at least to my knowledge in C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\save which has four saved game files.. but not the ones i am currently working on,its stuck at the beginners hall, and i am past that on my files..so i dont know what exactally is going on, with it,but ill search my files for the saved game ad find out where they are for real.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: dkma841 on 2012-04-05 15:12:32
Did you do a Maximum install?
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: kazu on 2012-04-05 16:36:51
Did you do a Maximum install?

yes i did
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: UGerstl on 2012-04-05 20:46:53
@kazu: Do you start Black Chocobo as Administrator ?

             Hint :  right click the EXE file => Run as Administrator
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: lauren on 2012-04-10 14:42:14
Hello,

I've just started used Black Chocobo for my PSP. The saves work and everything but there is a weird problem with the editor.

When I change the level from 10 to 30 the HP changes but when I click SAVE the HP changed back down to 365.

I don't understand why it keeps doing this. Anything I'm doing wrong in particular?
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-04-10 21:47:47
Hello,

I've just started used Black Chocobo for my PSP. The saves work and everything but there is a weird problem with the editor.

When I change the level from 10 to 30 the HP changes but when I click SAVE the HP changed back down to 365.

I don't understand why it keeps doing this. Anything I'm doing wrong in particular?
its mostly a bug and is possibly just in the display black chocobo is showing (but do let me know if its also wrong ingame).
Oh and while i remember the stat calculation in 1.9.6 is mostly broken so you might want to turn it off for now, no saved values are wrong (other then max hp/mp) so there is no need to worry about broken saves, but the materia modifers shown and max hp/mp are almost always incorrect. (and yes this is fixed in the current svn rev for black chocobo)
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Meow0369 on 2012-04-12 04:39:07
Sweet tool thanks for making it mac i use it every single day pretty much. Great tool :D.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: PH03N1XFURY on 2012-04-12 10:07:53
i really used to hate this tool when i 1st started using earlyer versions then i saw the post thought id give it a go and i absolutely love it great work looks well better
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Hybridpjt on 2012-04-19 01:40:32
Hey all!
ive just started using black chocobo, and after some trial and error, ive found my way around it and i think its a great program!
i recently picked ff7 back up again and i was on a mission to master 8 kotr for barret (for the overkill glitch) and got a bit lazy lol

anyway my question is this..

i decided to make a new save from the start, just before the scorpion boss, each character with their ultimate weapon
except vincent and cait (ill do them when ive got them unlocked) and the only stat on this one ive changed is the "bonus" stat
for strength, too 155 for each available character.

ive also unlocked all the limit breaks.. but..  when in battle it seems that taking damage has very little effect on actually charging the
limit break meter for the characters..  i have everyone in fury but that dosent seem to help.. im currently just after the pillar collapse part.. i know that the regular enimies in early midgar are quite weak, and the one time i really noticed the limit bars rise was after manipulating a flying mini snake dragon type thing and using demi on everyone, that did a lot of damage that caused the limit bar to shoot up a fair bit..

im just wondering if ive managed to "lock" the limit bar by accident? is that possible in BC? im using 1.9.6 in windows 7 x86..
im playing on my psp and i use the cwcheat memory card work around to get the save file from black chocobo to my psp.

i guess my aim is to try and get a bit more response from the limit bar so i can use the limit breaks a lot more :)

thanks all
and thanks for a great program for my favorite game off all time :)
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-04-19 14:33:35
there is nothing that you can do in the save to make it speed up the limit bar or stop it completely. you can however use fury / sadness to slightly speed up and slow down the meter . in order to do that you would need to edit the kernel. you could also use a trainer that has this option if one has been made.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Hybridpjt on 2012-04-21 17:01:38
there is nothing that you can do in the save to make it speed up the limit bar or stop it completely. you can however use fury / sadness to slightly speed up and slow down the meter . in order to do that you would need to edit the kernel. you could also use a trainer that has this option if one has been made.

Thanks!
i think its more to do with the fact that im used to running around the creator facing stronger enemies, but wanted to ask just to be sure :) furys do help, but only a little. 

thanks again for the reply and for making a great program!

[Edit]

ive figured it out!
i had my characters set at 9999 hp, and where your limit breaks are concerned, its the amount of damage taken vrs your TOTAL hp..
so for me enemies where dealing between 10 and 60 hp, and seeing as i had 9999 hp, my limit bar was hardly moving..
ive just dropped my characters hp down to 5000 and gone toe to toe with the midgar zolom, (relevent to where i am on my new play through) and he deals about 430-460 damage per bite, low and behold the limit bars came to life! 3 bites to fully charge cloud's from zero :)  and its also nice as your health still goes up with each level so its all good!
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Climhazzard on 2012-05-01 13:32:22
Hi, I'm having the same issue as someone above me.

The HP values are incorrect and in game, always appear to be 365,
no matter what I change the level or HP values to on the editor.

Could you help rectify this as I don't want cloud to be stuck on 365 for the entire game?

Thanks
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-05-02 17:10:43
Hi, I'm having the same issue as someone above me.

The HP values are incorrect and in game, always appear to be 365,
no matter what I change the level or HP values to on the editor.

Could you help rectify this as I don't want cloud to be stuck on 365 for the entire game?

Thanks

be sure that you change the base HP , since the game uses it to calculate you max HP. base hp is in the stats area.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: McLovin on 2012-05-02 22:05:33
Hi! Thank you sithlord for your awesome save game editor, it sure saves me a lot of time. I have one issue though; I can't import the edited save game back to my PS3. I know you've already made a walkthrough about it, I've watched and all....but I lack the custom firmwire PS2 memory card.  :( I live in Sweden, and PS2 memory cards are hard to come by... I do have the other items such as the memory card adapter-thingy for the ps3! I'm asking you if it's possible for me to email my edited save game, so that you can just quickly fix it/crack it/whatever on your ps2 w/custom firmwire memory card. Then you can just attach the newly fixd file to a new email and send it back to me!

It would be really helpful if you, or anybody here, could help me with this issue!  :D
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Climhazzard on 2012-05-03 14:41:01
be sure that you change the base HP , since the game uses it to calculate you max HP. base hp is in the stats area.

Thank you, works fine. Would it be easier to avoid this in the future by not making the hp values editable bar the base hp values?
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: MidnightXS on 2012-05-14 00:11:40
Hi, I feel so stupid. I have been trying to load my BC edited save into ePSXe all day. How, may I ask, is this done? What I have been doing is exporting (and using 'Save As') it as a .mcr file and putting it in the 'memcards' folder. I then open ePSXe, select 'config', select 'memory card', and choose the one I want. When I try to use the 'continue' it gives be a bunch of empty spaces. I also tried the PSXMemTool....

EDIT: Hmm... I'm going to try editing a file and then opening the Emulator. Then I will start a new game. The reason I am going to try this is because earlier today I did see a minor change in a new game. The only thing that changed was an available weapon, Ultima.

EDIT 2: I guess there is no such luck. Do I need to have reached a certain point or something (Which I highly doubt.)

EDIT 3: Victory is mine!
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2012-05-14 13:59:32
Hi, I feel so stupid. I have been trying to load my BC edited save into ePSXe all day. How, may I ask, is this done? What I have been doing is exporting (and using 'Save As') it as a .mcr file and putting it in the 'memcards' folder. I then open ePSXe, select 'config', select 'memory card', and choose the one I want. When I try to use the 'continue' it gives be a bunch of empty spaces. I also tried the PSXMemTool....

EDIT: Hmm... I'm going to try editing a file and then opening the Emulator. Then I will start a new game. The reason I am going to try this is because earlier today I did see a minor change in a new game. The only thing that changed was an available weapon, Ultima.

EDIT 2: I guess there is no such luck. Do I need to have reached a certain point or something (Which I highly doubt.)

EDIT 3: Victory is mine!

Great news that you have solved that out! Please share the solution, maybe there are other users having the same problem that can be solved the same way too.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: MidnightXS on 2012-05-14 21:25:47
Great news that you have solved that out! Please share the solution, maybe there are other users having the same problem that can be solved the same way too.
Not quite sure myself. I edited epsxe000 with the file and it didn't show. Then I opened a new game, saved at the first point, and edited the mem again, and voila!
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: chacyung on 2012-05-18 12:28:56
Sweet, a new version, can't wait to try it !!
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Jess_James on 2012-05-24 17:58:40
Great editor.  I am only having one problem,  the HP and MP are not updating.  Example, my Cloud at Lvl 16 has 484 HP, when I raise him to Lvl 20 in the editor the HP raises to 625.  I save then look back and all the values have reverted.  When you go to game the Lvl has changed but the HP and MP have not.   I am running on Vista 32.

Any help would be greatly appreciated.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: MidnightXS on 2012-05-24 23:14:47
Great editor.  I am only having one problem,  the HP and MP are not updating.  Example, my Cloud at Lvl 16 has 484 HP, when I raise him to Lvl 20 in the editor the HP raises to 625.  I save then look back and all the values have reverted.  When you go to game the Lvl has changed but the HP and MP have not.   I am running on Vista 32.

Any help would be greatly appreciated.
You have to edit the base HP at the bottom of the character stat page.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: McLovin on 2012-05-27 16:01:27
Seriously, isn't there someone who can help me?
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2012-05-27 23:41:07
Seriously, isn't there someone who can help me?

Which version of Black Chocobo are you using?
Title: Black Chocobo PC to PSX conversion
Post by: samsammeth on 2012-05-31 13:16:28
Hi there, im having trouble converting my FFVII PC saves to an MCD file for use with FPSE emulator for android, i decided i would prefer to do training on the go rather than sat at home infront of the PC. I can open the PC saves perfectly fine, when I export it to an MC file, i change the file extension to MCD as it doesnt recognise MCR or MC. Problem is, I have tested the produced memory card file with both FPSE and ePSXe, they both show up as empty card slots, Ive even changed the region using black chocobo for testing purposes. Does anyone have a solution? thanks in advance
Title: Re: Black Chocobo PC to PSX conversion
Post by: sithlord48 on 2012-06-01 01:44:33
be sure you are using the newest version of black chocobo (1.9.6 as of now). since there used to be some issues with mc headers. i just tested in 1.9.6 and there is no issue converting. pc saves will be default with the USA ff7 region info.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: CyberPirate on 2012-06-17 20:00:34
I have two wonderful chocobos inside the barn now. How can I use Black Chocobo to make them Great and Good?

Thanks :)
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-06-19 01:42:22
change the values in the chocobo tab in the "Fenced Chocobos" area.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-07-03 19:36:52

Some Bc Progress:
New ChocoboEditor Widget From FF7Tk replaces all 6 old ones on Chocobo Tab.
New:MateriaEditor Widget from FF7tk Replaces Materia Tab's and Char materia Editor.
Fixed: Stat Calculation Bug.
Fixed: Japanese saves max item qty is 99.
Title: Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
Post by: Hanyo99 on 2012-07-08 20:51:48
Ever since i got the latest version and when i load saves the program just crashes?
im using windows vista 32 bit if that helps
 
  Okay, so I am having this same problem as well, I load a save, then when I choose a save it crashes, but on another save, it does not crash. I seem to have pointed the major change between the two is one is before the world map, and one if after reaching the world map. Now, I am running Windows 7 x64 I am also using Boot Loader for the graphical upgrades. However, these two saves are entirely done using the normal no fundamental changes normal boot, so only the actual graphics should be changed etc. I'm sure that may make a difference. The first save is just after getting yuffie on Island one, before junon harbor. The second save is just before escaping shin-ra HQ. The first save crashes, the second does not as of yet. The first save that did this to me it did just before chocobo farm, this time it worked all the way untill junon harbor.

https://docs.google.com/open?id=0B4tI4DjaL48xZmhNMVBlREdGUUE (https://docs.google.com/open?id=0B4tI4DjaL48xZmhNMVBlREdGUUE)
 
 This is the save file in question, with both slots on it as mentioned. Hope you guys can help with this.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-07-08 22:26:35
not sure why it crashes but it does not crash in what will become 1.9.7 . so the next version will not have this problem.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: FinalFanatic on 2012-07-11 11:31:50
Hi guys I'm new and I have to say this program looks really fun to play around with. I say look because I haven't actually made use of it yet outside of toying around with stats, materia and such. I'm having a lot of trouble with saving the changes I made to a certain save slot because I am playing a PSOne classic version of FFVII on my PSP-3000 (OFW 6.60). I know there is no way to play an edited save on the PSP without a workaround, which is what I've been trying to do based on the FAQ however I'm getting stuck at the point where you hold select for a few seconds to find the "Manage Memory Card" after installing cfwcheats in the memory stick--I followed the instructions perfectly but that menu still does not appear at the New Game/Load Game screen after holding Select. I noticed that the workaround FAQ says the seplugins folder you yourself create for the root of the memory stick is supposed to have "pops.txt" with ta specific line written in it. Does this actually go in the seplugins folder...or the cfwcheats folder?

But yeah aside from that, I could really use some help with this workaround. Any help appreciated, thanks!

UPDATE/EDIT: I toyed around with the vsh menu on the XMB a little and tried the game again; this time the cwcheat menu came up and I was able to successfully perform the workaround mentioned in the FAQ. With seemingly no other issues arrising, I think I've got the process down. Thanks for reading.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: obesebear on 2012-07-11 15:03:21
Hi guys I'm new and I have to say this program looks really fun to play around with. I say look because I haven't actually made use of it yet outside of toying around with stats, materia and such. I'm having a lot of trouble with saving the changes I made to a certain save slot because I am playing a PSOne classic version of FFVII on my PSP-3000 (OFW 6.60). I know there is no way to play an edited save on the PSP without a workaround, which is what I've been trying to do based on the FAQ however I'm getting stuck at the point where you hold select for a few seconds to find the "Manage Memory Card" after installing cfwcheats in the memory stick--I followed the instructions perfectly but that menu still does not appear at the New Game/Load Game screen after holding Select. I noticed that the workaround FAQ says the seplugins folder you yourself create for the root of the memory stick is supposed to have "pops.txt" with ta specific line written in it. Does this actually go in the seplugins folder...or the cfwcheats folder?

But yeah aside from that, I could really use some help with this workaround. Any help appreciated, thanks!
Pretty sure you need cfw installed to use cwcheat
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: FinalFanatic on 2012-07-11 15:09:54
Pretty sure you need cfw installed to use cwcheat

Sorry I guess I didn't specify that but yes I have installed CFW PRO_B9 successfully in the PSP. I can press select on the XMB and that custom menu will appear. However pressing and holding Select whilst on the New Game/Load Game screen after I start FFVII doesn't bring up any menu.

UPDATE/EDIT: I toyed around with the vsh menu on the XMB a little and tried the game again; this time the cwcheat menu came up and I was able to successfully perform the workaround mentioned in the FAQ. With seemingly no other issues arrising, I think I've got the process down. Thanks for reading.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Mojo907 on 2012-07-12 08:22:57
I'm not a really technical person, as i've seen alot of this comments seem to deal with, but I play on PC, and have used tons of trainers for games.......this has to be one of the finest trainers I've ever come across. Thanks!!!
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: norikoteiko on 2012-07-16 08:54:50
i recorded a little bug hope u can prove and fix it thx

http://www.youtube.com/watch?v=W2EqarddeXc&feature=youtu.be

oh in english its the protect materia
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-07-16 15:36:41
well that whole materia tab is replaced with a new materiaWidget and  it does seam not have that problem. i was not able to reproduce your problem with bc 1.9.6  i tried several times (also w/ WIP version) does it matter what empty slot you use? it at all possible you should try to see if you can reproduce it on the "trunk" version from the svn . (there are compiling instructions around this tread a few times).
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: norikoteiko on 2012-07-16 21:06:52
i found the issue the bug only appears if i using the germen version of ur offical release after i changed the language the right materia appears  ->http://www.youtube.com/watch?v=nYeCjZnUDRA&feature=youtu.be

it were really nice if u are able to implement a function to edit the fails on tifas limit because her weapon premium hart scales on it
Title: Materia Issue
Post by: sgt_love_rocket on 2012-07-17 13:19:57
This trainer is very good and well set out and everything but I have an issue, I can't use materia.
I equipt all materia to my party and started the game with maxed out characters but whenever I equipt materia to any character there MP goes down to ten making materia unusable

Any body help?   :-\
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: JakeBaxter on 2012-07-17 21:21:46
Loving the program... well the idea of it at least. I cant get the save files to work. I can open them up (mcd) and edit stats etc. But I dont know what to do to get it to work in game. I am using FPSE emulator for android, and 1.9.6 version of Black Chocobo.
Whenever I put the save back into the game and load up, nothing has changed, although as I said, I dont know if i'm doing it right to be honest. This is all new to me haha.

Can I possibly have a clear step by step guide or something? Has anyone else got their edited saves to work on an android emu?

help will be greatly appreciated

Jake
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: norikoteiko on 2012-07-18 12:27:39
try to open black chocobo as administrator and run ur epsexe as administrator
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: JakeBaxter on 2012-07-18 17:22:15
try to open black chocobo as administrator and run ur epsexe as administrator

I'm not using epsxe, im using FPSE on my android smartphone.. the problem isnt with editing the save, i'm asking what to do once ive changed what I want to change. i.e do I import/export/save/ save as?
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: norikoteiko on 2012-07-18 18:14:37
i found this at google


1. With a rooted device
Transfer your .mcr or .mcd memory card files to any location on your phone, such as /Downloads. Then, using a file manager with root access on the phone, manually move the file from the place you copied it to the directory containing Fpse.

2. Without a rooted device
Transfer your .mcr or .mcd memory card files to any location on your phone, such as /Downloads. Now open Fpse, and go to the settings menu. Under the "system" sub-menu, tap on "Memory Card 1" or "Memory Card 2", navigate to the location of the memory card you want to use, and select it. Make sure to save the config. afterwards.

3. Rooted or not, it matters not.
Using any PC emulator, start the game from which you would like to transfer the save. Now, load the save in question, and then quick-save. Find the quick-save file in the emulator's program directory (usually [game name].sav), and copy it to your phone.
On Fpse, change "Savestates Path" (Settings > System) to the folder containing the .sav file that you just transferred.
Start the game with Fpse, and load state from this new file. Now, simply save in-game as usual, and the save will be applied to one of the emulator's built-in memory cards.
You can now change the savestate directory back to what it was, or leave it as it is if you like.

Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: JakeBaxter on 2012-07-18 18:59:37
i found this at google


1. With a rooted device
Transfer your .mcr or .mcd memory card files to any location on your phone, such as /Downloads. Then, using a file manager with root access on the phone, manually move the file from the place you copied it to the directory containing Fpse.

2. Without a rooted device
Transfer your .mcr or .mcd memory card files to any location on your phone, such as /Downloads. Now open Fpse, and go to the settings menu. Under the "system" sub-menu, tap on "Memory Card 1" or "Memory Card 2", navigate to the location of the memory card you want to use, and select it. Make sure to save the config. afterwards.

3. Rooted or not, it matters not.
Using any PC emulator, start the game from which you would like to transfer the save. Now, load the save in question, and then quick-save. Find the quick-save file in the emulator's program directory (usually [game name].sav), and copy it to your phone.
On Fpse, change "Savestates Path" (Settings > System) to the folder containing the .sav file that you just transferred.
Start the game with Fpse, and load state from this new file. Now, simply save in-game as usual, and the save will be applied to one of the emulator's built-in memory cards.
You can now change the savestate directory back to what it was, or leave it as it is if you like.

thanks a bunch pal, that's worked perfect. Although, I set the MP to max but its showing up as 10 :|
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-07-19 03:12:06
thanks a bunch pal, that's worked perfect. Although, I set the MP to max but its showing up as 10 :|

you MUST edit your Base MP or Base HP to affect your Max HP/MP In Game. the game calculates it so it will change the maxMP or max HP values when it first loads and any other time it feels its nessessay.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Seebass616 on 2012-08-04 22:39:41
i'm not sure if it will be useful or not, but i stumbled upon a checksum bypass code for an action replay on ps1 for ff7. hopefully it can be used

here is the link: http://gamehacking.org/?s=v2&sys=1&gid=1

it is the 3rd code down
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-08-04 23:48:37
i'm not sure if it will be useful or not, but i stumbled upon a checksum bypass code for an action replay on ps1 for ff7. hopefully it can be used

here is the link: http://gamehacking.org/?s=v2&sys=1&gid=1

it is the 3rd code down

thank you. but since game sharks and the like hack the ram of the machine its running on non of this will apply to the save game.

in general news i just want to let you all know 1.9.7 is not so far off and should be out with in a few weeks if testing doesn't show some crazy bug that i can't fix.

new features will include:
updated version of the FF7tk providing,
new: charEditor widget - more advanced and less crowded then the old one, with less bugs and better stat calculation.
new: materia editor widget.Less buggy and nicer looking with more info to show you like added effects.
new: item list widget. possibly the best item list ever. click an space to edit the item tooltips display full item info.
new: Chocobo pen widget, almost the same as the old one better looking.
new: black chocobo will start with a "new game" created for you, load if you want or edit that as a starting file.
many bugs are fixed by the new widgets, there are other things but this is the most important changes.

if anyone wants to update the german or  french translation please let me know.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: kainhighwind2 on 2012-08-17 07:19:48
So... quick question. My disc 1 is really scratched, and I keep freezing in the Shinra HQ. How do I use Black Chocobo to simply advance past this part? the User Guide didn't help me...

I mean, I went to the Game Progress tab and everything, but that long checklist of things I've done, only goes down to the Sector 7 Plate falling...
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: dkma841 on 2012-08-17 13:47:45
So... quick question. My disc 1 is really scratched, and I keep freezing in the Shinra HQ. How do I use Black Chocobo to simply advance past this part? the User Guide didn't help me...

I mean, I went to the Game Progress tab and everything, but that long checklist of things I've done, only goes down to the Sector 7 Plate falling...
Make an ISO out of your discs, simples :) or you could download another legit Disc 1 from torrents
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-08-17 17:24:51
right now you can only set your disc to 2 in the progress tab.i am not sure how well it will work might break at some point in game.  the reason you can only change progress untill the sector 7 plate is because that is as far as i have figured out. wallmarket has be a bit stumped since its has Soo many vars that change and pretty quickly. You can always use the testing tab to change any bit of the save it is possible with black chocobo 1.9.6 i just don't know what you need to change yet.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: obesebear on 2012-08-17 17:37:05
Make an ISO out of your discs, simples :?: or you could download another legit Disc 1 from torrents
We DO NOT condone piracy.  Let this be a warning.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: kainhighwind2 on 2012-08-17 23:40:13
Make an ISO out of your discs, simples :) or you could download another legit Disc 1 from torrents

Would that really work, with my disc being scratched, though?

UPDATE: So, I made an ISO out of my disc 1, using Daemon Tools, and I'm running into the same issue. Right after you're captured by ShinRa, and you see Sephiroth's blood trail in the building, I get into a random encounter. No problem. But then, if I get into another random encounter, the screen blacks, and I hear the music, but no screen ever comes up, and no sounds happen, except for the battle music. If I alt-tab out, I get a CtD...
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Covarr on 2012-08-18 02:41:37
No, a rip from a damaged disc will typically contain the same errors as the disc itself. I don't know why e1sunz thought that would work.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: kainhighwind2 on 2012-08-18 03:17:49
No, a rip from a damaged disc will typically contain the same errors as the disc itself. I don't know why e1sunz thought that would work.

I had a feeling that would happen. Still, worth a shot! Am I right in thinking my error is from a scratch in my disc, or has this happened before for other people?
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Chaos5061 on 2012-08-20 01:54:27
Made a account just to let everyone know that Black Chocobo does work with the FFVII that was just released as a digital download. What you have to do is launch the game and get it to the main menu where it says New Game/Continue. It will say Save Files have been synced in the top left. After it says that ALT+TAB out and start editing. When finished editing and saved bring the game back up and select   continue and load your save. Everything you changed should be changed.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: omega res novae on 2012-08-20 03:14:02
http://www.youtube.com/watch?v=gj-s-OlTQXo&feature=youtu.be (http://www.youtube.com/watch?v=gj-s-OlTQXo&feature=youtu.be)

made a video of this days ago.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Balthazar on 2012-08-22 14:03:35
Made a account just to let everyone know that Black Chocobo does work with the FFVII that was just released as a digital download. What you have to do is launch the game and get it to the main menu where it says New Game/Continue. It will say Save Files have been synced in the top left. After it says that ALT+TAB out and start editing. When finished editing and saved bring the game back up and select   continue and load your save. Everything you changed should be changed.

It didn't work on my new released PC version.   I tried to modify the equipment only,  but can't recognize modified save file when select continue.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2012-08-22 19:53:36
It didn't work on my new released PC version.   I tried to modify the equipment only,  but can't recognize modified save file when select continue.

Are you using your legit serial key and is FF72012(provided by quare-enix after purchase) proper installed? I google around and i find out that pirate copies or illegal installations can't sync saves or make use of the new online features. If that is your case sorry but i can't help you.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-08-24 16:30:36
Good news everyone, black chocobo 1.9.7 will support the cloud save feature. automaticly updating your metadata.xml if its found in the same path as your save or in the path you export a pc save to.

Look for the release it will be soon we are currently only waiting on the japanese and german translations to be updated. if anyone wants to help with that contact myself , Vegeta_Ss4 or Eslava for more info.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: obesebear on 2012-08-24 17:24:51
Great work, man!
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: omega res novae on 2012-08-24 20:41:29
you deserve a medal for this. Congrats.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-08-24 23:49:08
its not only me

dziugo noticed that it uses the user id to create the md5 not just the file (like i thought at first)
Vegeta_Ss4 Insisted on writing the xml editing portion that will be the part that touches your metadata.xml

i just coded the md5sum and timestamp portion as well as when it should trigger.

like many things in Black Chocobo its a group effort.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2012-08-25 06:11:16
OK Sithy.  Here it is:

Snowboard Mini-game.

Data starts 0x0e13

0x0e14: Beginner fastest time, 3 bytes
0x0e18: Expert fastest time, 3 bytes
0x0e1c: Crazy fastest time, 3 bytes
0x0e1f: Used by game internally only.
0x0e20: Beginner Score (Max 100 (64h) because 100 pts is maximum)
0x0e21: Expert Score (Max 100 (64h) because 100 pts is maximum)
0x0e22: Crazy Score (Max 100 (64h) because 100 pts is maximum)

0x0e23: Related to snowboard mini-game but not customisable.  A byte is set at
at game start and end, and is to do with internal programming.

0x0e37: Same as above.  Not used in terms of a saved value.  Like above, is 00 in save file itself.


Not used: 0x0e13, 0x0e17, 0x0e1b
--------------------

About time:

 The maximum theoretical value in milliseconds is FF FF FF (16777215)

In the above examples, the time would be 16777 seconds and 215 milliseconds. 
(16777215/1000)

A further example:

Suppose my fastest time is 1 minute 21 seconds and 444 milli.  In game this is 1'21"444

In hex this would be calculated quickly as follows:

Number of seconds 81
add on the milliseconds to this number, so 81444

As hex 13E24, in save map obviously this is 24 3E 01

--------------------

About locked sections.

When you first start playing the minigame, courses are locked off.  This and other options are entirely based on your score and fastest times.  Nothing more. Therefore to fully include the Snowboard minigame in bc, you only need to allow for 15 bytes to be changed.  Three fastest times at 3 bytes each, and 3 highest scores at 1 byte each.


Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Aali on 2012-08-25 10:52:40
Whats so odd about storing the time in milliseconds?
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2012-08-25 16:00:42
Looking at it again, it isn't odd.   The actual time value looked odd to me before, though. Not the fact they saved the milliseconds.   I made a mistake  ;D

Edited.
And again...
Made another cock up.  It's done now!
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2012-08-26 01:16:17
G-Bike Best Score:


0x0e11
2 bytes
max value 65535

Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-08-26 02:22:53
Black Chocobo 1.9.7 will support both the snowboard minigame data and the G-bike highscore.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Seebass616 on 2012-08-26 17:26:10
is there anyway you can add in a "battle points" option for battle square? i know i can just edit my items to give myself the things i need BP for "omnislash/w-summon) but i'm not sure if that will unlock the special battle or not since i didn't get them through battle square
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2012-08-26 17:35:36
BP isn't saved by the game.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: omega res novae on 2012-08-26 17:59:33
@seebass. battle points reset everytime you leave the arena. theres not a save in there so it wouldnt matter
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2012-08-26 21:05:46
The game does not save BP at all.  Even if there was.

You can make it save it, if you change code to save it to map and load it.  But I am not doing it :P
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Seebass616 on 2012-08-26 21:35:56
that's my bad. i completely forgot about having to save lol. i guess i'll just have to do it the regular way
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Kranmer on 2012-08-26 22:12:56
The game does not save BP at all.  Even if there was.

You can make it save it, if you change code to save it to map and load it.  But I am not doing it :P
Actually the game does save BP to the save file, but since it resets when you leave it is always saved as zero, but if you save while in the battle zone area (using saveanywhere) then load you will see it clearly saves your BP.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2012-08-26 22:17:48
I stand corrected.  :o

Well in that case should be real easy to sort by just changing script with makou reactor.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-08-26 22:39:57
Actually the game does save BP to the save file, but since it resets when you leave it is always saved as zero, but if you save while in the battle zone area (using saveanywhere) then load you will see it clearly saves your BP.
and where is this data saved....... soon i will need to make a section for just gold saucer info.

its not the only bit of data that is saved and reset or just ingored when you reload the poles you place in the ground when on the big ice field each of their locations are saved and just not used by the field script that runs that area.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2012-08-26 22:42:13
0x0cf4 2 bytes

The BP may only be made 0 on the EXIT of arena, so allowing editing of this value may be wise in any case.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-08-26 22:45:25
0x0cf4 2 bytes

The BP may only be made 0 on the EXIT of arena, so allowing editing of this value may be wise in any case.

i trust you remembered to account for header removal this time :P
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2012-08-26 22:47:24
i trust you remembered to account for header removal this time :P

ah shaddap!  Yes I did.  :P
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2012-08-26 22:55:58
Also:
0x0cf3
1 byte

Battle Arena progress value.

Not sure which values do what exactly, except a value of F0 enables the special battle.  The others seem to be regular battle and other conversation.  00 is conversation then go onto regular battle selection, 10 is same as 00 except no conversation.

It is all done by bits prob anyway!



Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2012-08-27 20:33:06
SVN Update:


Please test the last svn build: Removed at sithlord48's request, as 1.9.7 is now released. ~Covarr

Thanks!
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2012-08-27 22:26:29
Also:
0x0cf3
1 byte

Battle Arena progress value.

Kranmer and I have been looking at the values set.

00010000= Lady at the counter has been spoken to and you have seen her dialogue.
00100000 = Omnislash has been bought.  Do not allow any more.
01000000 = W-Summon has been bought.  Do not allow any more.
10000000 = Lady at counter has been spoken to and you have seen the special battle dialogue

11110000 = Assuming Omnislash is not in the inventory (because you are supposed to have given it to cloud by this time), the new special battle will be available.  In other words set Omnislash to FF FF AND the progress value to F0.


This is also verified in script using makou reactor.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Teka123 on 2012-08-28 16:29:48
Hey there.

I recently purchased the pc version since its launch and have completed the game as far as the storyline goes, but emerald weapon's giving me grief, so i decided to look for a save file editor, but i can't get it to work :(

I've tried to use this, i select to open, go to the metadata file in the documents/square enix/final fantasy vii/user_272829 location where the save file is.

But it keeps saying failed to load file :(, Any help or ideas or what am i doing wrong?
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2012-08-28 16:31:39
If you mean new PC 2012, use your eyes and read the posts above.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Teka123 on 2012-08-28 16:39:48
Ok thanks DLPB, I see what's happening now :) I'll be looking forward to the updated version.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-08-29 06:09:29
Ok thanks DLPB, I see what's happening now :) I'll be looking forward to the updated version.
Try the new its not finished [REMOVED 1.9.7 Released]
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Seebass616 on 2012-08-29 22:52:31
i think i may have found a bug. the "kills" option for each character does not work. as an example, for 8/9 characters level 2-1 limit breaks, they need 80 kills. i set Cloud's to 79, and then killed 11 enemies with him(making 90 total) and still didn't get it. I also tested it with Aeris and Barret and it didn't work for them either.

It's not a big deal, i can always just do it the old-fashioned way, or enable the limit using the program, but i thought you'd like to be aware of that
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Seebass616 on 2012-08-30 02:05:25
Try the new its not finished http://blackchocobo.sourceforge.net/files/Black_Chocobo-svn.rar

i have tried this, it does not fix the "kills" problem. when i loaded my savei in BC(newest version of FF7 released by square a few weeks ago) i had 30000 gil and roughly 120 kills with cloud(still no 2-1 limit) i set the gil to 50000 and clouds kills to 79 and loaded the save file. i set the gil to 50000 just as a check to see if the new version of BC worked with the new version of FF7. when i loaded the file in FF7, it showed the 50000 gil, so they do work together. but i killed 5 enemies with cloud and still hadn't unlocked the 2-1 limit break.

once again, not really a problem, just a bug i noticed
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-08-30 02:30:53
i have tried this, it does not fix the "kills" problem. when i loaded my savei in BC(newest version of FF7 released by square a few weeks ago) i had 30000 gil and roughly 120 kills with cloud(still no 2-1 limit) i set the gil to 50000 and clouds kills to 79 and loaded the save file. i set the gil to 50000 just as a check to see if the new version of BC worked with the new version of FF7. when i loaded the file in FF7, it showed the 50000 gil, so they do work together. but i killed 5 enemies with cloud and still hadn't unlocked the 2-1 limit break.

once again, not really a problem, just a bug i noticed

i just tested this in game and to unlock blade beam its 120 kills.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Seebass616 on 2012-08-30 03:00:58
120 did it for me. which seems odd because i've always gotten it at 80 kills
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2012-08-30 15:12:26
I have been googling around and i found this info from "Final Fantasy VII: Limit Break Mechanics Guide":

Cloud Strife
-------------------------------------------------------------------------------
120 kills made to learn Limit 2/1: Blade Beam
-------------------------------------------------------------------------------

Source: http://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/16441
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-09-03 15:44:20
Small progress update. 1.9.7 NEEDS German / Japanese Language Update! (if you can help pm myself of vegeta_ss4).

New Dialog in 1.9.7: creates metadata.xml and achevements.dat if needed, or just edit exsisting metadata.xml if found.
(http://sourceforge.net/projects/blackchocobo/screenshots/330095.jpg)
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: omega res novae on 2012-09-03 16:46:58
im surprised this is coming along so fast.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-09-03 17:39:58
im surprised this is coming along so fast.

Been done since 2 or 3 days after the new version came out... we are waiting on translations to release at this point.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: EarlyExecuter on 2012-09-05 01:29:12
Alright, either I'm doing something wrong, or I just don't know what the hell I'm doing. Alright well... I just currently bought FFVII and by reading the manual, I noticed that my saved files are in <User/(name)/documents/Square Enix/FFVII/user#>, so, I open my saved file and edit the things I wanted to edit...but here's the thing. I did my edits, saved it, and notice nothing changed in game. I tried again but this time I changed the amount of gil I had (within range). Saved it, and even put "save as" and it still did not work. I do not know if this has anything to do with the "metadata" I see in the folder but I can't seem to find away to make it so my saved game files change. Every time I attempt, it just goes back to when I previously saved it in the game itself. Any idea on how I can get what I want in this? If you need more information please let me know.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2012-09-05 03:01:09
Alright, either I'm doing something wrong, or I just don't know what the hell I'm doing. Alright well... I just currently bought FFVII and by reading the manual, I noticed that my saved files are in <User/(name)/documents/Square Enix/FFVII/user#>, so, I open my saved file and edit the things I wanted to edit...but here's the thing. I did my edits, saved it, and notice nothing changed in game. I tried again but this time I changed the amount of gil I had (within range). Saved it, and even put "save as" and it still did not work. I do not know if this has anything to do with the "metadata" I see in the folder but I can't seem to find away to make it so my saved game files change. Every time I attempt, it just goes back to when I previously saved it in the game itself. Any idea on how I can get what I want in this? If you need more information please let me know.

Are you using Black Chocobo v1.9.7 Pre-Release: [Removed at sithlord48's request, as 1.9.7 is now released. ~Covarr] ?
Black Chocobo v1.9.6 don't support the metadata data, you have to use this trick to make it work:

Made a account just to let everyone know that Black Chocobo does work with the FFVII that was just released as a digital download. What you have to do is launch the game and get it to the main menu where it says New Game/Continue. It will say Save Files have been synced in the top left. After it says that ALT+TAB out and start editing. When finished editing and saved bring the game back up and select   continue and load your save. Everything you changed should be changed.
http://www.youtube.com/watch?v=gj-s-OlTQXo&feature=youtu.be (http://www.youtube.com/watch?v=gj-s-OlTQXo&feature=youtu.be)

open ff7 and start the game
at the main menu let it sync. hit continue
AFTER IT SYNCS switch windows to your desktop or something using the windows key or by having ff7 in a window like i have in the video. DO NOT CLOSE FF7
edit your save, switch in your old save, whatever save related thing youre doing do that now.
go back to ff7
load your save.
once its loaded save it.

Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: EarlyExecuter on 2012-09-05 03:07:40
Well I'll be a monkey's uncle. Thanks a lot!!! I can finally enjoy what I wanted to enjoy! Keep up the good work!!!
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2012-09-05 03:14:49
Well I'll be a monkey's uncle. Thanks a lot!!! I can finally enjoy what I wanted to enjoy! Keep up the good work!!!

i'm pleased to hear that! where was the problem? please share the solution that work for you.

Happy gaming ;)
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: EarlyExecuter on 2012-09-07 01:51:43
i'm pleased to hear that! where was the problem? please share the solution that work for you.

Happy gaming ;)

Simply put, the problem was that every time I saved the settings I wanted, I never had the game open so the Metadata didint collect any data. Im assuming this anyways.....

On a side note.. I found a bug concerning materia for Cloud. At any point in the game, when you remove the Materia from Cloud's slots in the save editor, it seems that everytime he gets hit by physical attacks, it heals him. I dont see why it should.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-09-07 02:44:54
On a side note.. I found a bug concerning materia for Cloud. At any point in the game, when you remove the Materia from Cloud's slots in the save editor, it seems that everytime he gets hit by physical attacks, it heals him. I dont see why it should.

UMM do you have any kinds of mods installed because this shouldn't be possible via the save. just to be sure i tested and it works just fine here
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Tenko Kuugen on 2012-09-07 04:33:51
that sounds like cloud is absorbing physical elements... but why would that...
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-09-08 03:29:47
1.9.7 update.
    New: Locations will be automaticly translated to location names for the games region and no longer will be saved in the programs language.

for example if you are viewing a japanese region save in english and you select the location to "Beginner's Hall"  Black Chocobo will save "初心者の館" as the location name. it will remain displayed in english untill you do something to cause a full repaint of that tab. this only happens for locations you can select as they are the only ones currently with a translations done.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: 1412 on 2012-09-09 13:35:17
I have one Question, I editet my savegame and used the CFW PSP Workaround and everything worked but when i want to use that savegame at my PS3 everything is back to like it was before editing.

What do I have to do to use the moded Save at my PS3?
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-09-09 14:18:12
I have one Question, I editet my savegame and used the CFW PSP Workaround and everything worked but when i want to use that savegame at my PS3 everything is back to like it was before editing.

What do I have to do to use the moded Save at my PS3?

you should only have to reimport it to the ps3 from your psp. you should try the custom PSP Fw method in the FAQ (http://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=FAQ#Ps3_.2F_Psp_workarounds)
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: avemt1 on 2012-09-10 09:59:46
Every time I save a file with Black Chocobo 1.9.6 and start the game, the file gets deleted on game start. Even if BC is running. I have no clue why this is happening. please help. PC save file in my Square Enix folder. It is the new release of the game.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Tenko Kuugen on 2012-09-10 10:16:25
try editing the save while the game is running and you're in the "load a savegame" screen
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: avemt1 on 2012-09-10 10:21:00
tried that after it "downloading save file" i think it has to do with the metadata file timestamp not matching.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: omega res novae on 2012-09-10 10:43:55
the sync has to be complete. to ensure it is complete wait for continue to go white the hit continue. instead of picking a save hit the windows key to get to black chocobo. edit your save, go back to ff7. it should load
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-09-10 17:28:49
if you have the 2012 version you should use the 1.9.7 prerelease version.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: avemt1 on 2012-09-10 20:11:19
I tried to find that, but couldn't find on sourceforge. Ill look specifically for that one though.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-09-11 00:03:09
I tried to find that, but couldn't find on sourceforge. Ill look specifically for that one though.

you will not find it on sourceforge yet since 1.9.7 is not finished. you can however try the prerelease of 1.9.7 the link is a few replies above this one
this is only the windows version.[Removed 1.9.7 Released]
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: JakeBaxter on 2012-09-11 17:42:03
Is there a way to edit a psp eboot save file without the cwcheat workaround? I cant get cwcheat to work on my current cfw so im kinda hoping someone here could help me out aha.
Thankyou

Jake.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Trigg15 on 2012-09-11 19:24:55
Edit: nvm, was just glancing though Hyne, the FF8 editor, seem my way edit the ps3 save without JB'ing it had already been discovered. Would have saved me a bit of time had i known that... Oh well
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Erzfreund on 2012-09-13 22:16:51
The stats and hp/mp  gain in 1.9.6 doesn’t work as expected.

1) stats grow over 100 (stats are capped at 100)
2) Changing a few levels in one direction is broken. Level up results in impossible high growth rate with overflow, while level down results with stats stucked.


My educated guess is, that maybe stat_amount in Save.cpp is not updated, when a level is changed.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-09-14 04:37:39
Leveling up works much smoother in 1.9.7
stats are not capped at 100 in black chocobo and im aware of this i just never felt the need to cap them since you only should really reach 100+ in a stat at high level and with only some characters.  its well known that leveling down cause strange stat issues.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Erzfreund on 2012-09-14 11:17:48
Ah okay, I didn’t know that the too fast growth rate was already fixed. Nice, good stuff.

For levelling down, I guess a reverse stat gain could help (even it is not really necessary).

                          Difference   Stat Gain
                             0- 3          3
                             4- 6          2
                             7- 9          1
                            10-11        0
 
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Tenko Kuugen on 2012-09-14 13:44:26
it's actually possible to disable stats being capped at 100
I do this in my mod.
I have the PM from NFITC somewhere about this...
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-09-14 14:39:04
this is already done the but its just not as smooth when you level down

Code: [Select]

void CharEditor::level_up(int pre_level)
{
    if(pre_level < data.level)
    {//level up
        for(int i=pre_level;i<data.level;i++)
        {// for stat_gain stat guide, 0=str; 1=vit;2=mag;3=spr;4=dex;5=lck;6=basehp;7basemp also use id incase of mods that could move a char.
            sb_str->setValue(data.strength + Chars.stat_gain(data.id,0,data.strength,i+1));
            sb_vit->setValue(data.vitality + Chars.stat_gain(data.id,1,data.vitality,i+1));
            sb_mag->setValue(data.magic + Chars.stat_gain(data.id,2,data.magic,i+1));
            sb_spi->setValue(data.spirit + Chars.stat_gain(data.id,3,data.spirit,i+1));
            sb_dex->setValue(data.dexterity + Chars.stat_gain(data.id,4,data.dexterity,i+1));
            sb_lck->setValue(data.luck + Chars.stat_gain(data.id,5,data.luck,i+1));
            sb_base_hp->setValue(data.baseHP + Chars.stat_gain(data.id,6,data.baseHP,i+1));
            sb_base_mp->setValue(data.baseMP + Chars.stat_gain(data.id,7,data.baseMP,i+1));
         }
    }
    else if(pre_level > data.level)
    {//level down
        for(int i=pre_level;i>data.level;i--)
        {// for stat_gain stat guide, 0=str; 1=vit;2=mag;3=spr;4=dex;5=lck;6=basehp;7basemp
            sb_str->setValue(data.strength - Chars.stat_gain(data.id,0,data.strength,i));
            sb_vit->setValue(data.vitality - Chars.stat_gain(data.id,1,data.vitality,i));
            sb_mag->setValue(data.magic - Chars.stat_gain(data.id,2,data.magic,i));
            sb_spi->setValue(data.spirit - Chars.stat_gain(data.id,3,data.spirit,i));
            sb_dex->setValue(data.dexterity - Chars.stat_gain(data.id,4,data.dexterity,i));
            sb_lck->setValue(data.luck - Chars.stat_gain(data.id,5,data.luck,i));
            sb_base_hp->setValue(data.baseHP - Chars.stat_gain(data.id,6,data.baseHP,i));
            sb_base_mp->setValue(data.baseMP - Chars.stat_gain(data.id,7,data.baseMP,i));
        }
    } //little broken when going down..
    calc_stats();
}

stat gain returns a number between 0 and 3.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Erzfreund on 2012-09-14 16:14:17
Hmm, I’m a bit unsure if we mean the same thing. :) So I’m going to clarify my point, even you may already understood.

With »reverse« I mean to switch the order of the stat gain:

Level up:            Difference   Stat Gain
                             0- 3          0
                             4- 6          1
                             7- 9          2
                            10-11        3

Level down:       Difference   Stat Gain
                             0- 3          3
                             4- 6          2
                             7- 9          1
                            10-11        0


The idea behind is, that at a level down the baseline decreases and thus the diff decreases, resulting in a different stat gain/lose need.


Stat Difference = Rnd(1..8) + Baseline - Current Stat

Let’s assume rnd = 4, baseline = 40 and current stat = 30.
When levelling up, the current stat needs to catch up the baseline, thus the difference of 14 needs a high stat gain.
When levelling down, the baseline needs to catch up the current stat, thus the difference of 14 needs a low stat gain/lose.
That’s why reversing.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: JakeBaxter on 2012-09-16 17:32:19
Not sure if anyone else has had this or if there's already a fix for it, but I edited the limit gauge for cloud and now it just doesnt go up any higher. Also I made my characters' HP 9999 and for some reason when they level up it goes down by about 200 each time haha. Any help would be appreciated.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: joniator on 2012-09-16 17:38:03
ein Tipp: timestamp generator: http://www.unixtime.de/index.php?calc=2
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2012-09-17 15:07:50
Hmm, I’m a bit unsure if we mean the same thing. :) So I’m going to clarify my point, even you may already understood.

With »reverse« I mean to switch the order of the stat gain:

Level up:            Difference   Stat Gain
                             0- 3          0
                             4- 6          1
                             7- 9          2
                            10-11        3

Level down:       Difference   Stat Gain
                             0- 3          3
                             4- 6          2
                             7- 9          1
                            10-11        0


The idea behind is, that at a level down the baseline decreases and thus the diff decreases, resulting in a different stat gain/lose need.


Stat Difference = Rnd(1..8) + Baseline - Current Stat

Let’s assume rnd = 4, baseline = 40 and current stat = 30.
When levelling up, the current stat needs to catch up the baseline, thus the difference of 14 needs a high stat gain.
When levelling down, the baseline needs to catch up the current stat, thus the difference of 14 needs a low stat gain/lose.
That’s why reversing.

That is a good approach. But instead of reverse the stat table, Baseline and Current Stat must be inverted generating a new Stat Difference formula.

I encourage you to test the last svn build:

Black Chocobo v1.9.7 Pre-Release:
Removed at sithlord48's request, as 1.9.7 is now released. ~Covarr (UPDATED: 2012-09-17)



ein Tipp: timestamp generator: http://www.unixtime.de/index.php?calc=2

Metadata support is already implemented in Black Chocobo v1.9.7 Pre-Release. We use the Qt unixtimestamp generator.

Black Chocobo Users: Please take a few minutes of your life to read thread's posts before asking something that is already answered, thanks!
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Erzfreund on 2012-09-17 18:47:31
That is a good approach. But instead of reverse the stat table, Baseline and Current Stat must be inverted generating a new Stat Difference formula.[…]

Your idea is the better one and it should work good enough. Can’t test though (Linux).
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: FF74EVER on 2012-09-17 20:25:33
Pure Genius!!! Thank you so much!! :)
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-09-18 01:35:33
Your idea is the better one and it should work good enough. Can’t test though (Linux).

it should be easy enuff for you to install qtcreator and build the program from source, or just tell me 32 or 64 bit and i will make you an Executable for you system type. (you will have to have the qt libaries installed , and you do if your using black chocobo 1.9.6 ) Us Penguins need to look out for eachother ;)
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Erzfreund on 2012-09-18 15:14:57
Qtcreator works like a charm.

Could it be, that the save slots are starting with slot 2 instead of slot 1?


For the save map:

z_6

#1 --> StepID 09C540 (psx ntsc and BrutalAl’s notion, Terence called it Seed)
#2 --> Offset 09AD2C

These values are used for field encounter timing:
http://forums.qhimm.com/index.php?topic=6431.0
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2012-09-18 21:13:20
z_6

#1 --> StepID 09C540 (psx ntsc and BrutalAl’s notion, Terence called it Seed)
#2 --> Offset 09AD2C

Interesting... those memory address's represent exactly what save map bytes?

please use the save map address's:

0x0BA0    4 bytes    z_6 Unknown

0x0BA0    1 Byte     z_6[0]
0x0BA1    1 Byte     z_6[1]
0x0BA2    1 Byte     z_6[2]
0x0BA3    1 Byte     z_6[3]

Thanks!
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Erzfreund on 2012-09-18 21:47:17
Yes, the values in the memory address and in the save map are identical.

0x0BA1    1 Byte     z_6[1] --> StepID/Seed
0x0BA2    1 Byte     z_6[2] --> Offset
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2012-09-19 16:07:17
Yes, the values in the memory address and in the save map are identical.

0x0BA1    1 Byte     z_6[1] --> StepID/Seed
0x0BA2    1 Byte     z_6[2] --> Offset

[...]
These are the variables addresses in the PSX memory (hope it's of any help);
8007173c - danger counter
8009C540 - bcheck counter
8009AD2C - bcloop counter
[...]

these looks like gs code and this is the decoded result:
Offset                len            desc
0x07173C         2Bytes       danger counter
0x09C540         2Bytes       bcheck counter
0x09AD2C         2Bytes       bcloop counter

Quote
No matter what module is banked into memory, there is a section of memory 4,340 bytes long (0x10F4 bytes) that is reserved for all the variables for the entire game. This entire image is called the "Savemap". When it's time to save a game, this section of memory is copied to non-volatile ram, such as a hard disk or memory card.
Source: http://wiki.qhimm.com/FF7/Kernel/Memory_management

Position diff: 0x09C540 - 0x09AD2C = 0x001814 (6164 dec)
Savemap size is 0x10F4 (4340 dec). The position diff is out of range, is 1824bytes bigger than the entire savemap.
I can't see how these 2 addresses ends with 1 byte position diff in the savemap offset... :-o

Let me see if i can understand your point, you say that those memory address have sync/replicated values on the savemap addresses?


Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: Erzfreund on 2012-09-19 21:28:47
[…]

Let me see if i can understand your point, you say that those memory address have sync/replicated values on the savemap addresses?

Well, actually my point is, that z_6[1] and z_6[2] show the same values as field encounter timing StepID/Seed and offset, respectively, thus there are probably related or the same. I provided the memory addresses so anyone can reproduce it. Can’t say anything about the internals.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: dgkresge on 2012-09-24 07:26:51
Quick question, what's the latest update on the whole ps3 encryption? I would love to be able to use this with that.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: mobile on 2012-09-28 10:42:13
Greetings,

I would like to convert a PCSX save file (.mcr or .pcsxstate) to one compatible with FPSE Android (.mcd).

Using the export options within BC, I can export to .mcr, .vgs, .gme, and .ff7, but I can't find an option for .mcd, even though documentation says it can export to that file type. 

Can someone please advise?

Thank you greatly.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-09-28 16:29:41
mcd and mcr are the same file type. they just have a different extention. all you need to do is change the filename so it ends in .mcd. you can also export as file.mcd if you change the  extention when you export.(you can change it to any VMC file type and it will export that type). Black Chocobo is not Compatible with .psxstate files. i will see if i can make the VMC file type selection durring export easier.

Edit in 1.9.7 you will be able to select the types in the export file dialog.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: halkun on 2012-09-29 05:48:00
actually.. wouldn't it be kind of trivial to "grab" the savemap from a savestate? I mean a savestate is just a ram dump with the current machine state I'm not sure if the savemap is contiguous in memory, but knowing what we know, we can probably slap on a header and checksum and call it a file.

It's an amusing thought.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: mobile on 2012-09-29 06:52:30
mcd and mcr are the same file type. they just have a different extention. all you need to do is change the filename so it ends in .mcd. you can also export as file.mcd if you change the  extention when you export.(you can change it to any VMC file type and it will export that type). Black Chocobo is not Compatible with .psxstate files. i will see if i can make the VMC file type selection durring export easier.

Edit in 1.9.7 you will be able to select the types in the export file dialog.

Hm. For some reason, when I change the extension to .mcd, and loading onto my mobile device, neither my emulator (FPse) nor my Android memcard manager (PSX MC Manager) see anything in the slots...

[edit : corrected Android app name.]
Any suggestions?


EDIT:

I did not understand the difference between trying to load the memory card (within game) and loading the savestate (within the emulator). I have it figured out now! I needed to load within game, not the savestate within fpse.

Thank you for your patience and clarification!
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-09-29 15:26:58
actually.. wouldn't it be kind of trivial to "grab" the savemap from a savestate? I mean a savestate is just a ram dump with the current machine state I'm not sure if the savemap is contiguous in memory, but knowing what we know, we can probably slap on a header and checksum and call it a file.

It's an amusing thought.

honestly i have not looked in to this i would think it would be pretty easy also. only issue i could see is it could be hard to find out if the save state is FF7 or another psx game.
Title: Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
Post by: myst6re on 2012-09-29 20:37:50
actually.. wouldn't it be kind of trivial to "grab" the savemap from a savestate? I mean a savestate is just a ram dump with the current machine state I'm not sure if the savemap is contiguous in memory, but knowing what we know, we can probably slap on a header and checksum and call it a file.

It's an amusing thought.

I like this idea :)

honestly i have not looked in to this i would think it would be pretty easy also. only issue i could see is it could be hard to find out if the save state is FF7 or another psx game.

The game serial id is stored in the save state.

Edit: Hyne can now open save states from ePSXe and pSX ^^.
Title: update checksum
Post by: vanmichi16 on 2012-10-01 19:18:56
I'm trying to put a game on my Vita.. but it keeps saying update checksum... etc....
what do i do for this?
also when i change my saved game on my vita then import it again it says the memory card wont read...

Edit: I have merged this thread into the main Black Chocobo topic - Bosola
Title: Re: update checksum
Post by: sithlord48 on 2012-10-02 02:18:47
I'm trying to put a game on my Vita.. but it keeps saying update checksum... etc....
what do i do for this?
also when i change my saved game on my vita then import it again it says the memory card wont read...

the vitas saves are mostly likely signed like the psp and ps3 you will have to get your file signed somehow. if you have a ps3 you can try one of the ps3 work arounds listed in the FAQ (http://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=FAQ#PSP_and_PS3_Saves) section.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-10-09 15:19:18
Version 1.9.7 has been Released for all platforms.

Changes this version include:
New: More locations to set your save point (about 300 ish) + Location Previews
New: Better Widgets for Chars, Materia Items. etc. (from the FF7tk)
New: Automatic Update of your cloud sync (if metadata.xml found with your save)
BUG FIXES: GALORE! Again due to continued work on the FF7tk

Other News:

This is the last build i will be doing for windows. Vegeta_Ss4 (http://forums.qhimm.com/index.php?action=profile;u=4184) is now the maintainer for Windows Packaging.

Whats Not Included:
100% Updated Translations for Japanese,German (maybe french/spanish too)
Anyone Intrested in Translating Should let me or Vegeta_Ss4 know so we can help you help us.

Where To get it:
The Usuall Places Projects Web Page (http://www.blackchocobo.com)

Quote from:  Links

Windows Users
Download The Windows Installer (http://sourceforge.net/projects/blackchocobo/files/1.9/1.9.7/Black_Chocobo-1.9.7_win32.exe/download)
 Includes optional samples and source code

Mac Os Users
Download The MacOs Installer (http://sourceforge.net/projects/blackchocobo/files/1.9/1.9.7/Black_Chocobo-1.9.7_mac.zip/download)
 Includes optional samples and source code

Non-Debian/Ubuntu Linux Users
Download The Generic Linux Installer (http://sourceforge.net/projects/blackchocobo/files/1.9/1.9.7/Black_Chocobo-1.9.7_linux.tar.gz/download)
optionally Get Source Package (http://sourceforge.net/projects/blackchocobo/files/1.9/1.9.7/Black_Chocobo-1.9.7_src.tar.gz/download)

Ubuntu /Debian Linux Users
*buntu users can add the ppa this command
Code: (run in terminal) [Select]
sudo add-apt-repository ppa:sithlord48/ff7and then install "blackchocobo" with their prefered package manager (after updating package cache)
Optionally get Samples (http://sourceforge.net/projects/blackchocobo/files/Samples/samples.tar.gz/download) andSource Package (http://sourceforge.net/projects/blackchocobo/files/1.9/1.9.7/Black_Chocobo-1.9.7_src.tar.gz/download)

Debian / Ubuntu based distros should  View The PPa Website (https://launchpad.net/~sithlord48/+archive/ff7) for more info on setting up the ppa
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Jawebb on 2012-10-12 19:38:37
Hi,


I have the new pc version of Final Fantasy 7. How do you get the changes done by Black chocobo to stay? They seem to be reversed every time I start the game. The network downloads the saves and seems to override the changes.

Cheers
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: JBedford128 on 2012-10-12 19:58:11
Open FFVII, go to Continue, then edit the save at the screen (the one where you pick the slot). You can then open the slot, load the specific save file. You will then have to save this save file to permanently keep the changes.

But doesn't the latest version of Black Chocobo overcome this?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Jawebb on 2012-10-12 21:29:55
Nope, the saves sync and override but your tip worked a treat. Thanks! :-D

So, now I can enjoy the story.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: omega res novae on 2012-10-12 21:52:58
Under file theres a create cloud sync folder option. Thata how u get it to work on rerelease
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Jawebb on 2012-10-13 06:14:43
How does the cloud save work? I tried saving it all to the user/final fantasy/user_number file but it still overwrites all the changes. How does it work exactly?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-10-13 14:45:26
How does the cloud save work? I tried saving it all to the user/final fantasy/user_number file but it still overwrites all the changes. How does it work exactly?

The Create Cloud Save works like this.. first you select the folder you want to write files to. (this is mainly to import new saves btw.) The Folder Should be where your saves are placed. if you donot provide the correct user id the signing will fail.  then you pick the files you want in your metadata and hit ok...

IF you are Just Editing a file that happens to be a cloud save file you should only have to open the file and then save it again. Black Chocobo will check when writing for the presence of metadata.xml and if it finds it will sign the save you edit using the detected user id gathered from the files path.

Durring writing 1.9.7 we had several users (who have 2012 pc) test this functionality and it was working. no one on "the team" has a 2012 copy to check with.

EDIT: if you are editing w/ 1.9.7 DO not do it while ff7 is running this may cause your metadata to get overwritten by the game, be sure to try without the game running before attempting to use the other method above.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: AngryCrab on 2012-10-28 18:46:00
Hello.

I'm trying to open a pcsx-r save, but when I select 'Mcd001.mcr' from the memcards folder and click open, BC isn't seeing my save. It's showing every slot as '-Empty-'.

I'm running a bottled windows version of the pcsx-r on OS X 10.6.8 (better gfx.) It might be pertinent that Finder seems to be treating these .mcr files a little oddly, for instance when I select the file with my save, the modified date wasn't being updated from the created date (it treats my older os x memcards correctly, displaying the correct modified dates as the last time I played/saved.)

Thanks for reading and any help. ^^
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-10-28 19:16:22
mcr files seam to work just fine, be sure your using bc 1.9.7 and opening the correct file . its possible that the bottle is saving them elsewhere .
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: AngryCrab on 2012-10-28 21:11:07
You were right. Using a bottled BC, I was able to open the package contents of the pcsxr.app and follow it's drive_c file path, which worked where trying the OS X path didn't. Thanks. :D

edit So I opened my save. All I wanted was to change the region, so just went to edit -> USA. Saved. Exited, it asked me if I wanted to save those changes again, said yes, then all my file info in BC changed to the default when the program first opens. Whatevs. But then I try to load it and it's gone. :(

edit out rant. i'm just gonna get the pc version and be done with emulation
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: psemu.pl on 2012-11-05 09:02:53
First of all - thank you for your work and excellent app, which Black Chocobo certainly is.

Secondly, I would like to ask if there is posoble to develop external plugin for MemcardRex:
http://shendosoft.blogspot.com/2012/07/memcardrex-16-released.html

It would me amazing to have - advanced psx save manage utility, and FF7 save editor (even containing only the basic options e.g. characters, items and materia) in one tool.

Regards,
w_m of PSEmu.pl

Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-11-05 15:33:38
First of all - thank you for your work and excellent app, which Black Chocobo certainly is.
:)
Secondly, I would like to ask if there is posoble to develop external plugin for MemcardRex:
http://shendosoft.blogspot.com/2012/07/memcardrex-16-released.html

It would me amazing to have - advanced psx save manage utility, and FF7 save editor (even containing only the basic options e.g. characters, items and materia) in one tool.

Regards,
w_m of PSEmu.pl
It would be possible, however i don't do C#. Black Chocobo is Written in Qt using C++ so it would have to be ported to C# and (to use native windows forms for gui?).  HOWEVER since Black Chocobo and the FF7tk are GPLv3, Shendo (or anyone else) can do this porting.  if one wanted to do this i would suggest that they start by porting the FF7Save Class to that plugin format since all I/O to the save file is done via that Object. then the  other stuff in "static data" depending on how much you want to be able to edit.  i would of course explain any code that is i need of explaining. and you would have to make your own GUI parts using windows forms.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: psemu.pl on 2012-11-06 09:35:56
:)It would be possible, however i don't do C#. [...] windows forms.
Thank you for the extensive reply.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Shendo on 2012-11-08 21:03:08
Hello everyone.
I'm Shendo, the creator of MemcardRex.

I've taken a quick look at the source and as I can see classes are pretty much Qt specific.
Porting the code to C# will take a large amount of time (rebuilding the entire GUI with WinForms for example)

However, if it's possible to compile a DLL instead of an executable with these functions exported:
Code: [Select]
string getPluginName();  //Plugin name + version
string getPluginAuthor();   //Author name
string getPluginSupportedGames();  //In this case "Final Fantasy VII"
string[] getSupportedProductCodes();   //Array of supported product codes (eg. {"SCUS-94163"})
byte[] editSaveData(byte[] gameSaveData, string saveProductCode);   //Get 128 + 8192 byte save file and return edited one (null if there were no changes)
void showAboutDialog();
void showConfigDialog();
I could easily make a "pass-through" DLL which would bind .net with qt based DLL Black Chocobo, effectively making it a plugin.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-11-08 21:14:23
Hello everyone.
I'm Shendo, the creator of MemcardRex.

I've taken a quick look at the source and as I can see classes are pretty much Qt specific.
Porting the code to C# will take a large amount of time (rebuilding the entire GUI with WinForms for example)

However, if it's possible to compile a DLL instead of an executable with these functions exported:
Code: [Select]
string getPluginName();  //Plugin name + version
string getPluginAuthor();   //Author name
string getPluginSupportedGames();  //In this case "Final Fantasy VII"
string[] getSupportedProductCodes();   //Array of supported product codes (eg. {"SCUS-94163"})
byte[] editSaveData(byte[] gameSaveData, string saveProductCode);   //Get 128 + 8192 byte save file and return edited one (null if there were no changes)
void showAboutDialog();
void showConfigDialog();
I could easily make a "pass-through" DLL which would bind .net with qt based DLL Black Chocobo, effectively making it a plugin.
i think it would have to be made a special version using just core stuff to get a DLL out of it. perhaps we can meet up on irc or thru some IM or Pm's and discuss how i can get this working for plugin style.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Shendo on 2012-11-10 15:28:03
I can't create PMs (yet?)...
Anyway, we can chat through IRC (specify channel) or through Skype. PM me with your contact info.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Shendo on 2012-11-13 23:57:09
And it's done. Visit http://shendosoft.blogspot.com/ (http://shendosoft.blogspot.com/) for more information and a download link.

Big thanks to Sithlord48 for the support. ;)
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: gliitch on 2012-11-16 16:51:02
http://www.tortuga-cove.com/forums/viewtopic.php?t=3366 :D i used your editor to accomplish this. :) there has to be a way for a work around on the PSV PSX saves though. :/
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2012-11-29 14:30:07
Where is the data for the amount of times the limits are used? There should be one for each of the X-2 limits (and maybe for the 4-1 and 4-2, not sure about this). I basically want to check if I can break the (vanilla) game by trying to access X-3 limits, but 65535 uses is a tiny bit time consuming. I know that WM could possibly do what I want, but I believe that's a feature that could possibly be useful to people using mods [that adds X-3 limits].

~Vgr
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-11-29 16:28:11
The limit used data is saved in the characters block. please see the Character Record (http://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=Savemap#Character_Record) section of the savemap .  the limit uses are stored in offsets 0x26(1-1) 0x28(2-1) and 0x2A(3-1). Limit uses for x-2 limits are not saved. All of the character record is know except for 4 bytes starting @ 0x34 (bc can read these in advanced/debug mode) i have yet to see one of those bytes have a non 0 value.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2012-11-29 18:07:55
Limit uses for x-2 limits are not saved.

I am 99% positive that the X-2 uses ARE saved somewhere. Maybe not in the savemap though. I remember seeing somewhere that BP are saved somewhere (although they reset upon leaving the battle arena) so it would probably be similar for X-2 limit uses.

i have yet to see one of those bytes have a non 0 value.

Speaking of such, Wall Market defines the amount of uses of X-2 [to get X-3] to be 65535. My guess is that, since 65535 is FFFFh, and FFFFh CAN be interpreted as NULL, maybe it was misinterpreted in WM and instead means 0 uses, or impossibility to get it.

Will check into debug mode once I get home.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-12-20 17:29:37
Some Progress for 1.9.8

+Better Slot Selection Dialog , (copy , paste and remove from the dialog now)
+Proper Hex Editor for viewing the Slots Raw Data. in PSX or FF7Slot Size
+Improvements in Non ff7 psx Being Viewed, Edited Or Exported. Including MultiBlock Saves.
+More Locations Almost All of them now.

Cleaned up some FF7tk code, more enums and stuff like that to make it easier for coders to use.

there is more just not sure what it is atm that is the important stuff.

give the daily build ppa  (https://launchpad.net/~sithlord48/+archive/ff7-daily) a try (deb based nix)or  build svn to test or use newer features.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2012-12-21 10:26:13
vgr, if the values are not placed in the savemap area, they are not saved.  They are simply in memory.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-12-30 14:22:31
A Tad bit more 1.9.8 progress:

New:Black Chocobo and the FF7tk now build on both Qt4 and Qt5.
     this is good because Qt4 will start to be phased out as Qt5 is finally out.

WIP: FF7Locations now also include the "filename" of each location. (still working on getting them all added)
     the sub project on this also will "fix" the XYZ coords used for maps to reflect the real way that stuff is saved in the     savemap. when done you should be able to use makou to get coords for placement.

WIP: i also have a few dozen  NEW field items flags figured out (most around forgotten city's zone). i will possibly include for 1.9.8 a new progression widget that is location centric this will allow you to select a location and set flags for both that location progression as well as flags for any field items that maybe there. im still thinking about the best way to make it. this widget will have to wait untill i finish the remaining Feild location names
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: xplosivmetal on 2012-12-30 14:44:09
Sithlord,

A bugfix you might think about including in 1.9.8...

Change \FF7tk\widgets\CharEditor.cpp line 1472 (in subroutine void CharEditor::cb_sadness_toggled(bool sad)) from this:

   setSadnessFury(0x20);

to this:

   setSadnessFury(0x10);

and also line 1483 (in subroutine void CharEditor::cb_fury_toggled(bool fury)) from this:

   setSadnessFury(0x10);

to this:

   setSadnessFury(0x20);

You will also need to change lines 28 & 29 in \FF7tk\static_data\FF7Char.h from:

    enum FF7CharStatus
    {
        Fury = 0x10,
        Sadness =0x20,

        BackRow = 0xFE,
        FrontRow =0xFF
    };

to this:

    enum FF7CharStatus
    {
        Sadness  = 0x10,
        Fury         = 0x20,

        BackRow  = 0xFE,
        FrontRow = 0xFF
    };

These changes are required when you need your characters to be in 'Fury' and not find out when you load your save game they have been set to 'Sadness' instead!

I have double checked with Jenova Source, Fury is 0x20 (32 in denary) & Sadness is 0x10 (16 in denary)

Thanks for your time :)

Lloyd
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: IanR on 2012-12-31 16:53:24
Openning an ePSXe 1.8.0 memory card causes Black Chocobo to crash.

Running windows 7 x64.  All sample save files load OK, just not the memory card created by ePSXe.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2012-12-31 17:28:56
@xplosivmetal: I have Fixed that Thanks for report.

Openning an ePSXe 1.8.0 memory card causes Black Chocobo to crash.

Running windows 7 x64.  All sample save files load OK, just not the memory card created by ePSXe.

can you give me a link to the file please.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: IanR on 2013-01-01 00:23:29
try this

https://skydrive.live.com/redir?resid=102FBDF479D78645!211&authkey=!AOetAUB8QrsQgbI

Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-01-01 01:57:05
try this

https://skydrive.live.com/redir?resid=102FBDF479D78645!211&authkey=!AOetAUB8QrsQgbI
that file look just like any other epsxe memcard. i see nothing unusual.

here on my computer:(Linux 3.7.0-7-generic-i686)

i tested this file in 1.9.7 on it opens just fine.
i have also tested this on current svn build- seams to open just fine.

i will have to test the windows build of both and get back to you .

Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: IanR on 2013-01-01 12:45:34
this is the error log created by Windows if it helps.

Faulting application name: Black_Chocobo.exe, version: 1.9.70.0, time stamp: 0x50739aae
Faulting module name: qjpcodecs4.dll, version: 4.8.1.0, time stamp: 0x4f61c644
Exception code: 0xc0000005
Fault offset: 0x0002c000
Faulting process id: 0x1100
Faulting application start time: 0x01cde8259f99674e
Faulting application path: C:\zzz\Black_Chocobo\Black_Chocobo.exe
Faulting module path: C:\zzz\Black_Chocobo\codecs\qjpcodecs4.dll
Report Id: efc6c242-5418-11e2-a088-000a5e543c96

Edit:

Just created a new memory card and saved the game to that and it now works.  The original memorycard still crashes Black Chocobo though, but it's not stopping me using the program anymore so I guess it's priority is lower.

Edit 2:

Now, the same memory card that I editted is crashing Black Chocobo again once I have gone through the game a bit more and saved.

Edit 3:

Think I've figured it out, the memory card has other game saves on it.  I created a fresh one and only have the FF7 save on there and it's working fine.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-01-01 23:28:23
well the qjpcodecs4.dll is used for japanese language chars. unless you are using a japanese version of the game you should not ever be making any calls to the module.

Quote
Edit 3:
Think I've figured it out, the memory card has other game saves on it.  I created a fresh one and only have the FF7 save on there and it's working fine.
black chocobo should work fine it you have other save then ff7 or not.. im a bit puzzled as to why its not working for you.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: IanR on 2013-01-02 16:20:23
One of the.saves does have some kind of special character. Maybe that's it I will test it when I got.

Edit:

No, tried to load from memory card and it worked fine, copied over the two other saves from the none working memory card (Both for need for speed Porsche challenge US version) and now the memory card crashes Black Chocobo even when those two saves have been deleted.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-01-03 00:51:47
Edit:
No, tried to load from memory card and it worked fine, copied over the two other saves from the none working memory card (Both for need for speed Porsche challenge US version) and now the memory card crashes Black Chocobo even when those two saves have been deleted.

it most likley that its a bug in qjpcodec4.dll. i have just tried the file on hyne (on windows) and your save also crashes hyne. there is no shared load/save code in hyne and black chocobo but they do both use the qjpcodec4.dll. hyne currently ships with the newer 4.8.3 version of the file. im going to build current svn using the latest 4.8.4 libs and see if that changes anything.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2013-01-09 07:21:36
Important: Codec Crash Fixed

The problem was on qjpcodec4.dll compression. I have tested BC with the uncompressed codec and it's opening the file correctly.

I have updated the windows package (the only OS affected, since is a dll...) and you can download it now from sourceforge.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: IanR on 2013-01-11 20:24:59
Yes, works a treat now thanks.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Dirtie on 2013-01-19 07:35:09
Hi there. I recently bought the FF7 re-release but while playing I realized just slightly too late that I had missed the Leviathan scales at the submarine dock (even though I got the other miss-able items). So I came across this program, edited my save to have the scales (they show up under key items in my inventory ingame), which is great. However I still get the "Can't go through here" message when attempting to pass the flames at Wutai. I assume the game sets another flag/variable when the scales are obtained properly. I also tried changing the save location (using my earliest save which was just after I had boarded the sub) except when I go back into the submarine dock room the red sub is back again and there is only one uninteractable chest that I can see.

Is there any way I can make it so I can pass the flames? I know how to use cheat engine so even a memory address would be helpful if Black Chocobo can't do it.
Otherwise, does anyone have a save file where I can redo the underwater reactor quest (or at least the part just before the boss) so I can figure it out myself?

Any help appreciated, thanks.

Edit: figured it out with the help of Black Chocobo's "advanced mode" and some judicious save file comparison: the last bit (ie. in binary) of the z_38:153 variable has to be set to 1 rather than 0.
Also I don't know the meaning of the SLOT variables but additionally SLOT:1031 should be the same value, however I only changed z_38:153 and I was able to put out the flames - after I saved ingame then rechecked it in Black Chocobo, SLOT:1031 updated itself to the new value anyway (they're probably the same address right?).

So yeah just as a suggestion for future versions, you should probably set this bit when someone adds the Leviathan scales to their inventory because this is what the game does when you open the chest. At the moment Black Chocobo just changes SLOT:0BE9 which makes the key item appear in your inventory (as it should) but doesn't actually have any effect otherwise as I originally described.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-01-19 15:09:19
Recived this Pm this morning..

From: Temp.
Hello there. I am very impressed with Black Chocobo. There is just one problem that I face. I am currently playing FF7 on the ePSXe. I can load the file into Black Chocobo, but I am having trouble trying to save. I am able to save it back into .mcr, but when I load the file I don't see the changes I made. Please guide me. Thanks.

@temp i think you need to run BC as administrator.

@Dirtie, well i am glad that you have found where that switch is located. i will add it as an option.  Just so you know the key itemlist (you see in inventory) is not always checked by the field script as the check of if you have any given keyitem , it might check that you have the key item or that another flag was set elsewhere (or both). if you would like to see how the save is set up you can view the savemap (http://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=Savemap) wiki on  the black chocobo web page. when you view it you will see that there is a lot still unknown. but i am currently working on getting the field item varibles discovered so you "should" be able to set any item on the field as picked up or not. when this is completed if you click an item on the field it will be added to your keyitems.as a result the key item  editing maybe completely moved to this new section and just become part of it.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Dirtie on 2013-01-19 22:30:15
Thanks for the explanation, I'm glad I was able to be some small amount of help. I just wanted to play the game without missing that cave haha.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2013-01-19 23:10:07
In short, the key items shown in the menu are only there for display, and not actually saved at that same place. A field variable is set instead.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: JBedford128 on 2013-01-19 23:51:53
From what I gather, each key item in the menu is attached to a bit, however they often use /another/ bit for figuring out whether the player has obtained it or not. They could use the key item in most circumstances, but they don't.

I'm fairly sure that's how it is.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2013-02-25 07:50:13
Does this hav the G-Bike hi score added?  If not, I can find it for you.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-02-25 23:08:11
Does this hav the G-Bike hi score added?  If not, I can find it for you.
Sure Does.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2013-02-26 07:05:06
Was it me that researched it for you?  I have a weird sense of deja vu   :-o  :-D
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-02-26 21:50:06
Was it me that researched it for you?  I have a weird sense of deja vu   :-o  :-D
Yes this feature was for 1.9.7 iirc. i have mostly just progression stuff left. I'm on "vacation" from discovery as im thinking about how best to add some new deploy targets.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2013-02-27 06:40:19
Ah yes!  I've updated.  I remember now....  ;D
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Axel on 2013-02-28 05:36:20
Hi, was hoping for some help here. I have the PSN version of FF7 on my PSP 6.60 with CFW PRO B9 installed, and I followed the workaround to be able to play edited FF7 game files on the PSP, did everything entirely as instructed and stuck at the last bit. The saved game is in my memory card utility in the PS button menu but when I select "Continue?" and it doesn't show up in either Slot 1 or Slot 2. Just wondering how I can get it to work now, everything else in the workaround instructions worked.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-02-28 15:56:44
be sure that you are also selecting the correct memory card to be used with FF7. i don't use a psp for this so i can't help you much more then pointing you to the FAQ again. perhaps another user can point you in the correct direction if this is not helping.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: XaNero on 2013-03-11 00:16:32
Hello, I have a little question;
Can this program be used if you have bought the newer release of FFVII for PC from the official homepage? If so.. how? :o
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-03-11 00:52:05
you simply edit your saves. Black chocobo will autodetect the metadata.xml file that the new version creates and if the file is present it will be updated automaticly when you save you edited file.if you have Not made any save yet, it will be easest to have the game create the save at a save point since this will create the metadata.xml file so signing can happen correctly. this will work only if FF7 is not Open when you try to edit the save.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: XaNero on 2013-03-11 09:01:00
thing is that when I try to edit my save files, I see the change in my saves folder and in the metadata file, but when I go to launch the game my saves that I have edited still gets reset. :/
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-03-11 22:45:20
be sure you have the correct user ID. we have had people test this it does work.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Raziel80 on 2013-03-27 12:44:32
Why, in initial equipment of Cid he has spear with one slot only, but in the game spear has four slots? Aeris guard stick has two slots, but in the game only one slot. is it just in my Black Chocobo?
Most of gme memory card formats not supported, program says failed to load file. this will be fixed?
(sorry for my english)
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-03-27 19:43:58
Why, in initial equipment of Cid he has spear with one slot only, but in the game spear has four slots? Aeris gurd stick has two slots, but in the game only one slot. is it just in my Black Chocobo?
Most of gme memory card formats not supported, program says failed to load file. this will be fixed?
(sorry for my english)

Gme Support should work just fine. most emulators use a "standard" flat image of the memory card

i will double check the materia slots they should be correct.

Edit:
The following Materia Slots were corrected :

Atomic Scissors  (extra link)
Yellow M.Phone (extra link)
ShotGun (extra link)
Guard Stick (extra slot and link)
Mythril Staff (extra slot)
Spear (missing 3 slots and 2 links)
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Raziel80 on 2013-03-28 02:33:55
Noticed another small mistake: armor Precious Watch has AP:x0 dex +30 spi + 20, in game Precious Watch has AP:x1 without stat increases;
 Chocobracelet AP:x0, in game AP:x1 with dex +30 luck + 20.
 Accessories: Safety Bit protects status D.Sentence too with three others , but the game does not show it.
 Peace Ring Protects against [Berserk/Fury/Sadness/and Confusion too].
And thank you for your program.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-03-28 05:09:33
Those are now fixed. i have also for 1.9.8 checked (and corrected where needed) the equipment stat info angist the stock kernel using walmarket.

for your GME file issue, are you attempting to load a file into black chocobo and you get this error or after saving a gme file you have edited or while attempting to export a gme save or something else completely?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Raziel80 on 2013-03-28 11:36:11
When load a file into black chocobo and get failed to load file. Found bypass, when resave GME with Memory Card tool.
After this Black Chocobo open/load GME very well.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-03-28 14:11:25
is your initial GME corrupted? it sounds like it . where are they coming from ?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Raziel80 on 2013-03-29 01:50:51
corrupted? I don't know, but all gme memory cards works with emulator. they are from game faqs, if I remember correctly.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: nobuyuki on 2013-04-06 06:08:15
guys, I have problem with converting from epsxe to PC save....
1. I tried convert epsxe000.mcr to save00.ff7 using FF7 Converter (I download it from zophard.net) and result FF7 PC can't recognize and delete automatically my save00.ff7!
2. I tried converting epsxe000.mcr using Chochobo Black to save00.ff7 and everything seems work, but again FF7 PC can't recognize my save00.ff7 and delete it automatically...

Why it goes like that? Chocobo Black support converting epsxe to PC save, right?
Here my epsxe save game, maybe you need this for analyze. FF7 in slot 7 : http://rghost.net/45077995
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-04-06 13:23:25
Are u using pc2012? if you are you need to use the cloud save exporter. Select your file and the path to your save folder . its usually documents\square enix\ff7\user_<some numbers> if you don't have the new user folder have the game make a save . also if you save or export to a folder that contains metadata.XML black chocobo will automatic add edit you metadata using the detected user id from the files path.

Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: nobuyuki on 2013-04-06 17:11:38
yes, i'm using FF7 PC 2012...
what is "user_<some numbers>" ?? I can't found it everywhere, here my save path c:\document & settings\computer\my document\square enix\ff7\
even i tried save in-game but still there's no "user_<some numbers>" thing created, how to get that user id?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-04-06 20:39:26
When the game creates a save it should make that folder and that is the place it will store your saves.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: nobuyuki on 2013-04-07 00:55:25
it works now, thanks so much! ^^
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: steelass117 on 2013-04-10 14:10:47
Let me see if i got this right
to save on the Re-release you have to use the create cloud save folder then direct it to the save path it should automatically get your SE i.d from the folder   and then add the save file on the bottom  ?
correct me if i'm wrong  :-D but that seems simple enough

I have been using Black Chocobo for a while now and i must say i am amazed as to how far it has come  :mrgreen:

Great job man   ;D
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2013-04-10 20:46:41
http://forums.qhimm.com/index.php?topic=14186.msg198299#msg198299

I think that needs updating.  No biggie...
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-04-11 04:37:01
http://forums.qhimm.com/index.php?topic=14186.msg198299#msg198299

I think that needs updating.  No biggie...

i have suspected this was incorrect for sometime. i have just not looked in to it. the "XYZ" coordnates come directly from jenova and was one of the many things that qhimm had in his struct and didn't use. it will take some time to do as all locations in FF7Location have an XYZ coordinate of a sane place to put the player if they choose to port to that location. if these values can't be converted then they need to be collect the same as i did to get the xyz values..  with a bit of luck perhaps we can get this ready for 1.9.8 along with the other stuff that has been fixed since. 1.9.7 (all changes from this revision (http://sourceforge.net/p/blackchocobo/code/1004/))
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2013-04-11 12:45:05
Also, your X Y values end up being really large like 65535...  but the 2 byte values are signed in the game.  They can be negative numbers :)

Zack has been spelled Zach also.
--------

The X Y T values are the only ones I see saved in the game.  When you load the game, those are the 3 that are placed in the save map together.  I am not sure if Z is just calculated from those, or whether it is saved elsewhere.  In any case, your X Y T values, apart from the ones that need to be signed, are correct.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-04-11 13:17:22
As I said earlier they haven't been touched from jenova they were unsigned then and remain unsigned still. Making them signed will be easy . I'll see if I can update this after work tonight
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-04-12 14:54:41
Locations XYT are now being updated also direction for field is now supported. have about 200 locations left to update. users of the daily ppa (https://launchpad.net/~sithlord48/+archive/ff7-daily) should get an update tomarrow. the rest of you will have to wait untill 1.9.8 is released. if you have found any bugs in 1.9.7 please report them so i can test/fix them for 1.9.8.

i might have vegetaSS4 build a preview for windows testing before 1.9.8 comes out..
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2013-04-15 20:02:53
Locations XYT are now being updated also direction for field is now supported. have about 200 locations left to update. users of the daily ppa (https://launchpad.net/~sithlord48/+archive/ff7-daily) should get an update tomarrow. the rest of you will have to wait untill 1.9.8 is released. if you have found any bugs in 1.9.7 please report them so i can test/fix them for 1.9.8.

i might have vegetaSS4 build a preview for windows testing before 1.9.8 comes out..

Oh who call my name :P

I'm back on track. Sure, I 'll build a preview whenever you need.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-04-16 14:12:57
i think the time maybe soon ill talk to you later via some IM and will figure out our release plan . talk to you soon :P
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: remanifest on 2013-04-21 18:43:31
First, thank you for making this great tool!

I'm hitting a problem that I didn't have before...

I'm using the Linux version of Black Chocobo to edit saves (.mcd files, using fpse Android emulator).  When I first started the game, I made some pretty heavy mods to the savegame with no problems.

Now I'm on Disc 2, and any modifications whatsoever make give me a bad checksum and make the game tell me that the file is ruined.  Any ideas how to fix this?  It seems to have popped up out of nowhere.  Happy to send my mcd file to you if it would help.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: remanifest on 2013-04-21 19:18:11
Just to update, I went into a Windows copy and installed 1.9.7 from there with the same results.  I've tried exporting the saves to a new file, with the same results.  I have even tried 1.9.6 - not sure what else to do.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-04-21 23:32:26
there is no reason for this mcd support and checksuming the saves is well tested. please do post your mcd file.
 if possible you should try to use the version from the ff7-daily (https://launchpad.net/~sithlord48/+archive/ff7-daily) repo (its a daily build ) and see if the issue happens with that version.  its the same as building from svn (http://sourceforge.net/p/blackchocobo/code/HEAD/tree/trunk/)




Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: remanifest on 2013-04-22 00:57:38
Thanks for your quick reply - I just tried the daily ppa just before I read your reply, with the same result...

Here is my original (working) mcd (http://d-h.st/Ycv), and here is the newly modified (corrputed) mcd (http://d-h.st/JK8).  Any help you can provide would be great, thank you!

Edited to add:  the offending slot is the second slot in each mcd.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-04-22 14:22:48
ok so here are my initial findings..

your save is indeed broken in the checksum (or appers to be) . so i converted it to FF7PC format using Bc (same check sum calculated: 0F36) . it opens correctly in FF7 PC  . so i saved it (new checksum because of time) . then manually copy that data into your mcd file slot and it still don't load in the psx version!!!  i don't think that blackchocobo is to blame here. the same problem happened without blackchocobo calculating the checksum.  i used a hexeditor to paste the slot from PC to psx. these data types are identical other then extra data for the psx memcard format that does not need to be changed (icon and entry in the memcard index). here are the two possibilities i have come up with.

either the psx emulation is failing in this corner case.
or
the Psx itself has a problem loading this data( i will test on a real psx later).

here is my PC save (http://dopplereffect.us.to/?download=save09.ff7)  and my new MCD save  (http://dopplereffect.us.to/?download=slot1_new.mcd)

can you please tell me what changes you made to the file?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: remanifest on 2013-04-22 16:29:09
Thanks again for working on this.

I had just made some basic changes to materia and items.  I just tried one more thing - I took my original, working save file and opened it up in Black Chocobo, and saved it right away without making changes to any settings.  I'm still getting the "file is ruined" error without changing anything... I don't understand?

I also rolled my emulator back to a previous version where I know it was working off a Black Chocobo save file.  Is it a problem that Cloud is not in my main party now?  Cid is the party lead now.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-04-23 23:06:29
it fails on a real psx . but if i use export to PSX it works... reviewing the code i don't see how they should be different. but ill see what i can find and attempt to fix it for 1.9.8 if there is indeed an issue found.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: LightAcolyte on 2013-05-02 02:02:25
For some reason, I am not able to click on anything in Black Chocobo after loading up a save file?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-05-02 16:43:06
For some reason, I am not able to click on anything in Black Chocobo after loading up a save file?
if you can click when you open the program you can already click after a save file was opened (new game is opened on load). what OS are you using this on and what version of Black Chocobo are you using?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Ragnarok on 2013-05-10 00:20:49
hey sithlord do you know if black chocobo will work on the new version of ff7 square enix made properly?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: wrxracer1983 on 2013-05-10 04:26:48
Good evening gents, and thanks for putting this editor together for one of my all time favs.  I have tried the workaround for the ps3 save but I'm having some issues.  I'm using my psp as my flashdrive, and I copied my FF7 psv save to it, then imported and edited that in BC.  When exporting, I tried as raw psx save.  All of my save are PAL region (BASLUS) and exporting as raw psx saves it as BASCUS.  I went with it anyway, and exported back to my psp.  Then I booted my ps2 with ulaunchelf, and copied the file to the memory card (mcpaste).  This is where I found the second issue.  The other game saves I have on this card are listed as folders, each with 3 files within.  The save I copied is just one file, so its not like the others.  Again, I went with it, and stuck the card into the ps3 adapter, but the save file doesn't show up at all.  Needless to say there's a step I missed somewhere and would appreciate any insight.  The funny thing is I only needed this to get Aeris' Umbrella and Cid's Flayer, haha.

Again, I appreciate all the work put into this program, you guys rock!
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-05-10 14:54:28
BASCUS is NTSC us version. you should be exporting one of the BESCES region codes. (depending on what pal version you have). double check that the region under the Edit menu matches your games region. when you do an export of a raw psx type BC will name the file based on the region string. There is a bug in 1.9.7 the edit menu will show BASLUS but it does set it correctly internally and should also pick the correct name when saving (also be sure to use 1.9.7)

for your second issue it sounds like your copying to a ps2 memory card they use a different structure for saving data then PS1 saves did all ps1 saves are flat files the ps2 / ps3 saves are usually in a folder. im not sure if you can use a ps2 memory card to copy the data back to the ps3.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: wrxracer1983 on 2013-05-10 17:20:39
Thanks for the info sithlord.  I was using a ps2 card, I'll have to get a hold of the old school ones.  Once I do I'll mess with the region again and see what happens.  I'll let you know, thanks!
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: aya888888 on 2013-05-11 19:36:39
Hello sithlord48. I edit value "Run Speed Max" in "Chocobo" tab and when I save, it reset to original value. Does it bug or not?

Ex:
Before edit
Run Speed: 2600/3200
Sprint Speed: 2800/3500

After edit value to 6000 and save
Run Speed: 6000/3200
Sprint Speed: 6000/6000

And if you have time, please add option to move chocobo between stable or remove it from stable (when uncheck stable, chocobo not rearrange position). Thank you.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-05-12 03:35:49
@aya888888 - yes that was a bug and i just fixed it. the fix will be released as part of 1.9.8 . as for you request for chocobo moving and removing its possible but im not gonna promise that it gets done quickly.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-05-24 15:54:02
Just Can't Decide if i like the lay out Vertical
(http://img849.imageshack.us/img849/3723/chocobomanager.png) (http://imageshack.us/photo/my-images/849/chocobomanager.png/)

OR

Horizontal
(http://img607.imageshack.us/img607/2430/cm2n.png) (http://imageshack.us/photo/my-images/607/cm2n.png/)

you can see horzontal does get a bit cut off but that can be fixed.

so what do u all think vertical layout or horzontal one?

Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Covarr on 2013-05-24 16:31:49
Why not a hybrid of sorts? I recommend something like this quick mockup I made:

(http://itscovarr.com/storage/choco2.png)

I have used elements from both layouts to create something as clean as possible. I also put the "speed values" message closer to what it's actually relevant to; in the vertical layout it's next to the fenced chocobos, where it doesn't really belong. Since the fenced chocobos don't really affect much of anything else, I made them more separate from the rest of the window's contents.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-05-24 22:34:20
The editor will look like the vertical picture with the speed text placement . i moved it while i was doing the vertical layout.I like your mock up and may end up doing something similar to it.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2013-05-25 07:26:34
Wow, that looks good, good job Chris! Maybe you are looking something like this:

(http://img855.imageshack.us/img855/3149/chocobomanagerss4.png) (http://imageshack.us/photo/my-images/855/chocobomanagerss4.png/)

btw i had spent so much time leveling up that chocos... and now they sudently enter in the hall of fame with all this publicity :p
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-05-25 16:49:01
Yours was the file with the most chocobos .
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Debuff on 2013-05-26 12:32:14
Is there any news on the checksum crack yet? I really want this to work with my PS3 save :(.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-05-26 16:59:24
Is there any news on the checksum crack yet? I really want this to work with my PS3 save :(.

im sorry this is not something anyone working on Black Chocobo/FF7tk is working on . we are waiting or the ps3 community to crack it they have a much higher change of doing it then we would.(they know the PS3, we know ff7) if anyone ends up with info on sign the files then i will add it . i  also would like to not have to use workarounds to edit ps3 saves even if we never get vita or psp at least you could copy them from the ps3 if we got that. if you have not please check the FAQ on blackchocobo.com for some ways to get the files on to your ps3 (if you have the correct stuff) .or ask nicely and maybe someone would do it for you.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: halkun on 2013-05-27 05:16:39
Is there any news on the checksum crack yet? I really want this to work with my PS3 save :(.

It's not a checksum, it's an authentication key, which takes an order of magnitude to figure out, if you can at all. You have to disassemble the Ps3 OS to see how they are generated, and Sony isn't very keen on people doing that. In fact litigated to make sure several people kept their fingers out of it.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Debuff on 2013-05-27 12:26:11
Got done what I wanted by use of a debug save I found online :). Thanks, everyone.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-05-29 15:07:56
heres what i end up doing .

(http://img51.imageshack.us/img51/1896/cmfinished.png) (http://imageshack.us/photo/my-images/51/cmfinished.png/)

almost all the items in the Chocobo Editor were realigned and moved around. i removed a few labels for things like name/sex/ and type. (they are self explantory in the editor)

The Fenced Chocobos are now part of the manager widget. Copy / Paste and Remove work as expected. Any unOccupied stable the game will treat as empty even if there is a chocobo.
 
the only other thing im considering is putting a checkbox with the speed values that toggles if the info is shown in raw value or game calculated value. (basicly just divide raw by 10 to get game speed). it would be placed above the run/sprint speeds and i would of course also remove the message about raw values if i do add that.

note that the pCount/ Personality section is only shown in adavanced mode.

Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: halkun on 2013-05-30 09:14:07
Did we ever figure out what pCount is... I think I made that up when I put it in the wiki.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-05-30 13:24:10
No never did. Thinks its always 0 also. Personality is also a bit of a mystery but I have seen a chocobo or two with a non 0 personality value.

In related news dlpb informed me that the countdown timer works similar to the game time so we can now correctly edit the countdown timer now.

I'm working to finish my play thru so we can have a full list of locations to port to there are a few left to add and a lot that need screenshots for the location preview after that I may neaten up that tab next.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-05-30 13:33:31
Dlpb send me some pcount info

Pcount does change.  When you catch a chocobo in wild and pop it in stable it seems to start at 100... or at least one of my chocobos started at 100.  perhaps it is related to items you can give it, and when stats increase.  It may be related to how much intelligence your chocobo will get but thats a long shot.

Although it is definitely assigned a value sometimes, it may not be used.

Thanks for the info dlbp
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: ZzzzzxXxzzzzZ on 2013-06-02 16:07:18

(http://i42.tinypic.com/2yvute1.jpg)

as my understanding run speed represent MRun and can be maxed at 6000 but i seem stuck at 5900..
is it reading Mrun wrong or real Max is 5900?
notes:
-Using "Black Chocobo" just for the sake of analyzing  without modifying the data itself

Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-06-03 02:34:53
Its possible that while 6000 is the max its very hard or impossible to achieve in game.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: ZzzzzxXxzzzzZ on 2013-06-04 19:03:28
Its possible that while 6000 is the max its very hard or impossible to achieve in game.

Thanks, actually not too hard at all since i'm using manipulate #RNG trick by BrutalAI. Its just doesnt make sense to have Run and Dash the exact same max value. Why bother Dashing, then???
I know,, i should asking this to the game designer or Terence..maybe?  :P is he still alive?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-06-04 21:24:24
it could also just be a bug in the display of chocobo values. i know that there was a bug in that editor for speed just don't remember exactly what since i fixed it. if you look back in posts you will see but i think Mspeed editing was changing Mstamina  instead of the Mspeed value. the values should be displayed correctly . if you want provide a link to your save and i will check on my copy and varify the display is showing things correctly.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: ZzzzzxXxzzzzZ on 2013-06-05 03:00:35
it could also just be a bug in the display of chocobo values. i know that there was a bug in that editor for speed just don't remember exactly what since i fixed it. if you look back in posts you will see but i think Mspeed editing was changing Mstamina  instead of the Mspeed value. the values should be displayed correctly . if you want provide a link to your save and i will check on my copy and varify the display is showing things correctly.
If you referring this http://forums.qhimm.com/index.php?topic=9625.msg151665#msg151665 (http://forums.qhimm.com/index.php?topic=9625.msg151665#msg151665) i dont even use modifying stuff as mentioned earlier.
my saves http://www.mediafire.com/?ywir1nbwq95nczn (http://www.mediafire.com/?ywir1nbwq95nczn)
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-06-05 14:12:38
your values are correct.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: ZzzzzxXxzzzzZ on 2013-06-06 06:32:32
your values are correct.

Thank you, i guess i just got to suck it up and get on with it
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: stealthcamo68 on 2013-06-21 18:26:22
Question!
I've edited my character using Black Chocobo, however, Tifa and Vincent's attack damages are low. Tifa with maxed stats attack like 700-1500 if lucky. Vincent attacks are 6000-8000. While Cid attacks 30,000 almost everytime. Cloud does 26-29k.

Any idea what this could be from?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-06-21 20:05:54
it could be the weapon gets bonus dammage from kills or you edited base stats . i noticed its best to edit the stat modifier since it seams to work better in game then just chaning the base stat.

try the max character button and see if it works any better.

GERMAN / JAPANESE SPEAKERS I NEED A TRANSLATION UPDATES FOR BOTH THESE LANGUAGES IF INTRESTED PLEASE PM ME. ONE OF THE THINGS THAT 1.9.8 IS WAITING ON IS UPDATED TRANSLATIONS.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: kashmar on 2013-06-24 17:34:10
Hi all, having a problem and turned to BC for help, but now struggling again. Any help with either problem would be greatly appreciated.

So, firstly, I am playing FF7 on PCSXR (latest version, I'm pretty sure), on my MacBook Pro, running 10.6.8. Game has been playing fine till now, but I have reached the flashback at Kalm, and the game keeps freezing after the battle with Sephiroth against the dragon. I have seen in some places this is due to graphical drivers, and that I need to download a True Motion codec, but this is PC specific, so not much help for me.

So I downloaded BC in the hopes of editing the save game and skipping to after the cutscene, or flashback, or dragon battle, or something similar that will fix the problem. I've found my memory cards, and have my latest save game open for edit, but I can't see any option that would fix this issue. The game progress box, where it would presumably be, only shows a very few options, up to Sector 5, which, of course, I am well beyond at this point.

Does anyone have any suggestions for solving the problem, either through BC or through graphical means? I am really enjoying this game, and would hate to have to give it up. Upgrading from Snow Leopard is not an option for me, nor is Bootcamp (my Bootcamp partition is currently dead and in need of resurrection).

EDIT: OK, solved it, a BIOS issue, apparently. Credit to George.

"For macs, the current pcsxr instructions floating around tell us to put the entire BIOS pack of like ten .bin files into the "BIOS" folder. Apparently, only one BIOS file can be read at a time. To get past this glitch, remove all the BIOS files except scph1001.bin."

http://answers.yahoo.com/question/index?qid=20110607025622AAprFka

Hope it helps others in the future.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: MatrixOne on 2013-06-28 19:48:55
Greatings

I have a problem with BC:
For general info: im using the new release on pc converted with bootleg to old, so far so fine, now when i load a file into Bc to edit it  everything goes like it should.
But as soon as i save them and want to play(run via bootloader) the game itself doesnt recognize the modified file and loads the file in its old unmodified state.

Could anyone provide me pls useful info, i have tried to search if there was another location where files are saved but no , and when i try to load the save file again in Bc it gives me the modified file which the game things and displays as old unmodified...
Well i hope to make you understand myself, im not used to the english language.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-06-28 20:53:48
sounds like your not editing the correct file. after the old to new patch the saves should be in <FF7Path>/Save.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: MatrixOne on 2013-06-28 21:41:59
Yes the saves are for me in the same save folder like you described, thats what confuses me, i load them up from there, modify them and put them back in the same location, then restart the game , load exactly that file(at least there are no new files listed) but no changes are applied. I have tried to search for any other ff7 save files on my whole pc other than that which i extract for moddifying from that specific folder without positiv result, so does bootleg may cause this problem?

Before new to old convert i used the 2012 release and modified the cloud files without problems, so thats why i assume BC works correct. Cloud files are still on pc but it arent those i extract for moddifying but those located in f7path/save folder.

Hmm.. now when starting BC and searching the files from the save folder he shows me the files that i edited but these are definitivly not those shown by the game, but i have no clue where the game is getting them from, for example: i m in the training room in 1st village, party is with cloud, tifa and barret, i make a save there(at ingame savepoint). Now when i exit game ,open BC and want to load the file from the save folder no such a file exists, so where the heck does the game saves it? As i said windows search didnt find other files than that in my ff7 save file folder.
Folder location is: C:\Programme(x86)\Square Enix\FINAL FANTASY VII\save

Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Covarr on 2013-06-28 22:01:32
Let me guess: Windows Vista, 7, or 8, game installed in "Program Files" folder? This sounds a lot like Windows' stupid VirtualStore feature. Try running Black Chocobo as admin and see if that fixes it.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: MatrixOne on 2013-06-28 22:10:47
Let me guess: Windows Vista, 7, or 8, game installed in "Program Files" folder? This sounds a lot like Windows' stupid VirtualStore feature. Try running Black Chocobo as admin and see if that fixes it.

Yep was admin problem with BC ,  now it works. THX alot.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sm0kie420 on 2013-07-03 17:37:51
Hi all I need some help.

I have the real PC2012 version, and I disabled cloud saving using firewall.  It was working totally fine, it would save and load locally over a few months with no problems. I got to the part where the weapon attacked Midgar.

Anyway, at that point I found out about Black Chocobo and edited a file and saved it.  The problem now is, it always automatically deletes my save files even though it doesn't load cloud files, it's all local.  Now I lost my main save :( and the sample ones won't work either, I even try export to PC.

When the FF7 launcher starts, it says "failed to load cloud files, saving locally" (that's normal), but it erases my save file.  It also erases again when I launch the actual program and I reach the main menu.  The save gets erased and the continue option is greyed out.  Help!  Any way to create a save file that is at that spot in the game?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Rundas on 2013-07-03 18:41:10
You'll need to find one online.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-03 19:31:48

Let me guess: Windows Vista, 7, or 8, game installed in "Program Files" folder? This sounds a lot like Windows' stupid VirtualStore feature. Try running Black Chocobo as admin and see if that fixes it.
if not then .

try with your cloud save enabled its not really designed to work offline thats kinda the point of their cloud saves. if you not going to use the cloud save you should convert your game to the 98 version and use aali's driver.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sm0kie420 on 2013-07-04 09:16:27
You'll need to find one online.

Um does anyone have a save file near the part where the Weapon attacks Midgar?  It's OK if it's a little before or after.  Or does anyone know the Game Progress number?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: w00dst0ckOo on 2013-07-04 13:33:56
Hi there,

I wanted to use your tool at first its awesome
but for now if got a problem bringing the edited savegames back to my CFW/PS3

I tried

Requirements:
A PS3 w/ Custom Firmware and a file browser
Any card or usb stick your ps3 will accept
Black Chocobo 1.9.6 or higher.
The Method:
1. When you finish Editing your save use Export MC file , be sure your name ends in ".VM1" put the file on your usb stick
2. Insert the usb into the ps3 turn it on and open your file browser
3. Copy the VM1 file you made to /dev_hdd0/savedata/vmc

but this don't work for me ?! or is there a step i miss out?

thx for your help

greetz w00dy
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-04 15:16:02
@w00dst0ck0o well you need a file browser on your ps3 to copy this back you can not do it thru the XMB.. something like multiman's file browser will work.

@sm0kie420 you should check eslava's Savegame Compilation (http://forums.qhimm.com/index.php?topic=8880.0) if there is not at that exact point there will be once that is close to it.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: w00dst0ckOo on 2013-07-04 15:38:47
@w00dst0ck0o well you need a file browser on your ps3 to copy this back you can not do it thru the XMB.. something like multiman's file browser will work.
as told i used the prefered method but whats the step after copying them (with multiman v4.40) i cant use the files in the PNS version  of ff7 . the ps3 doesn't regornize
the file. the only way to make them apear is to bind them into a memorycard slot but this doesn't work either.
 
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-04 15:51:55
the VM1 file is the memory card format that the ps3 uses internally.  yes you must select it as a memory card. also be sure you have saved the files in the correct region for your copy of FF7 (black chocobo uses the US version by default)
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Lambo on 2013-07-05 08:32:36
Would there happen to be a way to export/copy over the materia,items,chocobos,etc. to a new slot without copying the whole slot causing the location to change as well? Almost like a late new game+ , just as an alternative to manually inserting everything that I want to carry over before I start getting to it  :?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-05 14:07:16
Would there happen to be a way to export/copy over the materia,items,chocobos,etc. to a new slot without copying the whole slot causing the location to change as well? Almost like a late new game+ , just as an alternative to manually inserting everything that I want to carry over before I start getting to it  :?
nope you would need to do this manually.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sm0kie420 on 2013-07-05 21:19:30
Quote
@sm0kie420 you should check eslava's Savegame Compilation (http://forums.qhimm.com/index.php?topic=8880.0) if there is not at that exact point there will be once that is close to it.

Thank you!  This was perfect.  Was able to manually edit the file till it was pretty similar to what I had.

I figured out what went wrong.  For PC 2012, you actually need to have multiple save files, not just one.  That way the option won't grey out and you can export the save file during the slot selection screen.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-08 04:11:44
Finally have just about all the fields in the game have been added to FF7Location. This means you can use the new Location Viewer to select from OVER 500 field locations and your location data will automaticly be set. each location has a preview image and translations for the 5 offical languages of the game. This is important even to player who only use the english text for black chocobo. because when saving to the file the string for the location is picked based on the region of the game your saving to for example if you play in japanese but edit in english Black Chocobo will save the japanese version of the location you have selected. there is however one downside to this the program will require a bit more disk space due to the preview images (567 *avg size of 7k is lots of bits for pictures).



Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Scipizoa on 2013-07-10 17:53:42
Hey all, Just had a hell of a time signing up on these forums with the captchav being a broken image,  but anyways  I have the steam version of ff7   i made a save file ingame  then edited it   then  when i relaunched the game with no cloud save enabled  it deleted my save file[ i think  ]  because the continue option remains greyed out   was this program not updated for the steam version yet? or did i blonde it up somehow  ;0
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-10 18:29:45
should work for the steam version just the same as the 2012 version , you may for windows have to run the program as admin.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Scipizoa on 2013-07-10 18:31:52
Oh I see,  so the fact that ff7 deleted my save file may have something todo with the file be1ng saved by the program not being ran as admin?

Edit: seerms to work,  yea appearently thats what the problem was,  go figure,

I just need a confirmation on one thing,  i can't increase stats beyond a level right??  i.e  I was testing the limits of this program and i can't set clouds max mp to lets say 200 while he's at lvl 7?   i've tried this and it reverted back to the original level set mp  ;p 
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-11 02:38:07
in order to edit a characters max HP or max MP you must change the base hp or mp stat. while the max hp/mp are saved they game seams to ingore them. it instead will use the calculated values (base stat +/- materia additions).
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2013-07-11 03:53:17
You're prob better off removing the option  to change the redundant data Sith, or move it elsewhere?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-11 15:50:37
You're prob better off removing the option  to change the redundant data Sith, or move it elsewhere?

perhaps ill add a tooltip for max hp/mp that says "this is a calculated value please change base instead"
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: snarfi on 2013-07-13 09:31:24
Hello,

I seem to have a problem with the FF VII Steam edition.
Problem: Saves get deleted right at the start of the launcher, cloud save is turned off.

I did read that you might have to start BlackChocobo with admin rights and I did.
But it's doesn't fix the problem for me.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-13 19:27:37
i wonder if only people with cloud saves turned off have this issue. could you please try with it enabled and report back. since thats the only major difference between the steam and 2012 version. although it sounds like the saves are failing a cloud check to get them removed in the first place. (black chocobo itself does not delete files).


Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: paladin181 on 2013-07-14 06:53:42
I believe it's a version check. BC saves the files with the header from an old version (98) and "to prevent cheating" SE disabled the ability to use saves from previous games. The Launcher of the game does the version check, so I just open the launcher before I do any edits or paste the files back in the save folder after the launcher is open. Fixes the problem.

After loading a game, if you save again it will not be a problem in the future until you edit the save again, that is.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-14 13:05:34
there is no header difference between the 98 version and the 2012 version or the steam version they are all the same .ff7 files. its all in the metadata and its timestamps/signatures.

im told there is a new file for the steam version in your save path perhaps that file now also needs editing. can someone post their steam save folder to a place i can look at it. that might help get this figured out. im also a bit confused because im told it works by most people and a few have a save issue.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: zelentron on 2013-07-14 17:39:46
hello there, I recently lost some progress while play the FF7 steam version, I the cloud saving wasn't connecting so I continued anyhow I had lost a couple hours of progress and decided to edit my save to at least make up the money and xp I lost, after jenova crashed a couple times I ran the game again and it had reverted to a save I had overwritten a day or more earlier, I don't wish to continue on this save as it was the one I had tested the character booster on and I was 10+ hours behind where I was in the first place, I found this thread and firstly well done on BC, its quite neat I hope the progression editing it updated so I can start back where I left off!, and secondly some publishers use separate directories when using saves on steam games

the one for the steam version of FF7 is : C:\Documents and Settings\USER\My Documents\Square Enix\FINAL FANTASY VII Steam\user_174207

and here are what the folders look like

(http://i.imgur.com/GcCqbwwh.png)

and insider the user folder

(http://i.imgur.com/fBwAiZV.png)
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-14 18:08:47
@ zelentron ,were you able to successfully edit your steam save? if did u run Black Chocobo as Admin ? and do you have cloud sync enabled?

the progression stuff is a pain , but you can get one of saves from  eslava's save collection (http://forums.qhimm.com/index.php?topic=8880.msg115218#msg115218) and edit it accordingly from a close point. you might have to replay some progress but there should be a close save.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: zelentron on 2013-07-15 14:04:06
after doing a little testing, I have come to this so far:

I have to make a cloud save to put my new save into the game (not sure if I HAVE to) . then if I try to edit the save file after I test if it will work in the game it deletes the save. I just tried to edit a save BEFORE I put it into the game, maxing materia, limit breaks, higher levels, it appears to have worked, I don't know if will work in the future, but here we are, I am wondering, how hard can I mess with this?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-15 14:47:30
saving for steam or 2012 will should be just the same as any other save.  open the file and edit then save. if the program sees a metadata.xml file with your save its susposed to edit it accordingly, using the detected user ID from the path .

also what version of windows are you using? (seams all those with lost saves come from people using win 8 )

from my tests and others the metadata is correctly updated when its susposed to so im a bit unsure of why this is happening.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Vgr on 2013-07-15 17:57:01
"to prevent cheating"

They don't want you to use an older, slightly advanced save. Instead, they want you to boost everything to max. SE logic.

On a more serious note, that's yet another proof that SE knows about this website and the tools it offers. For the 2012 version, they tried to prevent save editing. That worked for a bit, until sith found how to bypass it. Since the 2012 version was already bypass-able, they tried to add yet another check for the Steam version (and I guess it won't take long before sith can manage to bypass it). That's at least how I perceive it, and I may be far from the truth.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-15 19:26:30
as far as i can tell there is no other check its the same metadata set up ..  then again i don't have the steam version or the 2012 version since neither work on linux becuase the DRM that square decided to add is not supported at this time.seams so far to be a win 8 issue we shall see when zelentron tells us what verson of windows he has. but others with that issue have all been 8 users , some other users have reported that the steam version works just fine. 

Edit: if someone (looking at you vegetta) would build r1113+ for windows it might work better w/ steam since i did find a small possible issue w/ the signing .
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Covarr on 2013-07-15 20:30:31
If other Steam games work on Linux with Wine, I'd imagine FF7 should also; they removed the SecuROM DRM when they released it on Steam; only the 2012 version still has it.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: zelentron on 2013-07-16 11:58:23
I'm using Windows XP 32 bit, I can now confirm that after placing a save from the save archive sith referred me to I can place a save there, but any attempt to edit the save after you have placed it will cause the save to be deleted, even if you are not connected to cloud saving, which I am not, I guess I'll make a save where I'm just high level and not too crazy, works for me : :mrgreen:
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-16 14:06:17
here try This recently built version (http://dopplereffect.us.to/?download=Black_Chocobo-static_1.9.78.1108.7z) and see if it works any better with the steam copy. btw there are some known bugs this version is a few revs older then the current svn. do not edit japanese files w/ this version it will trash your items.

please report any bugs you may find
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Demonpriest on 2013-07-16 18:59:57
Let me see if I can help you shed some light on this issue. I just found this website after downloading FF7 from Steam yesterday, love your work!
I am using Windows 7 64 bit, Cloud Saving is NOT enabled.

I was having the same issue as most. Open Black Chocobo, select my save file in My Documents, Square Enix, FINAL FANTASY VII STEAM, user_2619999.   save00.ff7

I can open and edit the save just fine, and I save it back in the exact same location with the exact same name, no problem. For the purpose of simplicity, the only thing I edited was gil, I added 10 gil to my save, that's it, and saved it back in the original location.

With my save folder open (user_2619999), I have 4 files present: achievement.dat, avatar.png, metadata.xml, and save00.ff7.
Now, again with that folder open, as soon as I click on Final Fantasy VII, it starts the launcher. As soon as the launcher appears, my save00.ff7 file gets deleted from my user folder. Completely. Nothing else changes, but the launcher deletes my saved game file from my folder.

The only way I have found around this, is to open the launcher BEFORE editing a save. If the launcher is open, THEN you open and run Black Chocobo, you can edit anything to your hearts' content. Save it with the launcher still open, then run the game. Play it or immediately save it, doesn't matter, the launcher will not delete the file once you save in game.

Hope my first post helps, if you want me to play around with some settings let me know, I'd be glad to see what I can do.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-16 19:43:28
yes please try two things.
1 enable cloud save see if anything different happens.
2.download this copy of BC(link removed) and try with and with out cloud save enabled.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: snarfi on 2013-07-16 20:40:40
I just do it like this:

start game to main menu
edit save
load game
save
it be done.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Demonpriest on 2013-07-17 00:02:28
yes please try two things.
1 enable cloud save see if anything different happens.
2.download this copy of BC (http://dopplereffect.us.to/?download=Black_Chocobo-static_1.9.78.1108.7z) and try with and with out cloud save enabled.

1. I enabled cloud save, loaded my game, went into the game and saved, then exited all the way back out. Opened up BC (the original version), edited my gil, saved it. Soon as I started the launcher, it deleted my saved game again.

2. I downloaded your new version of BC. With Cloud Saving still enabled, I edited my saved game (game and launcher both closed), and saved it. Upon starting the launcher, my saved game is instantly deleted.

3. Still using the new version of BC, I disabled Cloud Saving, edited my saved game (game and launcher both closed), and saved it. Still deleted my saved game as soon as the launcher started.

4. With cloud saving enabled and the new version of BC OR the old version of BC, I CANNOT load an edited save, the cloud sync overrides it and deletes the save. I found this rather odd, as I expected the Cloud Save would simply override my edited save, but it instead removes the save entirely.

5. With Cloud Saving disabled, I can load a saved game edited with either or/both versions of BC as long as I edit the save with the launcher open. I literally edited my saved game (with the launcher open, cloud saving disabled) with the original version, then edited it again with the new version, and was able to load it up just fine.

If I need to clarify anything or you want me to try anything else please let me know!
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-17 00:54:59
@Deamonpreast,
1. do you have saves that are in synced?
2. does your file(s) contain more then one slot of data?
3. after you edit, before starting the launcher can you check you metadata.xml file (wordpad) and see if it contains empty timestamps or signature for your valid files/slots.
4. if you have a file with more then one save, do the timestamps all match in metadata.xml for that file?

if you have file with more then one data slot can you test with a file with a single save also.

also play with the new BC let me know what you think before its to late and i release it....
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Demonpriest on 2013-07-17 01:18:21
@Deamonpreast,
1. do you have saves that are in synced?
2. does your file(s) contain more then one slot of data?
3. after you edit, before starting the launcher can you check you metadata.xml file (wordpad) and see if it contains empty timestamps or signature for your valid files/slots.
4. if you have a file with more then one save, do the timestamps all match in metadata.xml for that file?

if you have file with more then one data slot can you test with a file with a single save also.

also play with the new BC let me know what you think before its to late and i release it....

1. I don't play with Cloud Save on; however, for the purpose of testing it, I did enable it and sync my saved game with it (before editing anything).
2. My files contain only one slot of data.
3. Sure thing, here are the results:

This is my original metadata.xml, before editing (since I only have 1 save, I'm only posting the first block, the rest are empty):

<?xml version="1.0" encoding="UTF-8"?>
<gamestatus>
  <savefiles block="1">
    <timestamp slot="1">1374019195919</timestamp>
    <timestamp slot="2"></timestamp>
    <timestamp slot="3"></timestamp>
    <timestamp slot="4"></timestamp>
    <timestamp slot="5"></timestamp>
    <timestamp slot="6"></timestamp>
    <timestamp slot="7"></timestamp>
    <timestamp slot="8"></timestamp>
    <timestamp slot="9"></timestamp>
    <timestamp slot="10"></timestamp>
    <timestamp slot="11"></timestamp>
    <timestamp slot="12"></timestamp>
    <timestamp slot="13"></timestamp>
    <timestamp slot="14"></timestamp>
    <timestamp slot="15"></timestamp>
    <signature>aedcc3f20a1eccddff6e81585ab17ff2</signature>
  </savefiles>
 

After editing and saving:

<?xml version="1.0" encoding="UTF-8"?>
<gamestatus>
  <savefiles block="1">
    <timestamp slot="1">1374023649491</timestamp>
    <timestamp slot="2"></timestamp>
    <timestamp slot="3"></timestamp>
    <timestamp slot="4"></timestamp>
    <timestamp slot="5"></timestamp>
    <timestamp slot="6"></timestamp>
    <timestamp slot="7"></timestamp>
    <timestamp slot="8"></timestamp>
    <timestamp slot="9"></timestamp>
    <timestamp slot="10"></timestamp>
    <timestamp slot="11"></timestamp>
    <timestamp slot="12"></timestamp>
    <timestamp slot="13"></timestamp>
    <timestamp slot="14"></timestamp>
    <timestamp slot="15"></timestamp>
    <signature>20b012946089aa48126689a2b660634b</signature>
  </savefiles>
 
Then after starting the launcher and watching my save disappear:

<?xml version="1.0" encoding="UTF-8"?>
<gamestatus>
  <savefiles block="1">
    <timestamp slot="1"></timestamp>
    <timestamp slot="2"></timestamp>
    <timestamp slot="3"></timestamp>
    <timestamp slot="4"></timestamp>
    <timestamp slot="5"></timestamp>
    <timestamp slot="6"></timestamp>
    <timestamp slot="7"></timestamp>
    <timestamp slot="8"></timestamp>
    <timestamp slot="9"></timestamp>
    <timestamp slot="10"></timestamp>
    <timestamp slot="11"></timestamp>
    <timestamp slot="12"></timestamp>
    <timestamp slot="13"></timestamp>
    <timestamp slot="14"></timestamp>
    <timestamp slot="15"></timestamp>
    <signature>63d8b5a2dfe7db7b5b9ab9771905a181</signature>
  </savefiles>


Hope that helps? If you need more of the file or the whole thing I'll be glad to post it.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-17 16:04:47
that last signature .. your user id is 2619999 ?
if so empty files should be signed with
4f8e83414b87011d970546d7b68fb70e
by my calculation.. if this is your correct user id then there is something wrong .
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Demonpriest on 2013-07-17 17:06:09
that last signature .. your user id is 2619999 ?
if so empty files should be signed with
4f8e83414b87011d970546d7b68fb70e
by my calculation.. if this is your correct user id then there is something wrong .

Sorry, I wasn't sure if we were suppose to keep our actual user ID private as it's tied to steam, but I don't really see any harm in it from what I can tell. My user id is 2649734.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Covarr on 2013-07-17 17:10:59
I'm pretty sure this ID is only tied to this game, and I'm positive it can't be used to hack anything. Share away.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-17 17:18:04
in that case then yes it apperas that the userID is being correctly added to the game for signing. even for empty files.

i might need to get the steam version to test this correctly . any Donations to BC (https://www.paypal.com/us/cgi-bin/webscr?cmd=_flow&SESSION=keucr0Mkhzeu5b9G0EqzJNMYX9uu_BzkyLrV7m7aS0UUDXAdt27ubnDSKqO&dispatch=5885d80a13c0db1f8e263663d3faee8d4e181b3aff599f99a338772351021e7d) will be used for this. so if i can get at lest what is it 12 bucks and it works on linux i should be able to figure this out pretty quickly. perhaps if i get enuff i can setup a bounty for signing PS3 and PSP/PsVita files.. (cause i can't do it alone).
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: yuusharo on 2013-07-18 20:41:08
Just FYI, the steam version is on sale at Greenmangaming for 30% off with a voucher. Good until July 22 at 1500 UTC.

http://blog.playfire.com/2013/07/30-off-guncraft-ffvii-and-more.html
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: DigitalIP on 2013-07-20 10:43:23
In the case of having a save deleted that you didn't backup, theres plenty of save files that you can search for that people have uploaded that may be near where you left off.
Ive had to do that myself at one point, luckily I was able to find a save near where I originally was.

Making a backup copy before editing is ALWAYS recommended. Saving in more than one slot location is also a good idea.

Ive found that starting the game and going to select your save, then editing your file, then going back to the games main screen then back to the load save menu(so the edited information takes effect) keeps the save files from being deleted. ever since I started doing this ive had no deleted save problems.

Id also like to point out that I DO NOT use SE's Cloud Save feature as I have no use for it.

Other then that 1 issue before and after ive not encountered any problems with the game or the editor.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: paladin181 on 2013-07-20 17:42:25
I went to edit a save where Cloud was infected with Sadness, but it showed as fury in the editor. May do some experimenting, but initial finding is that they are reversed.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-20 19:37:09
I went to edit a save where Cloud was infected with Sadness, but it showed as fury in the editor. May do some experimenting, but initial finding is that they are reversed.

This Is fixed in my current WIP verson. it has been along time since i have done a proper release. waiting to see whats going on with this steam version stuff and a few other small things then test for release of 1.9.8 . also would love to get the translations updated if anyone would like to do the german or japanese updates they are the languages that need the most just let me know.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Demonpriest on 2013-07-21 16:43:37
also play with the new BC let me know what you think before its to late and i release it....

I think I may have found a bug with the new version of BC. When editing the AP values of EQUIPPED Materia, it isn't saving them. For example, I'm using an Ice materia with 126/35000. Then I edit the value to 1200/35000. When I click Save, the value changes right back to 126/35000. This is not the case with the current version of BC.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2013-07-21 19:57:28
Ok.Here is the last svn build for win users:
Black Chocobo SVN (http://blackchocobo.sourceforge.net/files/Black_Chocobo.rar)
.

Please test it.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: mezoya on 2013-07-23 03:37:46
Every time I try to edit a save, when I click Cloud, the program crashes. I'm playing the 2012 remake btw. HELP!!!!!!!
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-23 14:33:18
Every time I try to edit a save, when I click Cloud, the program crashes. I'm playing the 2012 remake btw. HELP!!!!!!!

update to newest version there should be no problem changing characters.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: mezoya on 2013-07-23 21:38:18
http://s338.photobucket.com/user/mezoya/media/public/f*ckCLOUD.png.html (http://s338.photobucket.com/user/mezoya/media/public/f*ckCLOUD.png.html) This is the error I get each time. Only when I click on Cloud. This Happens when I try any save, with the exception of the of the sample saves. (The save in the background is a friends, tried to edit his but also got this.)
EDIT:
I figured out the problem, It's because of a trainer I was using xP
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: dark-hitoshi on 2013-07-25 09:59:09
Hello everyone, I'm stuck in fantastic final seven at the end of the game (in the north cave) and I'd like to change my backup teleport...

But when I want to change my backup I have this message:

This file does not update checksum day. It will not work on your PSP


That if someone could help me it will sympe, thank you in advance!


Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-25 14:39:09
please read: http://sourceforge.net/p/blackchocobo/wiki/FAQ/#psp-and-ps3-saves

also if you had read the thread this comes up alot.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Chris_Chev on 2013-07-28 10:39:39
So, I'm playing the steam version, and I load up my save file, and basically just mess around with my stats, didn't bother with items, materia etc.  The thing is, how do I implement my changes?  How do I play with my new stats?  I hit save, it did nothing, I hit save as and called it save01.ff7, that did nothing too.  I already used the in-game character booster, idk if that would impact it in any way.  I'm in the right folder (my documents/squarenix/Final Fantasy VII Steam/User_blah blah blah).  Basically, I made my changes, how do I save them?

EDIT:  So I sort of figured it out.  whenever I open ff7 through steam, it deletes the file I created.  I read somewhere that starting in offline mode would fix it, so I tried that, and my file was still deleted.  I'm going to try to disable cloud saves and see if that works.

Edit2: annnnd.... nope.  nada.  Idk, any suggestions?

Edit3: woo hoo, figured it out.  great tool, now that I figured out what the problem was.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Dii on 2013-07-28 23:01:18
Hello there all, i have also recently been born from the internet-lifestream to ask a question about this program.

I too am having this problem
whenever I open ff7 through steam, it deletes the file I created.  I read somewhere that starting in offline mode would fix it, so I tried that, and my file was still deleted.  I'm going to try to disable cloud saves and see if that works.

Edit2: annnnd.... nope.  nada.  Idk, any suggestions?

I have the latest version of this lovely program but i cant seem to get the steam version of the game to respond, it just deletes the save every time,

for the whole game I wanted yuffie to date cloud and i did everything i could but still, when it came to the time, i saw Aeris enter the room and wanted to hang myself (jk)

so i tried to use a glitch id heard of where if you encounter yuffie and answer the questions right 4 out of 5 times you get +2 love points for ever answer and then she runs away, and if you repeat this its supposed to stack the values, i did this 20 times! to make sure beyond a shadow of a doubt cloud would date yuffie, it took forever, and then STILL DIDNT WORK.

so now ive turned to this program, but i cant get it to work without my saves being deleted, and like a dipstick i forgot to back up my original saves (not that i wanted them with aeris being the one getting dated) so now i need this to avoid playing the whole game again

Edit3: woo hoo, figured it out.  great tool, now that I figured out what the problem was.

what did you do to fix it?? I think quite a few people would really like to know.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Template on 2013-07-28 23:06:19
I think you can trick Steam into picking up your savegame file and then get it on your cloudsave by putting the save file in the documents\Final Fantasy VII Steam\ folder after you've already had the game's launcher open.

Alternately I would think you can just turn off the cloud saving feature altogether and then be able to keep the saves from being deleted, but maybe that doesn't work.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Dii on 2013-07-28 23:21:34
mm, ive never had cloud saving active but it still deletes them. there is a place in the steam folder to put save games too? maybe that would work

EDIT: also I cant edit Vincent or Cait Sith in the party tab. a second Cloud and Sephiroth are both there instead?? is this a bug?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-28 23:38:47
EDIT: also I cant edit Vincent or Cait Sith in the party tab. a second Cloud and Sephiroth are both there instead?? is this a bug?
It is not a bug when you start a new game before you get Cait Sith or Vincent the spot from them in the save is occupied by young cloud and sephiroth. you can edit them now but when you get to the flash back the game is going to crash. Edit them after you have aquired them.

As for the steam thing.. i dont have ff7 for steam . i will get it if donations (https://www.paypal.com/us/cgi-bin/webscr?cmd=_flow&SESSION=m2eknqA-nkLR0OfHdqW408gWSD9KDiK-7T_DKrzZDNJzQvFBK47yhRzIHJi&dispatch=5885d80a13c0db1f8e263663d3faee8d92b37e35c82a7c965120dd5a9b6ad0e3) cover it. i am not promising it will work better after i do. aparently they changed something in the launcher so that it eats your saves if you edit them (this doesn't happen in the 2012 or 98 version of the game). when i have the game i should be able to fix this quickly .

Donations toward Steam version: $4.50 out of $11.99 needed.

in the mean time of you have the steam copy and wish to edit saves open the ff7 launcher first then edit your saves.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Dii on 2013-07-28 23:45:00
ah, I had already got all the characters on my original steam saved file but this still happened, (since it ate that save after i edited what i could to get my self back to where i was before this whole mess began)

I will gladly donate the entire fund to you if you can help with this, I can tell such an amazing amount of work has gone into this program. guh, means id need to find my card reader... i'll have a look for it tomorow.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Dii on 2013-07-29 17:22:09
mm... it seems im not allowed to send personal messages?

sithord how do you want the donation sending to you?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Covarr on 2013-07-29 17:31:54
sithlord48, that link is to an in-progress session; it won't work for new sessions. I assume you got it from sourceforge? The SF link includes a redirect, but you need to share the original.

Dii, if you want to donate, you can do so here (http://sourceforge.net/p/blackchocobo/donate/).
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Template on 2013-07-29 20:49:19
there is a place in the steam folder to put save games too? maybe that would work
Yes. i really think it does but it's a little tricky. I guess I'll put it to the test rq after reinstall steam ff7. 
the path will be like
C:\Users\yournamehere\Documents\Square Enix\FINAL FANTASY VII Steam\user_youruser#\ and the saves are in there. If you mess with them before you hit the launcher it will delete them. If you slip a save in there after the launcher is already running, and then hit play, it will suck it up.

Tested. Works, Turn cloud save feature off. You can't get the cloud to pull up your edited savegames, have to play offline for that I think. Hit play in steam and get the ff7 launcher miniscreen up, turn off cloud saves, and then edit your savegames, hit play.   
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2013-07-29 23:33:19
Just 2 notes here.

Firstly, the character names won't exceed 9 chars in dialogue even when the savemap has been changed to allow more.  The menu and battle menu will correctly display 11.  To allow up to 11 in dialogue you need to change ff7.exe address 0063200B to cmp ecx,0B for field, and 00769F65 to cmp eax,0B for world map (because they basically copied entire script for field for the world map.  Duh. more than likely yet again because 2 different departments were not in contact)

11 chars is the max, not 12.  If you allow 12, the name will become garbled because there is no room for the FF terminator .  This is probably what is leading to my corruptions.  BC needs to limit to 11 chars also or it will also leak.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-07-30 00:31:20
ok 11 it is..
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Template on 2013-07-30 01:00:26
As long as I slip the save in while the steam launcher is already open and I have cloudsaves off, this works fine at a glance. If I try to edit the save without the launcher open, when I open the launcher the save file is deleted.

This is like I downloaded it and tested it in between dinner and giving my kid a bath so, super quick look.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2013-07-30 02:36:06
New Test Release

Black Chocobo v1.9.79.1127 (http://blackchocobo.sourceforge.net/files/Black_Chocobo.rar)

ChangeLog:
[r1127] (HEAD) by sithlord48
CharEditor: Limit name to 11 chars (12th is always 0xFF)

All new SVN Builds will be on the same link, so i will try to keep it updated...
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: criminal mind on 2013-07-31 11:30:40
@sithlord: sir, thankyou for the program you have created. i was just wondering how come when I edit my saves or i add characters in my party like adding sepiroth.. i always end up stuck in a game script scene.. (ex. when i revisit kalm.. tifa will just look at the place and I cannot move cloud anymore..also, in the marshland area where the beta snake is lurking..when i bypass it and enter the cave for the first time..it shows the scene where a large snake is hanging ..tifa will again look at the place and i am not able to move cloud anymore...)... is this what you call as error since i altered the characters and the save game locations and their stats? thanks sir, i am glad that this forum is still alive after almost 3 years =)
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-08-01 03:46:06
@sithlord: sir, thankyou for the program you have created. i was just wondering how come when I edit my saves or i add characters in my party like adding sepiroth.. i always end up stuck in a game script scene.. (ex. when i revisit kalm.. tifa will just look at the place and I cannot move cloud anymore..also, in the marshland area where the beta snake is lurking..when i bypass it and enter the cave for the first time..it shows the scene where a large snake is hanging ..tifa will again look at the place and i am not able to move cloud anymore...)... is this what you call as error since i altered the characters and the save game locations and their stats? thanks sir, i am glad that this forum is still alive after almost 3 years =)

Answer:
This is what happens when you do things the game was not made for. Playing with sephiroth in your party,bringing aerith back from the dead , etc. the field scripts break sometimes because of a missing character, extra characters who are not in the field being there.Some locations just run a specific event without checking any progression varible before doing it. Some locations check several progression varibles .some are using these vaules to do things like track the stage of the smoke animation from a chimney , or the movement a windmill.Place an item on the field or trigger an event. The main Progression or any sub progression varible(s) used in the locations script could be set to values the field is not expecting and halt the script or cause unExpected behaviors.

And now About Progression:
One day we might be able to set all the progression items correctly so you could really reset your game to any location. the problem is there are alot of these varibles  being used in field scripts that need to be identified. To further complicate identification some need to be set in conjunction with others for scripts to not break or events to happen. Some Scripts may even reuse the same Varibles that a previous script used. Then there is the useablility issue of progression. The vast amount of data that we would present to the user so many checkboxes and spinboxes that we would boggle the mind of anyone attempting to use it. Scroll For like 10 Minutes Before you reach the end of the list.

Long lists of checkboxes like

[ ]MD1STIN:Potion1
[ ]MD1STIN:Potion2
[ ]EALS_1: Cover Materia

are not very useful because who knows what map MD1STIN is? would it Make anymore sence using perhaps the locations ID instead of the filename? no list of checkboxes can really be that helpful for progression (and item flags)  since most people don't know every single map by its filename, we don't remember (or know) that MD1STIN is the starting platform or that EALS_1 is outside of aerith's house. i really think it can be presented much better something like this  mock up (http://imageshack.us/photo/my-images/90/g2tj.jpg/). the locationViewer would show progression and item flags that are used on the selected location. the first step for this goal is to create a dataclass (or two) that can provide this info to the locationViwer much like the FF7Location Class does for the location data, but for Progress and Item flags. then it would be as simple as finding out what goes to what fields and show them when the location is selected. Finding out progression can be a bit of work since. it used to be trial and error of do something , see what changed , reset , look for event again , etc.. it can be easier now with Makou Reactor since we can read the field scripts for locations. slight problems exist like  the varibles displayed in makou reactor don't exactly lineup w/ the savemap in much more then chunks. some are identified for example var[15][0]-[15][224] in makou reactor is z_38:12 - z_38:236 in black chocobo.(turns out that not completely true after more testing.) now that the block data is known to identify data in those areas easily someone could load up makou reactor and search for uses of Var[15] and see what items are picked up from what fields (i.e z_38[45]:7 = slfrst_2: Kajata materia). Any data submitted will be placed into the savemap (https://sourceforge.net/apps/mediawiki/blackchocobo/index.php?title=Savemap) and then into black chocobo for testing and eventally when varified on to the savemap here @ qhimm's wiki (since i update that one as well)
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2013-08-01 03:52:52
You can use Otyugh to tell you the map ID and progression value (and edit this) in real time.  I can also easily add the field name to that, as I have done for BoxFF7.  That at least makes things easier in realtime.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: criminal mind on 2013-08-01 09:09:34
@sithlord48:  oh man,    i should give respect to you sir...bow down... you are very knowledgeable of the technicalities of programming...i understand that there are a lot of variables involved that is why i always end up freezing at one point of the storyline...however, i just made a shortcut by just using my old save data in my memory card where all the storyline and scripts are accomplished...i am enjoying using blackchocobo especially when sephiroth and aeris is on my party and engaging a fight with emerald weapon..but the thing is i cannot control sephiroth  ;D    i was wondering..wishful thinking if is there anyway in the future version of BC we can have the option to control sephiroth during in battles? i know it is possible with all your GODLY power sir sith...  8-)       may the force be with you sir. thanks and more power
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-08-01 14:55:19
i was wondering..wishful thinking if is there anyway in the future version of BC we can have the option to control sephiroth during in battles?

sorry there is nothing that can be done within the save.  the reason you can not control sephiroth is because the games kernel provides him with the AI that he uses for battle. there might be a mod to remove this but im not sure.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: criminal mind on 2013-08-01 22:36:44
Okay sir, I understand :) thank you for your program it is so cool I am enjoying the game so much!
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2013-08-01 22:37:35
Quote
i was wondering..wishful thinking if is there anyway in the future version of BC we can have the option to control sephiroth during in battles?

Use Otyugh.  It gives this option.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: criminal mind on 2013-08-01 22:39:01
Okay sir, I understand :) thank you for your program it is so cool I am enjoying the game so much!
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: criminal mind on 2013-08-01 22:44:08
DLPB: where can I download it sir? You mean I can control seph using my save game data altered by BC?
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: criminal mind on 2013-08-01 22:54:00
DLPB : sir I saw your program :) nice! so what I gotta do is load my save data and just choose the option that will make me control sephiroth in battles? Will this make him vulnerable to damages from monsters ?i hope not haha thanks sir DLPB! this forum is filled with highly intellectual people man Im so fortunate !
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: Rundas on 2013-08-02 01:01:15
Please edit your posts instead of posting four times.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: criminal mind on 2013-08-02 01:28:28
@clevernamehere: my apologies sir...not intentional...i am using an iphone because i am away from home..anyhow, i will be very careful nextime. thanks for the note.

@DLPB: sir, i have downloaded your program otyugh..but i havnt tried it yet since i am having doubt as to whether it is compatible in my case where i am using only epsxe through iso images.....that is why i have been using blackchocobo since it is compatible wih psx emu saves...thanks in advance sir. cheers!
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: krabat on 2013-08-02 12:44:38
hello i´ve noticed that when i make a new game+, after getting Yuffie in the group she is not the lvl she was before (99) but much lower (42) and the stats are not the same anymore. is this normal or a bug? do i need to manually edit her with black chocobo for getting her back to the way she was in the previous "normal game"? or does this jump back to normal suddenly at some point in the game?

edit: everyone else (red aeris tifa barret and ofc cloud) are the same lvls they where before, right away after i got them. strange
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-08-02 14:26:05
hello i´ve noticed that when i make a new game+, after getting Yuffie in the group she is not the lvl she was before (99) but much lower (42) and the stats are not the same anymore. is this normal or a bug? do i need to manually edit her with black chocobo for getting her back to the way she was in the previous "normal game"? or does this jump back to normal suddenly at some point in the game?

edit: everyone else (red aeris tifa barret and ofc cloud) are the same lvls they where before, right away after i got them. strange

Yes you do need to edit her back . the level for yuffie and vincent and cait  are calculated
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: krabat on 2013-08-02 14:29:55
Yes you do need to edit her back . the level for yuffie and vincent and cait  are calculated

ok thx sithlord48, ill do that. and by "calculated" you mean the game adjusts the lvl for yuffie vincent and cait (not cid?) by itself (after some formula on what lvl cloud is i suppose?)

thx again.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-08-02 17:24:52
cait is calculated because untill he joins the game his character slot is occupied by young cloud(this also applies to vincent but with sephiroth's stats). i don't know why yuffie's level is calculated but i would guess its because she is an optional character. I find it very odd that they didn't use yuffie's slot to hold young cloud since she is optional and cait is not.  Cid however sits in his own character slot and is not optional so his level is not calculated. From what i have read the calculation is based on avg level of your characters not just cloud. from what i have seen the max for yuffie is level 42 (this might also be true for vincent but i have not tested the theory)
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2013-08-02 17:29:42
Her level will be calculated because she has to become stronger based on the party's level.  You can acquire her at different points in your game, and if it wasn't calculated she'd be too easy to defeat.
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: krabat on 2013-08-02 17:46:40
ok thx, i´ve just come accross red´s stats and they seem to have changed as well (only slightly - 4 points on magic). i quess it will be so with all characters then except the ones you get from the start. (nothing changed on cloud barret and tifa). i thinkt all that is due to the levels beeing recalculated and the stats boost for each lvl is 0-3 (random depending on the "curve"). so yeah the stats boost for each lvl where also calculated newly which is surprising.

sorry for the questions but i just wanted to know if i did something wrong.  ;)
Title: Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-08-04 18:42:45
good news everyone! covarr has worked with me (basicly by testing many things w/ me). And now the Steam Version works correctly ! just open your save and edit then save the bug has been found and its been there ever since 1.9.7 and should also affect the 2012 version. so if you have 2012 (unconverted) or the steam version you might want to wait untill 1.9.8 is released before you do any editing (it should be soon)

Btw 1.9.8 is released see the first page for Links
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: Vegeta_Ss4 on 2013-08-06 09:29:57
Release: Black Chocobo v1.9.8

Downloads:
 Windows Portable Build (http://blackchocobo.sourceforge.net/files/Black_Chocobo-1.9.8_static_win32.7z)
 Windows Installer Build (http://sourceforge.net/projects/blackchocobo/files/1.9/1.9.8/Black_Chocobo-1.9.8_win32.exe/download)

MiniChangeLog:
[r1132] by Usithlord48: Black Chocobo Version 1.9.8 Released!
FF7Save: Fix Error Causing Cloud Saves to be deleted
[r1127] by Usithlord48: CharEditor: Limit name to 11 chars (12th is always 0xFF)
[r1121] by Usithlord48: CharEditor: Show Hp/Mp added to base in +3433 (+39%) form
[r1109] by Usithlord48: FF7Save: Fix Trashing of item data for BISLPS-00700. Remaining Strings set for japanese newgames. ItemList: Fix not always removing the itemSelector and popup on setItems. LocationViewer: Translations Now Happen In the Widget be sure to call setRegion and setTransFilePath if you want translations. MainWindow: update to use new locationViewer based locationstring translations.
[r1105] by Usithlord48: LocationViewer: fix trashing location data when trying to manually enter and item is not in FF7Locations. MetadataCreator: typo of achivement data member.
[r1087] by Usithlord48: seperate FF7Chocobo into its own type. ChocoboEditor and ChocoboLabel improvments. New ChocoboManager to manager your chocoobo stables and chocobos.
[r1086] by Usithlord48: Fix ChocoboLabel typo, limit name to 6 characters.
[r1082] by Usithlord48: Intergrage Location.qrc into binary. clean up on install / upgrade for linux
[r1076] by Usithlord48: FF7Save: slight checksuming modifications. fixed not changing fileName. Back on export. Bchoco_es updated by eslava.
[r1075] by Usithlord48: FF7Save : + CondorFunds / CondorWins / CondorLoses. Blackchocbo: update to support new FF7Save.
[r1072] by Usithlord48: Update to use more correct xytd format. CharEditor: Fixed Popup's being transparent for materia.
[r1070] by Usithlord48: FF7Item : checked equipment data angist stock kernel using walmarket.
[r1069] by Usithlord48: FF7Item: Fixed incorrect Materia slots for a few items.

And much more...
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-08-07 16:32:38
Release: Black Chocobo v1.9.8

Downloads:
 Windows Portable Build (http://blackchocobo.sourceforge.net/files/Black_Chocobo-1.9.8_static_win32.7z)
 Windows Installer Build (http://sourceforge.net/projects/blackchocobo/files/1.9/1.9.8/Black_Chocobo-1.9.8_win32.exe/download)

MiniChangeLog:
[r1132] by Usithlord48: Black Chocobo Version 1.9.8 Released!
FF7Save: Fix Error Causing Cloud Saves to be deleted
[r1127] by Usithlord48: CharEditor: Limit name to 11 chars (12th is always 0xFF)
[r1121] by Usithlord48: CharEditor: Show Hp/Mp added to base in +3433 (+39%) form
[r1109] by Usithlord48: FF7Save: Fix Trashing of item data for BISLPS-00700. Remaining Strings set for japanese newgames. ItemList: Fix not always removing the itemSelector and popup on setItems. LocationViewer: Translations Now Happen In the Widget be sure to call setRegion and setTransFilePath if you want translations. MainWindow: update to use new locationViewer based locationstring translations.
[r1105] by Usithlord48: LocationViewer: fix trashing location data when trying to manually enter and item is not in FF7Locations. MetadataCreator: typo of achivement data member.
[r1087] by Usithlord48: seperate FF7Chocobo into its own type. ChocoboEditor and ChocoboLabel improvments. New ChocoboManager to manager your chocoobo stables and chocobos.
[r1086] by Usithlord48: Fix ChocoboLabel typo, limit name to 6 characters.
[r1082] by Usithlord48: Intergrage Location.qrc into binary. clean up on install / upgrade for linux
[r1076] by Usithlord48: FF7Save: slight checksuming modifications. fixed not changing fileName. Back on export. Bchoco_es updated by eslava.
[r1075] by Usithlord48: FF7Save : + CondorFunds / CondorWins / CondorLoses. Blackchocbo: update to support new FF7Save.
[r1072] by Usithlord48: Update to use more correct xytd format. CharEditor: Fixed Popup's being transparent for materia.
[r1070] by Usithlord48: FF7Item : checked equipment data angist stock kernel using walmarket.
[r1069] by Usithlord48: FF7Item: Fixed incorrect Materia slots for a few items.

And much more...

it apears that i have alot of commits for BC.. i need to get a life of some kind :P if anyone wants i can release a little gourse video so you can see the commits that went into 1.9.8 but only if someone wants to see it.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: Gingercat on 2013-08-09 11:36:47
Hmm. I downloaded BC to try and skip the quite tedious "Young Cloud flashback", but it seems that BC still only allows for stuff up to Sector 5, not beyond.

Ideas on why this would be the case?

Edit: This is the Steam 2012 version, upgraded nicely with the latest Bootleg and a few edits to Kernel.bin to mod the weapons a bit, usually just adding Materia slots that they don't normally have; all Materia has been put back into stock before using BC though.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-08-09 14:12:03
Hmm. I downloaded BC to try and skip the quite tedious "Young Cloud flashback", but it seems that BC still only allows for stuff up to Sector 5, not beyond.

Ideas on why this would be the case?
Because that is how far i have figured out the progression settings.. the second half of this post (http://forums.qhimm.com/index.php?topic=9625.msg203831#msg203831) explains mosty why this is the case
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: Gingercat on 2013-08-12 09:28:27
Ah, ok. Got it :)
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: RetroGameGuy on 2013-08-12 14:05:28
You include those sample saves. Im on the Steam version and is it possible for me to use those sample saves myself? For editing my own saves I have figured that out and it works perfectly but how can I use the sample saves myself?
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-08-12 14:22:44

if you want to import a full 15 block save

that is what 'Create Cloud Save Folder' is for (under File) . Be sure to select the correct save folder and then just use the dialog what ever samples you want.

for a single save you can just use the 'Import to Slot' function to select the save you wish to import to one of your already exsisting files.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: RetroGameGuy on 2013-08-12 15:09:20
Thanks man! This save game editor is awesome!
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-08-15 00:44:19
There are a few bugs in 1.9.8

some field item toggles were not working correctly  (fixed)
Can not export raw psx files / Crash if try to export raw PSX with out loading a file.(fixed)
hexEditor not always being refreshed when non ff7save loaded (fixed)
Metadata.xml is always created if save is of PC type (fixed)

There will be a updated release for 1.9.8. (version number 1.9.81 will show in help).

Update progress
Src- Done
Linux installer- Done
PPA- Done
Mac - Done
Windows Installer- Done
Windows Portable - Done

Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: Dii on 2013-08-16 13:31:08
hey thanks you guys, y'all really helped and ive managed to edit the players characters back to where i was before i lost it, sadly i had to start again but it was fun anyway so no biggy.

my question now is does anyone know of a program that enables you to edit the NPC enemies in the game, i would absolutely love that. i need to make them harder to beat :(
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-08-16 19:42:47
http://wiki.qhimm.com/view/FF7/Technical/Customising <- list of tools
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: xenogod991 on 2013-08-17 10:48:58
hi i have a issue i keep getting an error and I can not find the solution it is saying { does not have an updated signature} what does this mean  thanks
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-08-17 16:45:03
hi i have a issue i keep getting an error and I can not find the solution it is saying { does not have an updated signature} what does this mean  thanks

https://sourceforge.net/p/blackchocobo/wiki/FAQ/#psp-and-ps3-saves
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-08-27 15:24:33

FF7tk/Black Chocobo News:

FF7tk now has a new Class FF7FieldItemList that knows all about items on the field. It can store what map(s) the items is on and what offset(s) and bit(s) are used for tracking pickup. multiple offsets and bits are required for some item (like when you get a keyItem for example) and the related values will need to be changed correctly so multibit support is important.Its important to note that some locations are used more then once (i.e all wutai tower is one map '5tower'). varibles that track these changes will be later used in a similar Progression Class. That class will be used to set both global progression and map specific varibles. so for now some locations will show items that need other bits toggled to show them but are not included in this class because they are related to progression. Eventually both Items and Progression values will be shown for any given map in the locationViewer.

All of the data being put into this class (as usual) comes directly from the game itself this time the field scripts are being read and the field varibles are being maped to their "real" save offsets. I have already completed porting the old items to the new class and the items stored in Var 15 of the field. The current number of items in the new class is already 210!

All the field items have now been moved to the locationViewer .Now when you select a location the items that you can pickup (or are given) will be shown under the preview allowing you to toggle their pickup status.  The only downside to this is that selection of a loctation from the table will (by default) not update your saves location . This is done so the user can toggle items and remain saved in the same place.  A checkbox (with alt+L shortcut) is used to enable location changes when the table selection chages. Don't worry if you forget to check the box before you select a location because when you do check it your location will be updated to the selected map. Map changes will be shown in the statusBar area when they are applied this hopefully will mitigate any confusion caused by the changes to the locationViewer. there are also a few other new messages that the statusBar will display when needed.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: Gingercat on 2013-08-31 14:39:37
An odd thing happening in a new save file: Black Chocobo refuses to allow me to enable the Materia menu option. I tried to enable it early to switch one of Cloud's materia to Barret, but when hitting Save, it reverts the menu selections to disabled and locked.

Now that I've progressed far enough to enable the menu anyway, it appeared greyed-out in game. Trying to fix it in BC instead caused it to become disabled / locked again, thus disappearing from the in-game menu entirely, as if Barret hasn't mentioned it yet.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: DLPB_ on 2013-09-01 13:38:27
When you bring up the save selection from load, the window can't be closed until you've loaded a save.  Pressing the X does nothing.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-09-02 02:15:12
An odd thing happening in a new save file: Black Chocobo refuses to allow me to enable the Materia menu option. I tried to enable it early to switch one of Cloud's materia to Barret, but when hitting Save, it reverts the menu selections to disabled and locked.

Now that I've progressed far enough to enable the menu anyway, it appeared greyed-out in game. Trying to fix it in BC instead caused it to become disabled / locked again, thus disappearing from the in-game menu entirely, as if Barret hasn't mentioned it yet.

i see and you are correct the menu options are not changable. it seams that i accidentally connected the locked to the visible and the visible to the locked. (Oops..) i have fixed this error in the trunk version of the code. if you happen to be using the testing ppa for *buntu/debian you should get an update soon , if not you will have to wait for the next release for the fix or build it yourself.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: myk on 2013-09-30 17:31:04
First let me say: awesome editor : )

That said, I found a few bugs:
1) if the minute time element for a save is '00', the UI only shows '0' in the slot selection dialog when loading the save.  I suspect this would mean that if the time element less than '10', it is incorrectly shown as a single digit.
2) the md5sum is calculated incorrectly for the metadata.xml file (PC2012 version of FF7).  Ff7 was just deleting the .ff7 file until I manually fixed the metadata.xml file, at which point everything worked fine.

This was built from trunk in qt-creator-2.7.0 on 30 Sep 2013 on 64-bit Linux (Gentoo, qt-4.8.4)
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-09-30 18:39:49

1. yea i didn't bother w/ the leading 0. (ready for next commit).  should i have a leading 0 for hours also?

2. this should be fixed for 1.9.8. at least for the steam version. can you please explain what you did to "fix".  there was a problem where user id was not being added to the md5 but it should be resolved by now. also check that your putting your save in a user_#### folder or bc will sign without the userID (as it fails to autodetect it) .
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: myk on 2013-10-01 02:47:57
1) I'd say do hours with no leading zero, minutes with.  That seems "normal" to me at least.
2) my fix was completely manual.  after saving in $WINEPREFIX/drive_c/MyDocuments/Square Enix/FINAL FANTASY VII/rld/save00.ff7, I ran:
Code: [Select]
md5sum save00.ff7
to get the calculated md5 checksum and edited metadata.xml accordingly.  If I save it to a new file, say save01.ff7, it modifies metadata.xml correctly as far as the timestamps go, but the md5sum still needs a manual update.

ff7 is running in wine-1.7.0, btw.  Is "rld" the default user id or something?  It's certainly not a string I recognize.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-10-01 13:40:25
thats your problem, your save is not in the correct path . it should be user_##### . this tells bc what user ID to sign the saves with. there is something unusual about your copy as stright MD5Sums should not work . they add the userID to salt the data.


in other BC news.. fixed that leading 0 for the minutes on slot selection.
added support for where the save point is in the northern crater.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: Covarr on 2013-10-01 16:26:06
How did you get the 2012 version working on Wine? Last I heard, the 2012 version's SecuROM protection didn't work correctly on Wine.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-10-01 21:37:48
i've changed the siging just a bit so that if the user id detected is not all digits it will sign with a stright MD5sum. i need you (myk) to test it for your files. and i will need the new version tested with someone who has a correct style ID.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: myk on 2013-10-01 23:40:45
@Covarrtsby: It doesn't.  I used the SecuROM bypass mentioned in http://appdb.winehq.org/objectManager.php?sClass=version&iId=26490.  All in all, this version of the game runs better than the original ever did : )

@sithlord48: the new detection method for md5sum works for me
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: johnthrell on 2013-10-11 17:01:31
First off, let me say your  V1.9.8 is wonderful and very well thought off. I did run into two things, I don't know if they are bugs or not, but I thought it would be worth mentioning:

1. After editing and maxing out the stats of a male and female normal chocobo caught(not created) and after getting them up to s class in normal racing, I noticed the normal nuts for getting river or mountain chocobo's (carob nuts) only produce regular chocobo's after 30 tries. While I also tried it with created and modified chocobo's as well, same results. I don't know if it's a bug or not, or the randomness generator always denying, but I thought it was worth a mention, as it might apply to higher level chocobo's too.

2. when I was working on getting materia set up so I could go after the weapons, and I was all set, I looked at cloud, and saw he had 10 MP? I checked his status, it was 10 out of 10 mp. I tested every materia, and tracked it down to the Individual green and red materia. When equipped, created at master level, first level, it does not matter, it knocks you down to 10 out of 10 mp. If you use the blue materia combo's like for example final attack-revive it will cast life 2, but because you only have 10 mp, it will not work, and you die. I tested it with new materia after the previous one gets mastered, and ones bought at stores, same results. While I am no expert, and I hope it's not in the steam version of FF7, but if it is a bug in 1.9.8, I thought you should know.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-10-11 17:10:55
1. After editing and maxing out the stats of a male and female normal chocobo caught(not created) and after getting them up to s class in normal racing, I noticed the normal nuts for getting river or mountain chocobo's (carob nuts) only produce regular chocobo's after 30 tries. While I also tried it with created and modified chocobo's as well, same results. I don't know if it's a bug or not, or the randomness generator always denying, but I thought it was worth a mention, as it might apply to higher level chocobo's too.
so you maxed your stats and it took a long time to get a yellow chocobo ? not sure how this is an issue in black chocobo.

2. when I was working on getting materia set up so I could go after the weapons, and I was all set, I looked at cloud, and saw he had 10 MP? I checked his status, it was 10 out of 10 mp. I tested every materia, and tracked it down to the Individual green and red materia. When equipped, created at master level, first level, it does not matter, it knocks you down to 10 out of 10 mp. If you use the blue materia combo's like for example final attack-revive it will cast life 2, but because you only have 10 mp, it will not work, and you die. I tested it with new materia after the previous one gets mastered, and ones bought at stores, same results. While I am no expert, and I hope it's not in the steam version of FF7, but if it is a bug in 1.9.8, I thought you should know.

Please make sure when you changes stats that you change the BASE MP and BASE HP as the Maximum values are calculated by the game at run time. if that is not what your saying please describe your issue better.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: johnthrell on 2013-10-11 20:15:34
Sorry if i did not explain it clear enough

so you maxed your stats and it took a long time to get a yellow chocobo ? not sure how this is an issue in black chocobo.

Basicly, it did not advance to any level chocobo, no matter if I used Carob nuts captured fair and square, or generated in Black Chocobo, I would only get a normal chocobo non black chocobo generated normal chocobo's but having their stats altered but raced fair and square, same effect with black chocobo generated and stat altered ones too, class changed as well. I'm still building up to test ones for non generated and with non generated carob nuts, but it just seems odd that after ten tries on both previous tries with s class chocobo's with a carob nut that no green or blue chocobo's breed normally without  spawning them in Black Chocobo. If it's not a glitch, please forgive me, but it just seemed like an odd occurrence.

Quote
Please make sure when you changes stats that you change the BASE MP and BASE HP as the Maximum values are calculated by the game at run time. if that is not what your saying please describe your issue better.

As for the base MP issue, I did set the base MP appropriately, since I boosted everyone's stats at the beginning, and before saving it to back into game, made sure the MP was refilled to norm as well and saved. But when I loaded it back up in game, the base and total mp were still different than what it was set in Black Chocobo. The Magic and Summon  Materia, individually, not joined into master materia for magic and summoning, still set when equipped in any slot, regardless of armor or weapon, the MP to 10 max. Regardless if it was attack, healing, or support materia, and all summons by themselves individually when equipped in a slot, set it to 10 MP maximum, Turning a whole set into a master set fixes it, but you can't use master materia with blue materia combo's like the final attack-revive combo. Again I apologize if it' not a Black chocobo glitch, but having materia that turn your MP to a level that you can't even use magic kind of make using magic a moot point.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: dkma841 on 2013-10-11 21:48:46
If i use this on a steam save file can i still get achievements or help me get the achievement quicker? I especially wanna speed up getting the really long 'Master all materia' achievement will it work for helping with all achievements? The ones they made were boring interesting ones would be like:
Going on a date with Barret/yuffie
Get chosen when cross dressed
Collecting every single one of those worthless toy soldier things
Grinding flashback-Cloud to level 99
ok maybe not the last one some may commit suicide)
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-10-11 22:56:43
@johnthrell
your chocobos have to be certian types (good, wonderful ,great) to get the color chocobos. i don't exactly remember what but the chocobo sage will tell you exactly what you need to get them.

about your MP deal , i still have no idea what your talking about please send me your saves. they should tell me if its an issue or not. (post a link here or email them to me sithlord48 @ gmail )

@e1sunz , yes you should get achevements if you hack them into a save. i was thinking about adding an achevement editor for BC but i dont' have steam or 2012 version to figure the bits out (only 24 items should be easy) if some one has this info i would add it to BC.(hint hint..)
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: dkma841 on 2013-10-12 14:51:46
Cool! and what kinda info do you need for the editor? The steam save file or achievment.dat?
and do you know where the steam save files are stored? can't seem to find it  :-X
Nvm that found it in Documents\Square Enix\FINAL FANTASY VII Steam\user_####\
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-10-12 22:26:23
Cool! and what kinda info do you need for the editor? The steam save file or achievment.dat?

i would need to know what bits in the achievment.dat file are set for each achievment.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: JBedford128 on 2013-10-13 00:23:10
http://finalfantasy.wikia.com/wiki/List_of_Final_Fantasy_VII_Achievements (http://finalfantasy.wikia.com/wiki/List_of_Final_Fantasy_VII_Achievements)

If that makes sense. Except they've actually changed it since I wrote that. They've removed the last two bytes.

00 00 00 0f ff ff ff
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-10-13 15:14:15
iirc the file was only 32bits in total.

so the first 3 1/2 bytes are just not used at all?

also your findings are from the steam version or the 2012 version?

can anyone post their achevement.dat  (w/ a link where i can see whats unlocked) for both steam and 2012
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: JBedford128 on 2013-10-13 16:29:58
(http://i829.photobucket.com/albums/zz212/JBedford128/achievementdat.png)
This is literally all the file is. And that's what it is with all achievements. It's the 2012 version.

There are 36 achievements in total, so it's not only 32 bits. If you want the file proof it's here (http://viitest.host22.com/achievement.dat).
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: dkma841 on 2013-10-13 17:01:32
This is my steam achievement.dat
http://www.mediafire.com/?n0rlfo3ob31ku2l
and what i unlocked so far:
http://steamcommunity.com/id/e1sunz/stats/appid/39140/achievements
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-10-14 14:43:18
something like this for the editor?

(http://img5.imageshack.us/img5/9448/8npm.png) (http://imageshack.us/photo/my-images/5/8npm.png/)

well have to see if it syncs after saving..
also need to have icons made for the achievements.  (any one want to do some?)
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: dkma841 on 2013-10-14 17:30:59
Looks great would be epic if it works, would it sync to Steam (not squre enix site achievements) too?
Sadly my art is the worst even failed my art gcse lol hopefully someone could do this ? I could try i guess
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-10-14 22:59:12
with the 2012 / steam version im not sure if the data gets sent back to their servers when you save. Saving your copy might not do anything. but i suspose we will see i have the first few icons done . my art skills are not so great either but luckly most of them are really simple
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: cmac3721 on 2013-10-22 03:12:23
Does anybody know how to fix the materia issue, it keeps checking it off blocking it out when I try to save changes I cannot access any materia, can somebody help?
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: cmac3721 on 2013-10-22 03:18:28
with the 2012 / steam version im not sure if the data gets sent back to their servers when you save. Saving your copy might not do anything. but i suspose we will see i have the first few icons done . my art skills are not so great either but luckly most of them are really simple

any ideas man?
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-10-22 17:21:52
as far as i know there should be no problem with materias .

can you please explain your issue a bit better so that we can attempt to help you .
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-10-23 23:07:08
@johnthrell
So i got a chance to look at your save and i see exactly whats going on. manually setting the varible at a very high value when your materia changes are being add your calcluated value is ~55k well over the value that can be held (32767)  so it ends up w/ an unexpected value. this is pretty normal now the question is will ff7 always just pick 10 or can you get other values by playing w/ your materia. there must be a bug in ff7 or a check to prevent you from getting all the MP back when you remove the materia.

tip : your base MP/HP + any materia changes should be <32767 or else ff7 may not like it.

Does anybody know how to fix the materia issue, it keeps checking it off blocking it out when I try to save changes I cannot access any materia, can somebody help?
for the Menu Manager on Other Tab the Visible and Locked Columns are backwards.to toggle visibilty check the Locked Checkbox this is already fixed in dev builds. (you can varify it saving by switching tabs and then switching back) .
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: kevinandrew814 on 2013-11-06 04:40:31
Okay. I need some help, because Im a dumb babby idiot..

I was clicking around in the "Other" menu, just playin around, and accidentally clicked the "Locked" boxes for Item, Magic, and Materia.

However, when I uncheck "Locked" and check "Visible" and attempt to save the file, they flip back over to lock.
Halp:(

(http://puu.sh/5aa1L.png)
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-11-06 16:30:51
From the post before yours:
for the Menu Manager on Other Tab the Visible and Locked Columns are backwards.to toggle visibilty check the Locked Checkbox this is already fixed in dev builds. (you can varify it saving by switching tabs and then switching back) .

KNOWN ISSUES FOR 1.9.8

2012/Steam users who don't have their saves in a User_#### folder will lose saves  <fixed in trunk>
Options Tab Menu Manager Visible and Locked Colums are hooked up backwards. (i.e visible calls lock when clicked) <fixed in trunk>
Character Max Button does not always remove all other materias (you may have some "hidden" on char's armor) <fixed in trunk>

While they are not serious issues they are annoying enuff that im debaiting on a 1.9.82 release it would also include

+ Change Pick up Status for Field Items Shown in Locations like this (http://imageshack.us/photo/my-images/90/g2tj.jpg/) (at least the 400ish i have done so far)
+ Achievement Editor to edit your 2012/steam achievement.dat files
+ Maybe other stuff i can't think of right now.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: kevinandrew814 on 2013-11-06 19:02:26
From the post before yours:
KNOWN ISSUES FOR 1.9.8

2012/Steam users who don't have their saves in a User_#### folder will lose saves  <fixed in trunk>
Options Tab Menu Manager Visible and Locked Colums are hooked up backwards. (i.e visible calls lock when clicked) <fixed in trunk>


I tried to click all of them to locked, and save again, and it continues to just stay locked.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-11-06 23:21:48
click them all visible. the toggle events are connected backwards.

that is when you change the lock status its as if you have clicked visible instead and the when you change visible its like you had clicked locked.

the function that sets the checkboxes is not backwards so what you see as locked is really locked.

click on the visible boxes for the ones you want unlocked then switch to another tab and back to check if its correct.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: kevinandrew814 on 2013-11-07 00:35:50
click them all visible. the toggle events are connected backwards.

that is when you change the lock status its as if you have clicked visible instead and the when you change visible its like you had clicked locked.

the function that sets the checkboxes is not backwards so what you see as locked is really locked.

click on the visible boxes for the ones you want unlocked then switch to another tab and back to check if its correct.


I got it!!! Thank you so much!
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: MrMystery on 2013-12-21 05:02:06
Help!

I'm playing FF7 Remake v1.0.6. When I tried to load my edited save files in the game, the "Continue?" option isn't available. Please help me!
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: Kaldarasha on 2013-12-21 12:47:36
Quote
I'm playing FF7 Remake v1.0.6.
  :o
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: Covarr on 2013-12-21 17:56:00
I assume he means the Steam release or S-E store release, although that's currently up to 1.0.9.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2013-12-22 17:57:14
Help!
I'm playing FF7 Remake v1.0.6. When I tried to load my edited save files in the game, the "Continue?" option isn't available. Please help me!
can you please where is your save folder?
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2014-01-06 12:56:29
1/14 Black Chocobo Update Stuff:

    I have been working on making the widgets from ff7tk and the remaining few problem matic parts of black chocobo work correctly using any Qt Style or  Palette. This means that very soon (about when the shift to Qt5 happens) Black Chocobo Will no longer force the "Plastique" Style on its users. this means what ever your Native Programs look like is how Black Chocobo will Look.  (this is mostly done). To make this happen any widget with a passive Styled Hover now has a public method to set it as well as its default being set to the apporate system color (depending on what were coloring).

   In Other news there has been several more items added to the FieldItemList. While I have a lot more discovered it takes so it takes longer to enter them because i varify every change that is made to the file. Were up to about 310 now but they are varified working.

   Other Small bug Fixes have been made since 1.9.81 . like checking for invalid userID when signing metadata this works better for people with out a userID(s) on steam / 2012 version. While their are other changes those are what i can think of now. Language files are now autodetected and the menu is auto created. Allowing the user to create any lang file and bc will just work w/ it . (name bchoco_<Country CODE>.qm and place in lang folder).

     Black Chocobo now also installs to the correct locations on linux. Using /usr/bin (binary) and /usr/share/blackchocobo (resources)  instead of /opt/blackchocoobo a Program folder . Build Target for !win and !macx is now "blackchocobo".

 SEE FIRST PAGE NEW VERSION (more info below)
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2014-01-12 15:52:46
Version 1.9.82 Released
More Indepth Changelog:

About Styles: you can launch Qt Applications (like blackchocobo / hyne) with the -style (-style=<styleName>) switch to launch a program in using a specific style you can only safely use any of the default qt Styles. (see:Widget Gallery (http://qt-project.org/doc/qt-4.8/gallery.html))
examples are
   Black_Chocobo.exe -style=Plastique
   blackchocobo -style=windows
   blackchocobo -style=gtk

    Some of you might notice some small layout issues. i have tested using many widget styles, on many different oses and de's and found the current layout to be the best all around with the least number of layout problems across those tested. Windows style on windows 7 looks very nice , Oxygen on KDE looks Good. Elementary on lxde needs the window to be expanded slightly but is good other wise. Plastique looks correct (important because its the fallback theme for qt4 on X11 systems). Not to say that it will look good on every Style possible.QtCurve using my default stlye looks a little more compact then it should, 'macintosh' style looks good but has problems with some widgets like the ItemSelector (fixes welcome). This is why Mac os (the only place you can use 'macintosh' ) has Plastique as its style still. Along with native widget styles you should also on any desktop following the xdg standard (kde,gnome,lxde,xfce,etc) get you standard icons. Sadly Windows and MacOS X do not include such icons so users here will not see any different icons.

Download Links (http://forums.qhimm.com/index.php?topic=9625.0)
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2014-01-12 18:27:47
All Better if you downloaded Black chocobo 1.9.82 before this edit then you might want to redownload if not your won't lose any huge features just some cruft and save/restore for the windows geometry
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: Chrysalis on 2014-02-08 11:42:06
guys am I right this still cant edit PS3 saves for a normal PS3 thats not jailbroken?

Its easy to get the memory card onto my pc hdd, and back again so I am wondering what the problem is preventing it been possible?

eg. more modern games have save editors and dont need a CFW PS3.

or is this issue fixed now?

thanks.
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2014-02-08 14:04:28
guys am I right this still cant edit PS3 saves for a normal PS3 thats not jailbroken?
you can edit ANY save. its the getting your ps3/psp/vita to accept them after changes thats the problem.(FAQ (http://sourceforge.net/p/blackchocobo/wiki/FAQ/#psp-and-ps3-saves)).

Its easy to get the memory card onto my pc hdd, and back again so I am wondering what the problem is preventing it been possible?
if you read this thread this has been discussed MANY times. the exported saves for psx games are signed by the console to prevent tampering. the method and keys to sign them are unknown and finding them is not in the scope of this project. im hoping that the ps3 homebrew will one day provide this info. Since this signing is only for the psv file exports and these exports are not very useful to the people writing homebrew(or pirates) I wouldn't expect to get those keys any time soon.

eg. more modern games have save editors and dont need a CFW PS3.
Many PS3 games do not sign their saves. for some reason they DO sign the psx saves when exported from the ps3/psp/vita. Untill the method known to make these signatures (and the keys to sign them) are known there is NOTHING i can do other then direct you to the known workarounds. Basicly you will need a way to get your save on a real psx memory card  or other device (psp/vita) that the ps3 will accept the save from. (see the FAQ link above for workarounds)
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: Chrysalis on 2014-02-16 22:40:32
thanks, I asked a app company (they made a ps3 resigner) to look into if they can resign ps1 saves as well.

also thanks for signing my save for me.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: wryknow on 2014-03-07 01:43:36
Help!

I'm playing FF7 Remake v1.0.6. When I tried to load my edited save files in the game, the "Continue?" option isn't available. Please help me!

I'm having the same issue as this dude. my save folder is at: C:\Users\**Redacted**\Documents\Square Enix\FINAL FANTASY VII\rld

when I go back to look in that folder the save file has been deleted.
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2014-03-07 14:41:18
I'm having the same issue as this dude. my save folder is at: C:\Users\**Redacted**\Documents\Square Enix\FINAL FANTASY VII\rld

when I go back to look in that folder the save file has been deleted.

1. your save path is not correct. it should end in user_<ID NUMBER> for a retail version of 2012 or Steam version. (you did get a retail copy from the respective store didn't you ? )

2. reguardless of your save path if your using black chocobo 1.9.82 and there is a metadata.xml it should sign it with only the MD5 of the save and not include a userID if a non valid (non numeric) id is used.

if your not using 1.9.82 please upgrade and try again. if you are please give me a copy of your save and metadata.xml
Title: Re: [RELEASE v1.9.8]: Black Chocobo - FF7 Save Game Editor
Post by: wryknow on 2014-03-07 17:16:57
1. your save path is not correct. it should end in user_<ID NUMBER> for a retail version of 2012 or Steam version. (you did get a retail copy from the respective store didn't you ? )

A friend of mine installed the copy of the game for me I don't think it's legit :<

2. reguardless of your save path if your using black chocobo 1.9.82 and there is a metadata.xml it should sign it with only the MD5 of the save and not include a userID if a non valid (non numeric) id is used.

if your not using 1.9.82 please upgrade and try again. if you are please give me a copy of your save and metadata.xml

Using 1.9.82 link to the save and the  xml in 7z format follows:

https://mega.co.nz/#!hktyjJQQ!qjrzzTl6FaP4da-J02y4916FaAupjUN2I7FyLdWz4Ho
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: wryknow on 2014-03-07 17:54:57
Got it working and here's how I did it:

1. created a new game with a save file to place in that /rld directory

2. got to the save1 save 2 save 3 etc selection screen. tabbed out

3. saved my blackchocobo save over the save I had just created in game so that when I tabbed back in my save was in block 1 of save 1

4. saved the new game in block 2 of save 1 so that it had the proper information associated with it

5. quit game and reloaded my modified save.

it's a work around but I did get it working. thanks for this program sithlord it's pretty badass
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2014-03-08 05:34:07
@wryknow, i looked at your save data and the problem is pretty clear based on your metadata.xml you do not have any saves. however if i open your save in black chocobo and save it the metadata is updated and now shows a timestamp for the save and also a stright md5sum for the signature (correct since you have no userID). you should back up your saves quick and try the folder you sent me after just opening your save and saving it again. that should work (and other saves after that ). 

If you do not have metadata before using black chocobo you should use the "Create Cloud Save Folder" option. This Dialog will create metadata (and achievement data) along with whatever saves you choose to import. 1.9.82 even contains an achievement editor (missing alot of icons for them) if you wanted to edit those. 
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: Hitachis on 2014-03-22 16:48:16
Hey staff

everytime i try to use the ff8 gamesave editor on my windows 8.1 HP Laptop

it does not save my changes at all

so can someone fix this problem please

thanks
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: Green_goblin on 2014-03-23 00:20:06
sithlord, probably you have answered this question many times, but the search function in this forum doesn't work now.

I loaded the sample ePSXe memory card that comes with the installer and when I try to load the game:

(http://i101.photobucket.com/albums/m67/Control_2006/PEOPSSOFT001-2.png) (http://s101.photobucket.com/user/Control_2006/media/PEOPSSOFT001-2.png.html)

What can I do to fix this?
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2014-03-23 12:57:22
@Hitachis: iirc on windows 7+ you will need to run as admin to edit saves the games sees.

@Green_goblin: That sample has a bad checksum for the save. Save the file in black chocobo it should fix it. I Should fix that sample.

Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: madcao87 on 2014-03-25 23:38:43
I tried searching the forum, but the search feature is broken.

I was trying to migrate my PS3 save data in order to use it on my Mac using PCSX Reloaded.  For whatever reason my game does not recognize the memory card, or any memory card created by the program.  Am I doing something wrong?

EDIT:
BTW I am using PCSX 1.9.92

thanks in advance
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2014-03-26 14:16:35
I tried searching the forum, but the search feature is broken.

I was trying to migrate my PS3 save data in order to use it on my Mac using PCSX Reloaded.  For whatever reason my game does not recognize the memory card, or any memory card created by the program.  Am I doing something wrong?

EDIT:
BTW I am using PCSX 1.9.92

thanks in advance

Yes and No..

Mac OS uses  bundles for its applications. the .APP you see on Mac os is basicly a folder. You will need to most likley edit/put the memory card into the correct folder inside the pcsx bundle.
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: madcao87 on 2014-03-26 22:40:00
Yes and No..

Mac OS uses  bundles for its applications. the .APP you see on Mac os is basicly a folder. You will need to most likley edit/put the memory card into the correct folder inside the pcsx bundle.

I understand this much.  Part of PCSX Preference configuration is specifying the memory card location (/Library/Application Support/Pcsx/Memory Cards/).  Does Black Chocobo not create the memory card itself, but just the save data that I will have to place into a memory card file manually?

thanks.
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2014-03-27 14:46:50
To convert from psv you should only have to open the psv file and save it as VMC type.It will create the file just fine you of course need to supply the path and name of the file. You can also open an exsisting card and import the psv slot into an empty slot on the card.

Quote
Part of PCSX Preference configuration is specifying the memory card location (/Library/Application Support/Pcsx/Memory Cards/).

that path is not inside the app bundle its in the systems Libary folder. A path inside the appbundle would start with "/contents" I would reccomend trying to put a file inside your user directory and edit the preferences of PCSX to use it.

Since your attempting to write to a system path you may need to do so as root. For the program to even be able to write in that folder. On any sane *nix system you would have permissions to 755 (rwxr--r--) or 655 (rw-r--r--) depending on if its a sane place for execution of files. Root being the owner of the /Libary folder and all.
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: madcao87 on 2014-03-28 15:37:24
Thanks for the info.  I'll play around with it some more as well as try the .VMC file type as opposed to .MCR.  I haven't tried opening an existing memory card, and importing my PSV data into yet, that may just be the kicker.  Also, I forgot the include the ~ in the file path.  The Pcsx stuff resides within my user home folder, so I assumed it to not be a permissions issue.  This is also were it pulls all of the BIOS files and my Rom's.

I'll report back with what I find.  Thanks for the info and help.
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2014-03-28 21:28:03
VMC is not a file type its just a Virtual Memory Card format type

Quote from: Black Chocobo user guide
Virtual Memory Card (VMC)Formats
Black Chocobo Can Handle many "Virtual Memory Card" Formats, any file that pretends to be a memory card for an emulator is a Virtual Memory Card format.These include: mcd,mcr,mc,dff,ps,psm,gme,vgm,mem,vmp,VM1. there are a few things to note about these types of saves.

1. They might contain non FF7 save games.
2. They all have region data that can be changed by Black Chocobo (per slot)
3. If you attempt to load a non ff7 slot you will be prompted with a dialog of choices export psx will use the region name to save a raw psx save for the slot this is useful if you want to move a save from an emulator to a real psx memory card. You can also do very basic editing of non ff7 saves.
   Tip: While you can edit non FF7 saves this function is very limited and maybe improved in a future release.
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: Raziel80 on 2014-06-11 22:38:31
New: Native Look and Color Scheme for Windows  -  That was good idea for Black Chocobo.
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: zophar on 2014-06-11 23:17:36
I know it's been a long long absence But in a sense I'm back. still tinkering with the ps3 side of things.
Months back I got one save to load on the ps3 port of FF7, then tried the same file onto a friends console with no luck.
Compared a few hundred identical saves exported over and over.
Couldn't find any rhyme or reason to the checksum created on export.
Got access to a jailbroken ps3, and the saves load normally there.
Just recently got back to coding and such and figured I would jump back into this if no one has accomplished the PS3 port yet.
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: sithlord48 on 2014-06-12 12:11:28
hey zophar i have some ideas about how it can be done.. ill pm you this info.
Title: Re: [RELEASE v1.9.82]: Black Chocobo - FF7 Save Game Editor
Post by: boxcarcadavers on 2014-06-30 00:54:34
Hey Sithlord, it's been years since I've been on Qhimm but I had an awesome time modding this game for years and left a playthrough at like 23 hours.

Today I was able to transfer that playthrough to the Steam version, and I'm so pumped.

just wanted to say thank you very much!  8-)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.82)
Post by: sithlord48 on 2014-07-24 16:04:29
Black Chocobo News..


 * Fixed a few wrong locations filename (no field fileName starts with a #) . doesn't really afffect any thing working just presents incorrect info to the user.
 
* Fixed some Gui annoiances. little things like the optionsWidget has a horizontal scroll bar if it can't fit in the tab because its two tall (gets resized to and was ingoring the scrollbar making it wider then it should have been).  Some other small spacing / sizing issues like Chocobo manager will shrink the editor instead of making the form wider if chocobos have wide names (try WWWWWW for slot 1 & 2 chocobo names in bc 1.9.82 and you will see what im talking about). some other small things most shouldn't be noticeable unless you compare side by side.
  * NEW: Black Chocobo will use settings.ini if found in the application directory . if its not found it will prefer the system's default method to save settings.(static builds will always use settings.ini) So the newest installer will have an option to create settings.ini when installing. for those who prefer portable settings. NOTE: the windows installer is a 7z file so if you do not want to install you can rename the install to end in .7z and extract the files that way. Because of this a seperate non installer archive will not be created.

I am Currently looking for any user suggestions for new features and/or bug reports as well as translators to update the languages in desperate need of updates (german and japanese). The next version will also need a builder for mac os as my mac is not working. Unless someone wants to buy or donate a mac that can run 10.9+ (you can even donate by means of providing remote access so i can build)i will be unable to build any of the projects for mac os that i have been building fo rthe past few years. (black chocobo, makou reactor, hyne and deling are affected by this)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.82)
Post by: PizzaMan on 2014-08-07 22:06:57
I have a bug report. It's already reported, but i narrowed it down very exactly.

Take a savegame (in which i already successfully edited a bit), open in black chocobo, save, loads (in fpse emulator) with no problem.

Equip my crew with ribbons in stead of champion vests, open in black chocobo, save, "file is ruined" when trying to load.

In this file: https://www.dropbox.com/s/jx75enk0kf5ioxt/BeforeAfter.zip (https://www.dropbox.com/s/jx75enk0kf5ioxt/BeforeAfter.zip)

slot1.before_edit.mcd and slot1.after_edit.mcd

in slot 1: champion belts, no problem
in slot 2: ribbons, openening after_edit gives "file is ruined"


PS1: i couldn't find a way to attach files, so i hope the zip/dropbox method is ok
PS2: i used the latest editor, portable windows version: Black_Chocobo-static_1.9.80.1132.exe
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.82)
Post by: sithlord48 on 2014-08-08 13:07:50
I have a bug report. It's already reported, but i narrowed it down very exactly.
im not aware of a bug report.. either way it works correctly in 1.9.82+ i don't recall any checksum problems in a long time so it could possibly have something todo with the static build.

PS2: i used the latest editor, portable windows version: Black_Chocobo-static_1.9.80.1132.exe
1.9.80 is not the latest version 1.9.82 is  and 1.9.823 (wrongly typed as 832 in the program and filename) is the current WIP version i made a "portable" version to test the detection of new ini file (see post above about settings) try this newest version   1.9.823 (LINK REMOVED). (the version # displayed is a typo). feel free to copy your current settings.ini.  Let me know how the newer version works for you.

and i wonder why do people not use the installer?  (anyone have a good reason?)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.82)
Post by: PizzaMan on 2014-08-08 15:05:09
Well the bug was described before. I thought i had the last version, but apparrently somewhere on either your site, this forum, or the sourceforge page i found the version i listed as the latest.

Anyway, thanks for the link to the latest version. If the bug ever pops up again with the latest version, i'll let you know.

As for installers, i absolutely hate them. I use portable apps for almost evertything. That way all my programs work on all my (cloud synched) pc's and also on a reinstalled pc. Also, people are always suspicious of installers leaving leftovers when uninstalling and with some installers you have to be careful not to install adware, spyware, toolbars, etc.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.82)
Post by: PizzaMan on 2014-08-08 16:25:44
I tried the new version but it still corrupts save files just by opening and saving.

Here's a before and after file, slot 2

https://www.dropbox.com/s/woma3rigaae5a4u/RuinedFileBC1.9.832.zip (https://www.dropbox.com/s/woma3rigaae5a4u/RuinedFileBC1.9.832.zip)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.82)
Post by: sithlord48 on 2014-08-08 16:37:48
try another emulator loads fine here (using pcsx) .

will test later on a real psx.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.82)
Post by: PizzaMan on 2014-08-08 16:42:06
Thank you very much for testing. Did you try slot 2?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.82)
Post by: sithlord48 on 2014-08-08 16:49:02
yes slot 2 of your newest file and slot 1 of the older one
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.82)
Post by: AaronSOLDIER on 2014-09-15 10:32:06
This is awesome I actually used this to bring Aerith back RIGHT after she leaves the part. You just can't have her in your party during "her scene" lol

I actually managed to modify the save and transfer it back to the PS3s .psv save system using nothing more than the memory card reader. I'll have to find it on my PC but I actually did type up what I did in notepad, so you don't need CFW anything, just that memory card reader. If you only have a PSP/Vita though then its still impossible to import the save back. :(
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2014-09-29 05:19:13
Welcome readers to our latest post in the Black Chocobo Thread here at Qhimm forums. Today we have a new version of Black Chocobo, 1.9.83!!! What could Black Chocobo do that it is not currently doing? how much could possibly be edited that is not already editable? We'll Answer these questions and more with the release post of Black Chocobo 1.9.83

[blockotext]
Whats New:
Several things have been moved around as usual. And Improvements were made all around the program.
The KeyItems and Turtle paradise toggles have been moved to the locations Tab as part of the FieldLocationViewer. While were on the LocationViewer some other improvements to useability were made here. All of the field items of the game should be entered now (i even had to add some locations that were missing ) . Because there are lots of locations and lots of items i have added a filter mode to allow you to filter by items at locations. you can search for potion .or things like KeyItem to see were the various key items or Flyers are located. Data not commonly used by on the locationViewer is now hidden by default. The Options Have been expanded to allow the various ff7tk widgets extended and advanced modes to be toggled independently of one another. FF7Save has been updated to support Signing of PSV files! yes thats right you can now sign your psv files and copy them back to your ps3. this feature is still being worked on and is not going to work correctly all the time. first off we only know the methods used the keys and seeds are not known yet.  you can try known keys (http://www.ps3devwiki.com/ps3/Keys) and seeds (http://www.ps3devwiki.com/ps3/Seeds) from the ps3 dev wiki  if you find a working key/seed pair let us know. There are more things but i can't think of what other changes have gone in since 1.9.82 was released. Lastly there is the issue of the mac os Build. I no longer have a machine that i can build for mac os with if you have mac os and would like a build let me know i can show you how to build. if you would like to contribute a mac os build let me know as well.
[/blockotext]
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: wrxracer1983 on 2014-10-21 22:05:14
Hey gang. I used this before and had no issues, now I've updated the program and I'm attempting to use it again. I'm loading my PSP save (.vmp), making changes, and for the work around, trying to save it as raw PSX. The problem I'm having now is that it's forcing it to save as .vmp, even though I gave it a valid file name and selected file type as raw PSX. I even saved a PS3 file (.psv) and tried again but it then force saves it as .psv, no matter what file name I give it.  I don't remember having trouble with exporting before, could it be possible that I'm missing something now? Thanks guys, and appreciate all the hard work on this program!

-J
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: wrxracer1983 on 2014-10-21 23:37:17
Well I just answered my own question. I was using the "open" button instead of importing to current slot. By doing that I was able to rename it properly, and it loaded into the PS3. False alarm!

-J
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: ARipoff on 2014-11-15 19:39:02
Well, there was something here regarding something, but I fixed it :P
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Jordancyre on 2014-12-04 03:03:37
Hey Guys,

It looks like the Sourceforge download link for BC 1.9.83 is broken.  Any other mirrors out there?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2014-12-05 00:38:50
Hey Guys,

It looks like the Sourceforge download link for BC 1.9.83 is broken.  Any other mirrors out there?

seams to work correctly now . maybe sf was down when you tried it .

www.blackchocobo.com/downloads.php
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Jordancyre on 2014-12-05 01:25:04
Yep looks like it's up again!  Thanks for checking!  Awesome editor!
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Leafia_Barrett on 2014-12-19 22:50:16
Okay, screw it.  After 3 hours of fiddling with it, I give up. How do I change key items? The instructions in the editor do absolutely nothing, and there's no reason I should have to create an account for an external site just to look at the user manual so don't tell me to do that.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Vgr on 2014-12-20 01:19:08
If you want to add key items to your save, the short answer is that you can't.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2014-12-20 14:03:36
you can add keyitems using the location tab. below the list of locations is a filter box click the arrow on the button next to it. select "Filter Mode : item at location"
after you have selected that filter mode type "KeyItem" in the filter box . the locations with key items will be shown in the above list. click on a location and under the preview you can toggle item you have recived on at that location . not all keyitems may work correctly when added this way because they currently only change the bits for items and not progression as well. some keyitems need both changed. hope that helps
Quote
there's no reason I should have to create an account for an external site just to look at the user manual so don't tell me to do that.
you dont need an account anywhere to view the user manual.
its located here. http://blackchocobo.sourceforge.net/wiki/index.php?title=User_Guide
this guide does need to be updated badly however.

Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: gerardinmenveu on 2015-02-19 04:44:37
I use Black Chocobo since a couple of years, and i'm using the last version at this time, but it seem to have a glitch with the timer of the 3 course of the Snowboard Mini Game. In the game, my best time for the Begginer Course is 00'56''128 but when i load my save file in Black Chocobo (i use a memory card .bin from pSX emulator to load my save file), Black Chocobo say Time: 34 59 832. When i change these 3 number to try to fix the timer, i write something like 00 51 999 (because this is what is needed to unlock the cactuar ghost in ntsc version of the game), but then, the in game timer best score indicate 00'00''1. Seem like something don't work or i miss something.

I remember in the past using an older version of Black Chocobo and i was able to see the cactuar, and timer was working fine, but i don't remember what version i was using. Anyway, Black Chocobo is very useful and i appreciate a lot this, just wanted to report this bug.

ps: Using Black Chocobo with Windows xp
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-02-19 15:12:34
check that your version is being detected correctly (ntsc or pal ) timers are slightly different . is this an issue with just a new version or have had this problem with an older version as well?
when i get a chance ill double check that snowboard courses are working correctly.(it has not changed since it was added iirc)  thanks for you bug report.

Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: gerardinmenveu on 2015-02-20 04:58:08
I checked the "Edit, Slot Region" and it was selected to "Us English (Ntsc-U)", which is accurate to the version i'm playing, i think. Anyway i don't know if that can help to identify the version of the game that i'm playing, but my quicksave with pSX emulator is named quicksave_SCUS_941.64_1.psv which i think is for the ntsc version. My game is in English, and i live outside Europe, so it shouldn't be PAL. I tried to change the Slot Region just in case, but my save on the memory card "memcard.bin" was no longer detected after making the change (i made a backup before doing this), so i think that confirm it detect the good version of the game.

Edit: I just found the older versions, and i tried with older versions, i think my older version was 1.9.7, but anyway it still doesn't work with older versions too. Maybe my memory card "memcard.bin" file can help, anyway there's only my FF7 save on the memcard (no other game). In case you want to look at it, here's my memcard contain my FF7 save: http://www.mediafire.com/download/o4mzyrnjcxjyfxc/memcard.zip (http://www.mediafire.com/download/o4mzyrnjcxjyfxc/memcard.zip)

thanks
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-02-20 11:11:55
i looked at this a bit yesterday . i have to check how those times are stored because it can't be how im storing them as i noticed my time on for first course is 59min when in games its 2 min.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: gerardinmenveu on 2015-02-20 17:24:49
Thanks for having looked at this. woah, 59min, so it confirm there's something about the timer.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-02-21 00:38:02
there is indeed something wrong with the timer . i was saving the values as MSec when its saved completely differently.  i was also off one byte from the start and because of using MSec encoding byte 0 of each of the times was ingored. iirc DLPB had told me the locations of these how ever im not sure how i got to using MSec and not the first byte of the data. 

so in the file you will see (looking at the beginners course on a FF7Slot)
Quote from:  BASCUS-94163-FF7-S15 from samples
0x0E13 : 00
0x0E14: 90
0x0E15: 27
0x0E16: 36
before we were reading in 0x362790 as our MSec value (3549072 MSeconds..? thats 59 Min!!)

each other course follows the beginners course (so next 4 bytes is advanced then the 4 after that are time for crazy course). then there one unused byte after that..

i loaded up this save the correct time for the beginners course is 2'36'279 so i sat for a little while and tried ti figure out how do i get this value from that saved one..  and thought... it took a bit because it just seamed wrong.. so i looked at the file again.. i noticed this
 
Quote
0x0E17: 02
odd thats the number of minutes for this course is 2 ... so if i were to move my read over one byte and read in a 32 bit number i would have 02 36 27 90 ... i looked at that for a bit .. thats my time in stright hex . once i knew that i was able to correct black chocobo to fix the times.

I have uploaded a version  for you to test. Black Chocobo v1.9.83 SvnRev.1218  (http://www.blackchocobo.com/files/Black_Chocobo-win-portable-1.9.83.1218.7z). please let me know how it works for you.. (you can use it in that folder or copy the exe to your installed copy of Black Chocobo if you find it works well). There are other changes you can see them on the Change Log (https://sourceforge.net/p/blackchocobo/wiki/Change%20Log/#current-wip-changes). Try the Editable Combos they will save you some time by allowing you to type in them.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: gerardinmenveu on 2015-02-21 04:42:28
omg it worked perfectly :)
I downloaded the Black Chocobo portable, then i opened the memcard in the Black Chocobo. And the 3 timers was now fixed and indicated exactly the same time that i have in game. So i decided to modify the time for the Beginner course, i wrote 0 51 999 and it is now what i see in game too, so played the Beginner course 1 time, and retry it, and yes, i finally have my little cactuar running like he was in a hurry to go in a desert ;D

And just to confirm that everything is working, i also modified the value of course B to 01 02 003 and the course C to 04 05 006 just to test, and these changes appeared perfect in the game too.

All this hex thing is very complicated to me, you're very genius. By the way, i really appreciate Black Chocobo, it really do everything, an all-in-one save editor. Thanks for fixing the glitch.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Zara9 on 2015-03-03 11:57:06
hey

can i use this save editor to go into the ff7 debug room?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-03-03 12:57:46
sure can.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Zara9 on 2015-03-03 13:00:15
hey Sithlord48

how can i get into the debug room using this editor
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-03-03 13:11:24
location tab select the debug room (field id#094 for the english one). normally the location viewer will allow you to edit items and (in the future) progress at locations this is why it will no longer set your save to that location with out checking the box above the table that says (i just changed the string so it might be a tad different) save location when selection changes.  you should see then in the status bar it will say Set Location: blackbk2 . you saves location is now the debug room.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Hemidare on 2015-03-12 20:39:04
This has been probably answered many times but bear with me please.

I have a fully updated ps3, No custom firmware on it. Just a plain old ps3.

I have imported an edited ff7 save file before and played it no problem.

I have tried importing a edited save file from black chocobo and it says the data is corrupted when i try to re upload it to my ps3?

Is this possible to do without having to resort to hacking my ps3 which i wont do.

Thanks for your time.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-03-12 22:35:39
This has been probably answered many times but bear with me please.
yes all the time.... To the point where i am tired of presenting the same answer to people...

I have a fully updated ps3, No custom firmware on it. Just a plain old ps3.
I have imported an edited ff7 save file before and played it no problem.
only if it came off a memory card. otherwise the signature being wrong will block you. i have tried about 100k stright copies from edits they never work
I have tried importing a edited save file from black chocobo and it says the data is corrupted when i try to re upload it to my ps3?
the signature is incorrect.  because you need to provide the correct keys to sign with or try another method.

Is this possible to do without having to resort to hacking my ps3 which i wont do.
please read this section of the FAQ (http://sourceforge.net/p/blackchocobo/wiki/FAQ/#psp-and-ps3-saves) very carefully .

Thanks for your time.
your welcome and good luck signing your save. if you find a key/seed combo that works for you please let me know so i can test on other ps3' . so this can be made easier for everyone..
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Korence on 2015-03-15 20:11:46
hey Sithlord48,

I got a problem and dunno where to start and end it truely, so let me begin with this :

First of all, I'm german, if u know somebody who is german who can also help there, please let me know, besides that, I try my best at english, even in this, even for me, very complicated stuff about editing data and so on.

My problem started as I found out that there are.. more minor problems when I played FF7. The next thing that I need to do is getting the KEY STONE from Dio in Gold Saucer and then the Date Scene comes along. I followed a guide, for getting either Aerith/Aeris or Yuffie (where, in 2013, I said to myself that I don't care whom of both I would get, sadly another problem hit the road) and now I wanted to check if I followed my guide and my lil piece of paper with the affection points correctly. SADLY my guide lead me into Aeris instead of Yuffie. Now, I dunno why, but I wanted to date Yuffie over Aerith (still keeping the extra saves to see the Aerith date scene also) but, as it seems that way, Yuffie can get only 43 AP (affection points, too lazy to write it full out) and, as I noticed, my old piece of paper with the original AP from all dateable ones, has been gone (maybe the last time I cleared up and I was too... ignorant? arrogant? I was selfproclaimed sure that I WILL  date Yuffie since a guide told me I could get MANY (due to a bug when meeting the mysterious ninja) AP as I wanted so I pushed Yuffie over 70(!) points, so I thought at least.) I then read about more guides about what I did wrong and most guides, even the "most perfect I read" from gameFAQ and even the finalfantasy wiki told me that this act with meeting Yuffie and doing the first 4 correct answers can get me (as long as I'm choosing one wrong answer) infinity points for herself, but, it seems it doesn't work. Now I have done over 40 hours of gameplay, grinding some materia before going to Wutai and get my materia stolen, having my score early in the junon minigame which WAS hard to me (back then) to get the most amount out of it (just for myself, yet still, I dont wana do this or this speed square HELL minigame again with getting 5000 points for Aerith parasol weapon, which is rather useless, but in trying to get 100%, I wanted it badly), but to coming into point : I actually don't wanna restart my whole FF7 states again (made multiple if something happens, but the earliest is outside of midgar, where most points have been already given to Tifa, Barret & Aerith), so I looked up if I can get, so I heard, savestates from the PC or PSX version to get modified, just to get and shown how much AP has been given to Aerith and Yuffie. Then, today, I stumbled on this side, founding out that I can modify my savestate, unfortunatly, I got a ps3 so I was unsure if I can modify THAT savestate too (but since the ps3 one is the PSX one actually, I thought there is still hope left to save eevrything). I downlaoded the Windows version and installed, everything ok so far. Then I tried to get, per usb-stick, one of my FF7 states to the Black Chocobo save editor thing AND it works :D

I was so happy that I could modify everything, but I must get hold of myself, to not cheat me anything I actually don't want like infinity amount of money, BP for the Battle Square and so on, so I found out that my Aerith has got 61 AP, Tifa 58, Yuffie 43 (so the numbers of hours trying to get her in junon forest and to repeat at least 5 times the progress of getting AP for her was pointless and wasted...) and Barret 18. I also read in a guide, that over 120 points in Tifa & Aeris, some dialouges will change, so I wanted to give Yuffie (to be sure this time) 200 AP, Aerith 150, Tifa, 140 & Barret 135. I also wanted to add the Whip for Cid, since u can do this Shit Square minigame again in CD2 to get another weapon, even if optional, but it better be this way instead of raging about this mosntrous imo nearly unbeatable minigame x_x . After everything I checked, everything I wanted to add and so on, I wanted to save...

Strange, it didn't work, my PSV data is still unchanged, and it also mentioned some... key & seed for the PS3, what does that mean? I looked up the FAQ to this program u have made and it said it is neceassary for somesorta "code" to get it back on my PS3. But I tried to look up the damn list but... what the hell am I supposed to do now D: I know I need to find the keys and the seed but how am I supposed to do that? I never did that, nor did I cheat or transfer any savestate data alot, nor I'm a highly professional... guy who knows about that kind of stuff, and it went way over me once I saw all this amount of numbers and letters and... I dunno what I'm supposed to do, or HOW to find out that stuff, with that, I mean how to find or to find out my key & seed that fits into my (german?) PS3 so I could save the savestate data with the newly added AP for Yuffie & Co.

So... can you help me? Does this whole thing should get rather an extra thread? And is this whole thing saveable, my whole amount of hours I spend tehre (ok40hours arnt that much, yet, its much, and I actually dont wanna waste all that cuz some guide(s) fooled me!!)?

With greetings, Korence
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-03-15 23:35:57
you can find links to the keys to try and the seeds to try in the faq

http://www.ps3devwiki.com/ps3/Keys - for the keys
http://www.ps3devwiki.com/ps3/Seeds - for the seeds

both of these are used to generate a signature . since no one knows what key is being used with what seed it could be any of them. if you do find a pair that works please do share with us and this can become automatic on future versions. 

just copy them into the options dialog on black chocobo . (you will need to remove any spaces)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Korence on 2015-03-16 03:12:12
Ok thanks for the reply first.

But second is, have u seen the page? I dont get ANYTHING from those sides, I mean is there no clue where to look for that? Just a hint to know which of those... around 100 keys & seeds are fitting? I mean have u seen the side? I don't have a clue to start that's my point...

EDIT : Also, like I mentioned, I never did this stuff before, that's why I wrote it, to let it notice u, so I can get some help, also, I'm not a native english, so it makes it all double hard, even if I understand most thinks, it's difficult u'know :(

EDIT2 : Also, what is this signature u mentioned for? What purpose does this serve?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-03-16 13:07:16
But second is, have u seen the page? I dont get ANYTHING from those sides, I mean is there no clue where to look for that? Just a hint to know which of those... around 100 keys & seeds are fitting? I mean have u seen the side? I don't have a clue to start that's my point...
yes i have seen the site. pick a seed from the seed page and a key from the key page. like i said i don't know what combo they are using so it could be any. i know there are alot of keys and seeds.

EDIT2 : Also, what is this signature u mentioned for? What purpose does this serve?
the signature is placed in the psv file header and tells the ps3 the file has not been modified. if the signature is incorrect you will get an error saying that the data is corrupted.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Korence on 2015-03-17 17:02:11
Still U DUNNO where to start... thats why I ask for help, like I mentioned, I've never done that before, so I dunno anything and need someone to help me, otherwise, it's a not-so-great help I'm getting :/

And how do I get a signature?

Do you know any german guy who does know something about this topic?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Covarr on 2015-03-17 17:32:03
The signature is generated from the keys.

The problem is, none of us knows the correct key/seed pair for Black Chocobo, and there's too many combinations to simply try them all in any reasonable amount of time.

edit: With some Googling, I found this:

Quote
It seems to be known, but nobody's taken the time to write a tool to deal with it:

http://wiki.ps3dev.net/wiki/Game_Saves#PS1_Single_Save_.3F_.28.PSV.29

I asked around a while back and was told this info can decrypt the key seed:

key: AB5ABC9FC1F49DE6A051DBAEFA518859
iv: B30FFEEDB7DC5EB7133DA60D1B6B2CDC
algorithm aes-128-cbc

And iirc the SHA-1 digest was a SHA-1 of the entire memory card image the save comes from.

I've been busy helping with PPSSPP, so I haven't had time to mess with any MCR to PSV sutff.

I can't test this myself right now, though, so this might be entirely the wrong thing. It says "decrypt", and neither of these numbers is on either page, so it might be completely off base. But hey, it's worth a try, right?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Korence on 2015-03-24 21:36:40
Sorry to have replay that late, was kidna busy with another "project" of work of mine, besides my PC nears the end of it's lifetime of hardware (mostly) so I have start up problems and so on, which kinda of distracts myself of using itself too much (kind of like an old person, it just have it's more strong illness that come with it's age)
BUT
I will try it out now, hoping it works, also THANKS for now Covarr :)

(Otherwise, I just wanted from somebody to tell me at which line in this whole package/warehouse I need to start, not just sayin "well duh, start at the first line u see" since, as I  have told twice, I have NO CLUE of this stuff, and need somebdoy to guide me, to tell me, where to start, instead of saying "start anywhere, just trial & error till u rek ur brain or something" :/ )

I'll be back, telling if it works on my german PS3 (or any other EU Ps3, still have just one, so wish me good luck, if it will work)

EDIT : Just asking, what do I have to do with this algorithm thing? I don't see where to put it in the black chocobo save editor o_o

EDIT2 : When overriding the original data : "Data is corrupt" it says :/
So, any other clues? Do you know if there is any hint like some produtc code that resonates with a key or seed in any way :cry: ? Or did u know someone who des have any experience with key & seed using in any way?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Korence on 2015-03-29 20:09:31
I got another idea.

I just want, as I let ya knew, some items, like the whip for Cid, the superball for Yuffie & the parasol for Aerith/Aeris, and the Affection value being changed. I can upload my savestate in sheer hope, you can look into the savestate and change those things, so that in the affection value, Yuffie has like 150 points, Aerith got like 130, Tifa 125 & Barret with 120, so that I can get Yuffie at the Gold Saucer date AND ultimatly the secret dialogues that are cut from the "normal" game cuz nobody of the girls can get higher then 120 affection points in the game normally!

Is this possible to go thrugh this hexadecimal stuff and change what I want to get changed ? Or is this non-possible? Maybe you also find a hint/key in the savetstate since it came form a real ps3 :)

if it is possible, then tell me please. I'll upload the data right ahead then!

Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-03-29 23:43:13
I got another idea.

I just want, as I let ya knew, some items, like the whip for Cid, the superball for Yuffie & the parasol for Aerith/Aeris, and the Affection value being changed. I can upload my savestate in sheer hope, you can look into the savestate and change those things, so that in the affection value, Yuffie has like 150 points, Aerith got like 130, Tifa 125 & Barret with 120, so that I can get Yuffie at the Gold Saucer date AND ultimatly the secret dialogues that are cut from the "normal" game cuz nobody of the girls can get higher then 120 affection points in the game normally!


If you are asking if you are asking how to change the Affection "Love" points you can do so in the "Others" Tab with in the "Love Points" box . you can enter a value of 0 - 255 .
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Korence on 2015-03-31 21:59:30
oh man Sithlord... u really have probs understanding or reading messages do ya? I asked, if somebody can CHANGE it IN the savedata WHEN finding out the way to get a hint for the key or seed inside the savestate I got from FF7! I'm not dumb to understand how your black chocobo stuff works! Can you please be a more useful help to my problem? I just want some answers to my question not... something Cpt. obvious would tell me... PLEASE  :-\
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Cupcake on 2015-04-01 19:22:19
oh man Sithlord... u really have probs understanding or reading messages do ya? I asked, if somebody can CHANGE it IN the savedata WHEN finding out the way to get a hint for the key or seed inside the savestate I got from FF7! I'm not dumb to understand how your black chocobo stuff works! Can you please be a more useful help to my problem? I just want some answers to my question not... something Cpt. obvious would tell me... PLEASE  :-\

No; the only way to figure it out is trial an error.  Also, you're acting out of line.  Your last post had -NOTHING- to do with the key/seed.  Why are you yelling at him about telling you how to change the affection points when they're what you asked about in the first place?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: DLPB_ on 2015-04-01 20:02:02
oh man Sithlord... u really have probs understanding or reading messages do ya? I asked, if somebody can CHANGE it IN the savedata WHEN finding out the way to get a hint for the key or seed inside the savestate I got from FF7! I'm not dumb to understand how your black chocobo stuff works! Can you please be a more useful help to my problem? I just want some answers to my question not... something Cpt. obvious would tell me... PLEASE  :-\

You do realize that you didn't have to use or pay for Black Chocobo and that Sithlord is under no obligation to guide you by the hand? I suggest using a hex editor next time, you ungrateful sod.

That said, I can't even decipher your question.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Korence on 2015-04-02 00:20:39
What does "making a programm for free" (btw i would even have paid for the program, i dont mind to pay for something I like) have to do with being competend in answering questions? That are two different types of boots :/ And I'm not ungreatful :< It's just... how can I use a program like Black Chocobo when I cant used my wannabe-modified savestate after it has been modified? I'd never b*tch about that stuff if it would work or when I at least have a GOOD hint about what to do. And no, sending me into a warehouse and telling me to look in every carton, every barrel and every box for two single matchmaked green pearls (or something smiliar) is not what I understand of "being a good help" (in context, it means "look around for some key and some seed out of like 1000, and maybe u find something that helps you, or probably u waste ur time". Like I said, I dont have ANY, like ZERO, idea where in this whole mess of seeds & keys I need to start, that's why I mentioned the idea of uploading my FF7 savefile, so somebody could check the file and maybe see a hint or something (it comes from the console so I believe there is a track inside that could be figure out the key or seed, even if it is a small hint). If it is necessary, I'd pay for that stuff, just to not repeat/start over my 40-50h of FF7 just because all AP-guides telling sh*t about the "Yuffie endless AP glitch" which have never worked, since I looked into the data and she had the minimal (glitched) maximum of AP, which is 43 counting in the Wutai sidequest.

EDIT : @Huell I haven't "yelled" at him, does this look like yelling? It was more like a "damn can't you be more focused on the actual problem that is going on"-talk then a... yell-stuff :|
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-04-02 14:43:34

how can I use a program like Black Chocobo when I cant used my wannabe-modified savestate after it has been modified?
you just happen to have the most difficult version to edit,  im sorry i didn't make sony have stupid requirements for editing psx game saves (this encryption is not even on the ps3 saves btw).

I'd never b*tch about that stuff if it would work or when I at least have a GOOD hint about what to do. And no, sending me into a warehouse and telling me to look in every carton, every barrel and every box for two single matchmaked green pearls (or something smiliar) is not what I understand of "being a good help"

yeah i know its not the best and most helpful answer but its the best help that i can give untill i have a chance to go thru all those keys/seeds myself and find a set that works. You see as it turns out only exported saves from ps1 (maybe ps2) games are signed in this method and the ps3 dev people don't care about that format or signing saves. so i'm basicly the only person in the world working on making that import work .

it comes from the console so I believe there is a track inside that could be figure out the key or seed, even if it is a small hint
firstly i do have a ps3. secondly there is nothing in the file that will help me with the key/seed pair . its really a problem for the ps3-dev people.

If it is necessary, I'd pay for that stuff, just to not repeat/start over my 40-50h of FF7 just because all AP-guides telling sh*t about the "Yuffie endless AP glitch" which have never worked, since I looked into the data and she had the minimal (glitched) maximum of AP, which is 43 counting in the Wutai sidequest.
Want me to edit your file? Donate to Black Chocobo . Upload your file and what changes you want. i will send you a psv with your changes.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Korence on 2015-04-02 20:59:17
Eh...what O_O I can pay or donate whatever so you CAN change.... wait... even if I'd buy u, it won't change a thing since I'd still need the key & seed to bring it back "home" (aka the ps3) right? If not : I'd gladly will now upload the data/savestate and about the donating stuff -> Do we settle this private about the m0ney stuff? It's just money for me, so I don't mind talking openly about it! (it would be different if I'd talk about my personal data from/for it)

EDIT : I'd look into options for attachments and... is it just me, or isn't it possible to dirctly upload the savestate and I need to extra upload this per something like a extra website?
EDIT2 : http://uploaded.net/file/pijhu9dt
Here's the save, about the donation, we'd talk once I know "how" or rather "where" u wanna talk, then.. well we talk, and then u get what I can offer and hopefully it can get back on the ps3 correctly without any probs that would accour afterwards like a bug or anything internal :)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-04-03 19:18:25
Eh...what O_O I can pay or donate whatever so you CAN change.... wait... even if I'd buy u, it won't change a thing since I'd still need the key & seed to bring it back "home" (aka the ps3) right? If not : I'd gladly will now upload the data/savestate and about the donating stuff -> Do we settle this private about the m0ney stuff? It's just money for me, so I don't mind talking openly about it! (it would be different if I'd talk about my personal data from/for it)

EDIT : I'd look into options for attachments and... is it just me, or isn't it possible to dirctly upload the savestate and I need to extra upload this per something like a extra website?
EDIT2 : http://uploaded.net/file/pijhu9dt
Here's the save, about the donation, we'd talk once I know "how" or rather "where" u wanna talk, then.. well we talk, and then u get what I can offer and hopefully it can get back on the ps3 correctly without any probs that would accour afterwards like a bug or anything internal :)
i accept PMs. we can also chat on qhimm irc  (http://webchat.esper.net/?channels=qhimm.com&nick=) if needed.. if for some reason im not on send me a pm i should be on shortly after that.

since there are other workarounds (http://sourceforge.net/p/blackchocobo/wiki/FAQ/#psp-and-ps3-saves) that will trick the ps3 into signing for you . so you don't need to worry about importing my file. (i have the needed hardware to make that happen) . Just let me know what changes your want. i will have to export it from my ps3 and will send you a psv file to import. A donation of whatever amount is ok with me. 

the whole key/seed thing will remove the need for extra hardware to make this work. (hopefully that can be figured out in the not to distant future)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: JShadow on 2015-05-07 17:05:49
Um excuse me would anyone be willing to edit my save please I was trying to figure out why I kept getting corrupted file on my ps3 but my computer kinda crashed on me and I don't have the money to buy a new one yet so atm im having to use a friend's computer and he won't let me download black chocobo on it I would really appreciate it please


Here's my save http://www.mediafire.com/download/szp6aqqizbw8lis/BASCUS-941634646372D533031.PSV

I was trying to get max all items,each of the materia,everyone having there 4th limit break and if possible copying my chocobo's and making a black and gold with good/best stats
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Jeet on 2015-05-07 18:10:04
I had a similar problem using a modification tool, after i edited the file it was corrupted for the psp platform, but working well on emulator, to solve this I manually edited the file with hex editing, like someone here suggested to, its look impossible to locate the desired value because the amount of data but this is donable using the 'look for differences' option, just compare the untouched save with the edited one,the hexeditor will show you all the values that have been modified, the trick is to change these values so they match with the hacked save, and ofc do note modify the value that made the file corrupted, again its not possible to localize it directly, but if you change the love points from 0 to 09, u'll be able to see the '9' in the hexeditor 's differences calculation, with this you'll be able to locate where are the love points, for values over '09' u must use a calculator to translate the number into hexadecimal.

That maybe look complicated or not accurate but i did this to edit manually the dat files of the game and its worked.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-05-09 13:08:16
The questions are always the same, Read the FAQ and this thread . Your files are not corrupt . The ps3,psp+psVita use extra strong encryption signatures to sign the saves of psx games to prevent edits.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: JShadow on 2015-05-09 18:16:23
I understand that but what im saying is my computer completely crashed on me and im having to use a buddies to talk here he won't let me download the program on his computer so that's why I asked if anyone was willing to do those changes for me
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-05-09 20:33:00
I understand that but what im saying is my computer completely crashed on me and im having to use a buddies to talk here he won't let me download the program on his computer so that's why I asked if anyone was willing to do those changes for me
Thats cool nothing personal its just always the same question when people don't bother to read. I see your situation is a bit different. next time no post reading till after at least one cup of coffee.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: JShadow on 2015-05-09 23:12:45
hahaha yeah it's a pain but Thank You Very Much hopefully I can figure it out when I get my new computer
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: ghfett on 2015-05-21 05:11:20
Hello.  I am new here.  I downloaded Black Chocobo and have tried the work around for the PS3.  I have Final Fantasy VII on my PS3.  I transferred my save file to a flash drive.  I put the flash drive into my computer and saved it to the desktop.  I opened the file with Black Chocobo.  I edited some things like gil, gp, materia, and items.  I saved the game as a RAW PSX file.  I put the file on my flash drive and put it in my PS2.  I have FMCB on my PS2.  I used ULaunchElf to copy the file to a PS1 memory card.  I used a PS3 memory card adapter to transfer the file to my PS3.  When I copy it to the PS3, the file is just a black box.  I start Final Fantasy VII and try to load the saved game.  It doesn't show up.  All slots are empty.  What am I doing wrong?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: ghfett on 2015-05-21 08:55:04
Well, never mind, I figured out a way to get it to work.  I used Black Chocobo to create the save.  I saved it as a Dexdrive file.  Then, I opened that file with PSXGameEdit.  I saved it as a .mcr file.  I used a program called PSXRC to convert it to the proper file type.  I put that file on a flash drive, put the flash drive in the PS2, used ULaunchELF to copy it to a PS1 memory card, and copied it to the PS3 using the memory card adapter.  I did a few more just to make sure I knew how I did it.  They all work perfectly!  Black Chocobo is an awesome program! 
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-05-21 16:14:12
Quote
I used ULaunchElf to copy the file to a PS1 memory card.  I used a PS3 memory card adapter to transfer the file to my PS3.  When I copy it to the PS3, the file is just a black box.  I start Final Fantasy VII and try to load the saved game.  It doesn't show up.  All slots are empty.  What am I doing wrong?

i would double check that you have used "MC paste" instead of "paste" in ulaunchelf. MC paste will create an entry in the index area of the memory card. this is required for the psx to read the card save from the card.

edit: also the name you save the raw psx as MUST match its region string or the loaded game will not see the save at all
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: ghfett on 2015-05-23 00:15:57
Yeah, I used McPaste.  It worked well.  I do have one question about the characters part of this program.  I know that when you click on Sephiroth, you can uncheck his name and his picture becomes Vincent.  Same with Young Cloud and Cait Sith.  Well, I changed them to Vincent and Cait Sith.  When I played the game, when I got to Cloud telling the backstory at Kalm, the game froze when it was loading up the fight where Sephiroth and Young Cloud fight the dragon.  I had saved right before I went to Kalm, so I just loaded that save into Black Chocobo and changed those characters back to Sephiroth and Young Cloud.  When I played the game again, it worked fine during the flashback fight.  Will Vincent and Cait Sith still show up properly when they show up in the game, or will I have to go and edit the save again?  I hope I'm making sense.  lol
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-05-24 13:32:18
For some reason when the game was being made they decided to use only 9 slots for characters. A total of 11 (12? more on that later)  characters exsist the 9 that you know as playable and two that you may not . Young Cloud and Sephiroth for some reason share character slots with Cait Sith and Vincent. I do wonder why they didn't just make enough slots for all the characters. They seam to have more then enough room since they are only using about 1/2 of a psx save slot. And if they had to use characters why not use both the optional ones for them? Yes, when you "naturally" aquire Cait Sith at the Gold Saucer his data will just replace young clouds. (same when/ if you get vincent). This is why if you make a new game + in black chocobo it will export your Cait and Vincent for you to replace later on.

The flashback will crash if you don't have young cloud and sephiroth for it. iirc you can't even change their stats or it will crash. other then that there are only a few fields where the game will have issues if you have a character when you shouldn't. Most of them are if you have Aerith after her death I can't recall one other then the flashback involving anyone else.

There is a character id for a chocobo( id 11 ) If i remember correctly it doesn't work. The character slots themselves are picky about who is in them only; The two normally shared ones can have a char charge and only to the other assigned character. It is possible that it needs to be in a specific character slot. However i think this id may exsist in order to pass to the menu module so a naming box can be made for chocobos.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: ghfett on 2015-05-24 18:14:22
Okay, thanks.  I didn't change any character's stats, so it will work out perfect for my game.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: LittlePlum on 2015-07-03 22:18:45
I can't get the editor to load a GME save file.Everytime I would get an error saying that the load failed.The region is correct and all,so what seems to be causing this failure?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-07-04 14:17:15
the gme file you are using is corrupted in some way.  try another file.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: LittlePlum on 2015-07-04 17:55:49
Actually this GME file is one that I created using the editor itself.After that,I played the game using the file and then saving the game at a certain point afterwards.When I wanted to edit the save afterwards,the error popped up.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-07-05 12:08:03
Quote from: littleplum
played the game using the file and then saving the game at a certain point afterwards.When I wanted to edit the save afterwards,the error popped up.
convert it to something else if your emulator is  trashing gme files they really should only be used for dex drive anyway. Use save as in blackchocobo to change the format of the save. best to use one of the formats that are more common like mcr or mcd

you should also post a link to the file that way i can check if the file is broken or something else is wrong.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: LittlePlum on 2015-07-05 20:20:35
Did what you suggested and it's now working like a charm.Thank you.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: israelssilva1989 on 2015-07-10 16:39:37
is there any way to aplly a AP and XP multiplier ?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-07-11 13:00:38
is there any way to aplly a AP and XP multiplier ?

This is not possible with a save editor . You will need to use a trainer such as Ochu (http://forums.qhimm.com/index.php?topic=14194.0). This will only work on pc version and im not sure it Ochu has those options currently
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: israelssilva1989 on 2015-07-11 14:31:23
This is not possible with a save editor . You will need to use a trainer such as Ochu (http://forums.qhimm.com/index.php?topic=14194.0). This will only work on pc version and im not sure it Ochu has those options currently

it has not. and seems that there is no trainer that works on  final heaven mod  :|
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Ryudo on 2015-07-11 17:33:48
it has not. and seems that there is no trainer that works on  final heaven mod  :|


Have you tried this one: http://forums.qhimm.com/index.php?topic=13746.0

That one works for me on the regular Steam version.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: vantish on 2015-07-22 21:48:50
Hello, I have a question for whomever would like to answer-

When adding materia, is there a way to specifically add one enemy skill, rather than mastering every single one? If so, how exactly?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Zara9 on 2015-07-23 01:19:36
hey staff

i would like to request for this ff7 gamesave editor to have the locations starting from beginning to end in order please
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-07-23 12:33:18
hey staff

i would like to request for this ff7 gamesave editor to have the locations starting from beginning to end in order please

By default they are sorted by their map id. You can also sort them by either filename or location string. use the filter to find stuff quickly.

There is no easy way to do a play order so manually move this list around... (700+ items..) Then how to handle the optional stuff. Oh and if you sort it by another method thats it no more play order till you start the program next time..
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Scipizoa on 2015-07-25 06:30:56
is the download link redirecting for anyone else,  i can't seem to grab it anymore
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Meta on 2015-07-25 17:32:56
It would be a pretty cool feature for this tool to be able to load FF7's kernels so we could edit more easily modded games.  :-D
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-07-25 19:40:49
is the download link redirecting for anyone else,  i can't seem to grab it anymore
the sourceforge project pages was down for a few days.

It would be a pretty cool feature for this tool to be able to load FF7's kernels so we could edit more easily modded games.  :-D

perhaps one day i'll will switch the data portions to use some external file then mod creators can make data packs for black chocobo.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: MEMANIAsama on 2015-08-17 21:20:17
I want to direct attention to this thread:

http://forums.qhimm.com/index.php?topic=16240.msg231310#msg231310

I also posted on Reunion which is the only mod I use. I play with the Steam version. I've used Black Chocobo a number of times but I've never messed with progress flags or anything (save files can be downloaded from the above forum post from my DropBox account.)

Problem:

Immediately after Yuffie stole my materia, I was teleported back onto the Chocobo by the giant Snake by the Chocobo Farm. My Tiny Bronco was still at Utai, and all my materia was gone (boy, you thought the side-quest was annoying in the vanilla version.) I managed to use Black Chocobo to set my party leader back on to Utai and continue on with no problem, so I'm hoping that's the end of my woes.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-08-17 22:46:59
Well it does seam to happen without reunion (tried on the psx copy) ..

The odd part is this when you enter that field where yuffie steals your materia the exit point will set you to go back to the world map at specific coordnates (like where you entered) so i don't think you can even change that with black chocobo. (something has to be wrong to send you over there)

There is no reason that i know of that black chcoobo should have changed anything other then what you explictly changed.. I check that kind of stuff alot.  That being said without knowing what you edited in your file i don't even know where to begin looking for a bug. 

let me do some more digging and ill see if i can find anything out.
EDIT::
the location is #572  YOUGAN
There are no Gateways on this map  there are instead several lines that when you pass... 
runs external script #6 in "MES": "Jump to map wm33 (#34) (X=0, Y=0, triangle ID=0, direction=0)"

So why does this happen? well you may notice if you go to the Location-> worldmap section of black chcoobo you have on the world map a wild chocobo. whats basicly happening is you have at the end of that scene a jump to the world now normally that will jump to leaders location. There is one exception if you have a wild chocobo you will be put on it because you can not have one on the world map with out ridding it.This jumping is different then when you exit battle or a field thru a gateway because those don't force you to the chocobo location.  How the wild chocobo got activated i don't know but maybe you enabled it or maybe you some how skipped dismounting it when entering that cave before.. If you just uncheck that wild chocobo box your yuffie encouter will play as normal.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: MEMANIAsama on 2015-08-18 02:21:25
Huh. Good to know. I'll uncheck that box and continue on with my game then and hope for the best moving from here onward. After I crossed the moat and entered the cave I think I left the cave back from where I came and was back on a chocobo, from there I think I went and got some E. Skills and such and then crossed the cave again and maybe somehow entered the cave without ever actually dismounting from the Chocobo??
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-08-18 03:18:25
maybe somehow entered the cave without ever actually dismounting from the Chocobo??
that is what seams to have happened..
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: DLPB_ on 2015-08-18 07:14:11
Heh, just a little thing like that is enough to throw the engine off.  Fun stuff!  I am not sure it's possible to enter the cave before dismounting, however.  So perhaps it was just changing the options in BC.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-08-18 12:07:36
Heh, just a little thing like that is enough to throw the engine off.  Fun stuff!

oh yeah lots of small things will break ff7 really badly. this is mostly why progression is not complete yet.. i need to map all the changes then figure out what can't be set when others are set after that i can start the work of making them work in bc. sadly i just don't have that much free time to do it atm.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: geordish on 2015-08-21 10:18:57
Hi,

I've been messing about with my save (a little too much apparently!). I'm using the PC Steam version of FFVII.

I seem to have managed to break PHS. I can only see my current members in my party, there are no members to swap out. I can also move Cloud, which is odd.

Any one got any clues about if/how I can fix this?

My save file can be found here:

https://dl.dropboxusercontent.com/u/171619/save00.ff7
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-08-21 16:29:27
Other tab
if you look at the phs manager you have removed the visible flag from all characters (you also enabled cloud to move)

edit if you hover over the checkboxes you will get a tooltip telling you what the box is for the left colum is for "Allowed" (can be placed in PHS) right colum is for "Visible" (can be seen when in the PHS pool)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: ringk on 2015-08-22 23:20:06
Hi guys,
I have this strange problem after using black chocobo, when I enter the MENU->MATERIA->ARRANGE section, on the left nothing is displayed, and i can't change my materias.... anyone have experienced this? Any fix available? I have no mods installed and this is the steam version of the game. Thanks in advance!

EDIT: same problem for the PHS section, nobody's there, but i've checked the boxes on the savegame editor...
you can check my savegame here http://www13.zippyshare.com/v/1wAPxQp5/file.html (http://www13.zippyshare.com/v/1wAPxQp5/file.html)

(http://s23.postimg.org/6ysweuekq/2015_08_23_00001.jpg)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-08-23 15:17:06
Hi guys,
I have this strange problem after using black chocobo, when I enter the MENU->MATERIA->ARRANGE section, on the left nothing is displayed, and i can't change my materias.... anyone have experienced this? Any fix available? I have no mods installed and this is the steam version of the game. Thanks in advance!

EDIT: same problem for the PHS section, nobody's there, but i've checked the boxes on the savegame editor...
you can check my savegame here http://www13.zippyshare.com/v/1wAPxQp5/file.html (http://www13.zippyshare.com/v/1wAPxQp5/file.html)

(http://s23.postimg.org/6ysweuekq/2015_08_23_00001.jpg)

you have unchecked visisble in the PHS section..  Please read the post above as that uses is the same as yours. it seams that affects both visisble in the PHS and visible in the Materia Exchange Menu
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: ringk on 2015-08-23 15:39:13
Quote
you have unchecked visisble in the PHS section..  Please read the post above as that uses is the same as yours. it seams that affects both visisble in the PHS and visible in the Materia Exchange Menu
Even if i check it, the problem is still there! :(
(http://s17.postimg.org/n66tpm37j/Cattura.jpg)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-08-24 13:24:08
ahh well looking at the most current windows version there seams to be a bug that those boxes don't work (thought i fixed that before release but it must have been after)

if you change in the hexeditor tab
10A6 to FF
10A7 to 01
that will enable them all and should fix your problem . i will release a new copy of black chcoobo after i finish my HiDpi fixes. hopefully in not to long from now.

here is a link to your file with those change http://www.megafileupload.com/9d4g/save00.ff7
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: ringk on 2015-08-24 17:29:17
ahh well looking at the most current windows version there seams to be a bug that those boxes don't work (thought i fixed that before release but it must have been after)

if you change in the hexeditor tab
10A6 to FF
10A7 to 01
that will enable them all and should fix your problem . i will release a new copy of black chcoobo after i finish my HiDpi fixes. hopefully in not to long from now.

here is a link to your file with those change http://www.megafileupload.com/9d4g/save00.ff7

Man, you're the boss! I was starting ff7 all over from the beginning, and already getting nervous as I was getting near the half an hour story part in Kalm, thanks! Lots of thanks! (BTW all menu entries from item to config where greyed out, but i fixed by unchecking only those boxes from the editor)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: LionHeart808 on 2015-08-27 19:30:46
Hi, does this trainer work with the new IOS port? and if not, could you direct me to one that does?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Covarr on 2015-08-27 19:51:57
Hi, does this trainer work with the new IOS port? and if not, could you direct me to one that does?
I don't have the iOS port, but from what I understand, the save files are the same. However, I think your device might need to be jailbroken in order to have direct filesystem access, which you'd need in order to get the modified save on there at all.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-09-18 19:47:04
There will be an update for black chocobo soon as i get some time to do a final test and package. Please see the changelog (http://sourceforge.net/p/blackchocobo/wiki/Change%20Log/#current-wip-changes) for more info.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Paladinight on 2015-09-28 03:32:23
Hey sithlord48 first off I want to say thank you so much for this, it really helps when wanting to check if I've missed anything, and for testing various challenge strategies. I have a quick question, when checking the maps I noticed that fort condor map has the none of the items checked even though I have not missed a single fort condor battle, also a similar thing has occurred with the sniper rifle chest in the temple of the ancients so I was wondering if there's was just something wrong with my save or something else.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-09-28 14:23:01
Thank you for your bug report. I check all the varibles while im adding them so they should all work (at least they did when i tested)  . it is possible that later on in the game something changes those bits or i just have them looking in the wrong spot (or some third thing). when i get a chance i will look in to this more and if the problem can be fixed it will be for the new release.

affect fields are:
kuro_2 (silver rifle)
convil_2 (all rewards)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Zara9 on 2015-10-01 12:42:26
hey

i would like to request that the slot gameover to be added on here please
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-10-01 15:46:47
hey

i would like to request that the slot gameover to be added on here please
what?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Zara9 on 2015-10-01 16:09:36
hey Sithlord48

what i mean is, a lucky cat sith slot to be added on your save editor please

so people can have a easier time to land the gameover slot on ff7
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-10-01 17:14:11
hey Sithlord48

what i mean is, a lucky cat sith slot to be added on your save editor please

so people can have a easier time to land the gameover slot on ff7

you can already give cait both his limits. the savedata has nothing to do with the "luck"  to get gameover from his limit.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Paladinight on 2015-10-06 06:18:55
Hey sithlord48, sorry but I have two new questions. First off does the global progress variable increase if you win either the Umbrella / Flayer in the speed square, as trying to get 5000+ points without the Zepplin is a bit difficult, and secondly are the items you win for obtaining 90+ points in  the snowboarding courses not considered field items I just checked games_2 and they're not there. Also I forgot to mention I'm on the Windows version of BC.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-10-06 12:15:39
First off does the global progress variable increase if you win either the Umbrella / Flayer in the speed square, as trying to get 5000+ points without the Zepplin is a bit difficult,
Umbrella as a reward is only possible if the global progress is less then 1008. the progress doesn't increase when you receive them
and secondly are the items you win for obtaining 90+ points in  the snowboarding courses not considered field items I just checked games_2 and they're not there. Also I forgot to mention I'm on the Windows version of BC.
There seams to be no rewards given from the snowboard game on this field.(script checked in makoureactor)  maybe the mini game gives you the item(s) ?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Paladinight on 2015-10-06 12:48:21
Ah I see thank you so much :)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: omnia7 on 2015-11-20 15:52:39
I have some troubles with the Snowboard timers.. the game shows me very different numbers :O

These are my times (Black Chocobo Portable):
http://postimg.org/image/vkcxvusz1/

In-game they become:
http://postimg.org/image/5tqea2l4f/
http://postimg.org/image/5r6in8hgv/
http://postimg.org/image/8mjlu3lgv/

The strange thing is that the installed version has the same values wrong but they are different:
http://postimg.org/image/x4kmv407f/

The real weird fact is that the Portable version retrieves different values in other fields (Aeris's flags in PHS Manager, Unlocked Vincent, Speed Square, G-Bike, Number Steps) which are actually correct in the installed version.
http://postimg.org/image/s4vks1xdd/

I use Windows 7 64-bit and both version recognize Uk English (PAL) as the savegame's region which is correct because I have the UK PAL game.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-11-21 14:05:33
Thank you for the bug report.
sounds like you have the portable version of 1.9.82 and the installed version of1.9.83. If possible checkout and build the current version from the git trunk (https://github.com/sithlord48/blackchocobo). To see if this is now fixed.
 
Since this is working correctly for the NTSC version i will have to look into why its wrong in the PAL version.The way the time is saved the difference in the internal clock shouldn't matter.

Quote from: http://www.blackchocobo.sourceforge.net/wiki/index.php?title=Savemap @0x0E14
Fastest Time For Snowboard Beginner Course. Format: MMSSTTT0 90 27 36 02 in the file is a time of 2'36"279 (value is 32bit int so will become 02362790 when read )

 i just have a few questions for you . is this save unaltered from your game ? was it at some point NTSC or in the PC version ? have you made any other changes ? Ill also need you to check the versions of both buids you are using.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: omnia7 on 2015-11-21 20:22:59
Unaltered no, because I edited the Coaster Shooter High Scores to get the prizes and the Inventory to add the Umbrella, Masamune Blade, Super Sweeper, 1/35 Soldier and it worked perfectly. However I create this save on my own with ePSXe, not downloaded it.

It always is the PAL version (I'm using the ISO images from my original disks) and I didn't change a thing about region/version.

I uninstalled the previous version and installed the one hosted on GitHub.. however the bug still remains. :(

Installed version (http://postimg.org/image/6171mzaz9/)

Edited timers (http://postimg.org/image/cdhlj2onp/)

Course A (http://postimg.org/image/lu7epp8id/)

Course B (http://postimg.org/image/b9xh7440l/)

Course C (http://postimg.org/image/xklc731at/)



I downloaded the Portable build from here (http://www.blackchocobo.com/downloads.php) and the results are:

Portable build (http://postimg.org/image/f8y6f891f/)

Wrong values (http://postimg.org/image/pkaj7w0qr/)

Same screen from installed version (http://postimg.org/image/mrhbnv0eb/)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-11-21 21:02:34
I have just tried w/ the current build of black chcoboo (built from source) the times are correct for both the pal and ntsc versions.  i can confirm that the issus is in v1.8.83 and is fixed for the next release.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: chrisblack24 on 2015-12-07 23:44:04
Hello guys, just recently FF7 was released for the PS4 and it's using the save00.ff7 format. Unfortunately Black Chocobo can't bypass this when I tried due to giving me a "Failed to load" error, so perhaps another new Black Chocobo update for the PS4 version?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-12-08 14:09:58
Hello guys, just recently FF7 was released for the PS4 and it's using the save00.ff7 format. Unfortunately Black Chocobo can't bypass this when I tried due to giving me a "Failed to load" error, so perhaps another new Black Chocobo update for the PS4 version?

While it does use a file named save##.ff7 this file is not a typical ff7 save. First off its 10MB! (should be ~128kb). This file is a block of cryptographic data that will need to be decrypted (The public key is exported as save##.ff7.bin). Once we figure out what kind of encryption it is using on the file we should be able to open it using the exported bin file . If we are lucky this will happen by the next release of Black Chocobo. Editing this save is a whole different problem as it will require the Private key from the console in order for the machine to accept it back as a legit save. Since the Ps4 re re re release of FF7 is using the standard Ps4 save format this might be possible when those keys are mined out of the system and the crypto methods used are exposed by people working on hacking the ps4
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: RGSPro on 2015-12-10 17:25:42
While it does use a file named save##.ff7 this file is not a typical ff7 save. First off its 10MB! (should be ~128kb). This file is a block of cryptographic data that will need to be decrypted (The public key is exported as save##.ff7.bin). Once we figure out what kind of encryption it is using on the file we should be able to open it using the exported bin file . If we are lucky this will happen by the next release of Black Chocobo. Editing this save is a whole different problem as it will require the Private key from the console in order for the machine to accept it back as a legit save. Since the Ps4 re re re release of FF7 is using the standard Ps4 save format this might be possible when those keys are mined out of the system and the crypto methods used are exposed by people working on hacking the ps4

I am about 3/4 of the way through my PSOne Classic on the PS3.  It's been awesome being able to convert it through the PSP and even convert it back onto PSX memory card and play on the original console.  PS4 support would really make my day!
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Sackables on 2015-12-11 21:32:32
This program is amazing, I registered just to ask a quick question/bug report.

I'm running FF7 - Steam Version/Win7 Un-modded

While changing my location on the world map, it doesn't move me to the location I place the leader at.

It is way off base from where I right clicked on the map, such as if I placed myself next to Kalm then loaded up the game I wouldn't be put even close to Kalm but some other location. I searched to see if this is a common problem but couldn't find anything.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-12-12 00:52:38
It has been a long time since i have played with the world map section so its possible there are things that need to be fixed . I did a quick test and moving around the world map seams to be working correctly. I had a save ran to the world map , saved, then moved the location to near kalm on the world map in black chocobo , and loaded my save.The world map can be kinda funny about showing some models but i dont recall any problems with placements.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: KusanagiShiro on 2015-12-12 05:56:24
There is a huge bug. The Limit Gauge no longer moves after editing a save in latest version!
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-12-12 20:01:00
There is a huge bug. The Limit Gauge no longer moves after editing a save in latest version!
I just used black chocobo to drop my level to around 15 then ran around just outside midgar for a while got in to one fight and was able to full most of my characters limit gauges by just waiting for the enemy to attack.

Do you have any mods installed or something that could cause your limit issues?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Sackables on 2015-12-12 20:32:47
It has been a long time since i have played with the world map section so its possible there are things that need to be fixed . I did a quick test and moving around the world map seams to be working correctly. I had a save ran to the world map , saved, then moved the location to near kalm on the world map in black chocobo , and loaded my save.The world map can be kinda funny about showing some models but i dont recall any problems with placements.

I started a fresh game, got outside of Midgar and saved part way to Kalm so I was on the world map.

I load up BlackChocobo and under the location tab everything was still 0,0,0 like the program doesn't know I'm even on the world map. I right click by the Chocobo Farm and select "Place Leader" save and then exit. I load up the save in-game and I'm in the middle of the ocean stuck.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: KusanagiShiro on 2015-12-13 05:58:05
I just used black chocobo to drop my level to around 15 then ran around just outside midgar for a while got in to one fight and was able to full most of my characters limit gauges by just waiting for the enemy to attack.

Do you have any mods installed or something that could cause your limit issues?

No mods. Vanilla FFVII. I did use the Character Booster first.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-12-13 17:59:28
I did use the Character Booster first.
you are more then likley way to powerful for the mobs you are fighting . try using black chocobo to lower the level of your characters and see if you have an easier time getting limit breaks.

@sackables: there is no reason that should happen can you send me both your pre and post edit saves?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: KusanagiShiro on 2015-12-13 19:20:19
you are more then likley way to powerful for the mobs you are fighting . try using black chocobo to lower the level of your characters and see if you have an easier time getting limit breaks.

@sackables: there is no reason that should happen can you send me both your pre and post edit saves?

Character Booster only boosts HP MP and Gil. It doesn't modify level.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-12-14 13:13:52
There is no way to break the limit gauge from the save game. If you look here (http://finalfantasy.wikia.com/wiki/Limit_%28Final_Fantasy_VII%29) at the limit gauge section you can see how the math works for rasing your limit gauge.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: KusanagiShiro on 2015-12-14 18:00:13
So if it's not Black Chocobo then what is it? Because I got all Limits and unlocked the Lv. 4 limits. When set to Lv. 4 the gauge does not move at all. Even when I set it to Lv. 1 it won't move. I even started a new game plus save and nada. Bupkus. Cloud Save is enabled due to using Character Booster. So what is wrong? Seeing as this has removed my ability to use Limits. If you like I can email my save file.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-12-14 19:28:29
With over 32k downloads for the version your using and not a single person has ever said anything about limits being broken before so i suspect its something like what i said above, first lower your max HP to be more inline with where you should be.. then lower your limit level to 1 and see if you can get a limit break.If you want you can send me your save and i can do the same to varifiy its working or not.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: KusanagiShiro on 2015-12-14 21:03:54
I would like that. I am experimenting with it and would like to send over my save.

I tried starting a new game and it works fine unmodified. But the second I modify the save in any way with Black Chocobo the limit gauge "freezes". WhetherI set it to Limit 4, Limit 1, whatever.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Sackables on 2015-12-16 13:36:10
I was using the portable version, but after installing the version using the actual installer it seems to work..

One quick question. On your User Guide, your inventory manager has a "Key Items" list but the current release 1.9.83.1211 doesn't show that list.

Is that a old version or do I have a old version?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-12-16 16:38:33
One quick question. On your User Guide, your inventory manager has a "Key Items" list but the current release 1.9.83.1211 doesn't show that list.

Is that a old version or do I have a old version?

the key item list is from an older version the In the newer versions keyitems will show in the location Tab under the field  as FieldItems you can filter locations with keyitems by filtering by "KeyItem" . you can also click the button on the item tab to have that done for you automaticly . The user guide needs to be updated for that and a few other things.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: xNinja83x on 2015-12-17 23:54:57
After using Black Chocobo I can't equip ANY magic or summon materia except the master versions without my MP dropping to 10/10. My game is completely broken now.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-12-18 06:04:31
After using Black Chocobo I can't equip ANY magic or summon materia except the master versions without my MP dropping to 10/10. My game is completely broken now.

your base MP is way to high and when you add the materias MP bonus you have caused the game to overflow back to a low number. If you lower your base MP you should no longer have that problem

edit: im guessing you have used the max char button . i should maybe lower the base hp/mp given. 10k is more then you will see without mods to uncap hp/mp so that should be good
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: xNinja83x on 2015-12-18 18:32:19
your base MP is way to high and when you add the materias MP bonus you have caused the game to overflow back to a low number. If you lower your base MP you should no longer have that problem

edit: im guessing you have used the max char button . i should maybe lower the base hp/mp given. 10k is more then you will see without mods to uncap hp/mp so that should be good
Thank you I will try it tonight. And I'm sorry, I just reread my post and it was meant to be a cry for help but it comes off as 100% complaining.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: xNinja83x on 2015-12-18 18:46:33
It worked, Thank you again!
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-12-18 20:46:08
Thank you I will try it tonight. And I'm sorry, I just reread my post and it was meant to be a cry for help but it comes off as 100% complaining.
its ok i figured you were just needing help anyway
It worked, Thank you again!
your welcome. So to be clear did you use the max this char button? Im gonna lower the values that sets to base HP/MP
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: KusanagiShiro on 2015-12-20 00:18:56
OK why does my Black Chocobo char select display Sephiroth and Young Cloud? Shouldn't Vincent and Cait Sith be in there?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Vgr on 2015-12-20 00:29:30
Before you recruit Cait Sith and Vincent, Young Cloud and Sephiroth respectively occupy those slots. It's due to how the game is done; you can't edit those two characters before you recruit them.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: KusanagiShiro on 2015-12-20 00:30:39
ah that's good. Incidentally, Cait Sith shows up as a race in Sword Art Online. I was half expecting them all to be riding Moogles lol
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: toffty on 2015-12-26 23:22:43
Original PC version of the game loading the save in 'save01.ff7' slot 1 (the save file doesn't seem to matter as this same thing is happening in 'save00.ff7 slot 1). Using BlackChocobo 1.9.83 on Windows.


Reloading the save that was created in BlackChocobo has the chocobo names correct (making me think it's the parsing/writing side of things).

I wanted to do a little more playing around so I saved (from FF7) the loaded modified version (with the 'GoodGo' and 'odM' named chocobos) and loaded that into BlackChocobo. The names were correct as 'Good M' and 'GreatF' (in BlackChocobo but still 'GoodGo' and 'odM' in FF7). The chocobos' stats also seem to not have been changed (which is what was expected as I did not modify those).
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: Vegeta_Ss4 on 2015-12-29 02:19:40
Original PC version of the game loading the save in 'save01.ff7' slot 1 (the save file doesn't seem to matter as this same thing is happening in 'save00.ff7 slot 1). Using BlackChocobo 1.9.83 on Windows.

  • I loaded a saved game into BlackChocobo after catching my first 2 chocobos which are named "Good M" and "GreatF".
  • In BlackChocobo the displayed names are "MGreat" (for 'Good M') and "tF" (for 'GreatF).
  • I corrected the names in BlackChocobo back to "Good M" and "GreatF".
  • I loaded the game in FF7 and the chocobos names are now "GoodGo" (for 'Good M') and "odM" (for "GreatF").

Reloading the save that was created in BlackChocobo has the chocobo names correct (making me think it's the parsing/writing side of things).

I wanted to do a little more playing around so I saved (from FF7) the loaded modified version (with the 'GoodGo' and 'odM' named chocobos) and loaded that into BlackChocobo. The names were correct as 'Good M' and 'GreatF' (in BlackChocobo but still 'GoodGo' and 'odM' in FF7). The chocobos' stats also seem to not have been changed (which is what was expected as I did not modify those).


The portable version was bugged. Is fixed now. Please redownload from sf and post a feedback.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: toffty on 2015-12-29 17:30:23
The portable version was bugged. Is fixed now. Please redownload from sf and post a feedback.

Yep that fixed it. Thank you!
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2015-12-30 14:13:33
Nice to see you fixing stuff my young apprentice. :D . My non linux building is kinda broked untill i "fix" my desktop . well its less fix and more waiting for parts to show up. once my machine is set back up i should be able to build for linux,windows,android and mac os from that machine Vegetta is still the windows maintainer and as such he is the one who (usually) builds windows version. We have been doing some fixes and release prep hopefully we are done with out checks soon and can release the next version (1.10.0 or 1.9.84 idk yet)

Now is the time to get any feature requests in to us.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: klavicegavin on 2015-12-31 07:57:09
I'm not sure if you've addressed this, but I searched around and got nothing. Basically, I transferred a save from my Vita to my PS3, then back to my Vita after I edited it with this program, but when I tried to copy it back to the pS3, it said it was corrupted. Did I do something wrong? I heard checksums might be an issue with some games, but I never had this issue with say, Final Fantasy 8 or 13.

Is there something I'm missing or does this not work with PSV files?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2016-01-01 20:51:58
read: http://sourceforge.net/p/blackchocobo/wiki/FAQ/#psp-and-ps3-saves
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: hevey on 2016-01-18 02:09:32
So looking everywhere I can't find what I am doing wrong or if it is a bug. When I try to open saves from the iOS version of Final Fantasy VII it is giving me a whole bunch of garbage instead of the correct info

iOS
https://drive.google.com/file/d/0B2CAmqF84lJrSUZfTy1KZV9wMmc/view?usp=sharing (https://drive.google.com/file/d/0B2CAmqF84lJrSUZfTy1KZV9wMmc/view?usp=sharing)

Black Chocobo
https://drive.google.com/file/d/0B2CAmqF84lJrUk5vUHoyS0xyMjA/view?usp=sharing (https://drive.google.com/file/d/0B2CAmqF84lJrUk5vUHoyS0xyMjA/view?usp=sharing)

Thanks for the help on this
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2016-01-18 13:36:15
can you provide an ios save so i can look at them myself. iirc they are no different and others have used BC to edit ios saves but i have never accually seen one so they are not "offically" supported.   
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: hevey on 2016-01-18 20:11:54
Here is the save folder attached from the device.

https://drive.google.com/file/d/0B2CAmqF84lJrdFh0cmNTWkRua2M/view?usp=sharing (https://drive.google.com/file/d/0B2CAmqF84lJrdFh0cmNTWkRua2M/view?usp=sharing)

UPDATE: Turns out these files are dummy crap left over from the install. The save folder inside the application is not used and the save actually sits elsewhere on the device. Once I found this and tested all worked perfectly
Title: .
Post by: [email protected] on 2016-01-21 15:20:46
.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2016-01-21 18:43:19
there was an issue with the snowboard times (fixed for next release) but everything else should be correct..

** (some of the chocobo stats are /10 when shown in game.)
Title: .
Post by: [email protected] on 2016-01-22 09:28:33
.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2016-01-22 12:54:29
I just double checked they are stored and read correctly in the WIP version ( 1.9.90) you can build this version yourself from github (code is here http://github.com/sithlord48/blackchocobo) or you can wait for us to release the newest version when we have finished our goals for release.

edit checked in game
speed square  is correct
G-bike is correct
snowboard is correct...
no time for the sub now.
Title: .
Post by: [email protected] on 2016-01-22 15:50:53
.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2016-01-22 18:00:53
if you don't change it its not changed. when you convert formats all that changes in the file is the header
Title: .
Post by: [email protected] on 2016-01-22 18:47:17
.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2016-01-23 12:11:28
If you don't change it its not changed in the save game. there are a few exceptions i can think of off the top of my head
a few more might happen, as you can see many of them are expected to happen.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: afp on 2016-01-23 15:40:06
Just wanted to stop in and give a positive review and many thanks.

Was able to use the PSP CFW to use an edited save on my PS3.

Just as a side note, I couldn't really find any info on the seed/keys that the new version of BC supports.  Has anyone found a working pair?  I messed with a few of them but to no avail.  Thought it kind of odd that the tool supports them, but no info on any working pair.

Thanks again Sithlord, great tool!
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.83)
Post by: sithlord48 on 2016-01-24 00:32:06
Just as a side note, I couldn't really find any info on the seed/keys that the new version of BC supports.  Has anyone found a working pair?  I messed with a few of them but to no avail.  Thought it kind of odd that the tool supports them, but no info on any working pair.

yeah there are alot of pairs to try .. we are using the method that the ps3devs say is used to sign them unfortunately its used for lots of other things so it could be just about any key / seed pair.. when we figure out a working set it will just be hard coded into the program so no one will need to mess around with it again. if you find one let me know .

Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-02-25 11:23:36
Black Chocobo 1.9.90 has been released (see first post for links)

New: Items Tab now Contains command buttons for keyitems and flyers for easier access.
New: Advanced modes for different ff7tk widgets can be set indpendently in options.
New: Apply Button for Replay Missions;Browse the options without changing your data.
Fixed: Cloud's Flashback now set Sephiroth's char data for you
Fixed: Snowboard times are now saved / read correctly.
Fixed: Backwards label for turtle paradise / keyItems
Fixed: Option Dialog didn't restoreGeometry
ff7tk: Compiler check on win32 to adjust packing method
ff7tk: Scaling for HiDpi in all widgets.
ff7tk: Fixed incorrect width for base HP/ base MP boxes on charEditor
ff7tk: Editable Combos for ItemSelector and MateriaEditor.
ff7tk: fix coverity detected defects. (0.00 Defect Rate for ff7tk !!)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: DynamixDJ on 2016-03-16 22:39:21
Hey man, loving the new V, however one discrepancy:
You've removed the PCount and Personality for Chocobos. Whilst this is fairly obsolete info, for me it's crucial, as the Personality plays a big part in the RNG sequence that is used. It's not crucial for these to be in BC, as I can use Cheat Engine (I already have each stat for all stables saved in my Cheat Table, so I can change Personality in real-time), so it's not the end of the world if you don't re-include these, it's just something to bear in mind.

Now, if only Cheat Engine could enlarge their font as you have; small font size is the biggest problem I have with it! Or even have a detachable address window, that would be perfect!
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: chum on 2016-03-17 05:04:16
Hi...using black chocobo for ff7 and it used to work...but now when I try to add items or update a characters stats it has no effect...using version 1.8 tried latest version as well with same results.
using ePXe emulator. any help appreciated
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-03-17 12:21:39
besure you edit the card without the emulator running . or if you edit with it running be sure to reload the memory card.. i have noticed some emulators load the card to ram and ingore external changes..
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Vegeta_Ss4 on 2016-03-17 19:52:57
Hey man, loving the new V, however one discrepancy:
You've removed the PCount and Personality for Chocobos. Whilst this is fairly obsolete info, for me it's crucial, as the Personality plays a big part in the RNG sequence that is used. It's not crucial for these to be in BC, as I can use Cheat Engine (I already have each stat for all stables saved in my Cheat Table, so I can change Personality in real-time), so it's not the end of the world if you don't re-include these, it's just something to bear in mind.

Now, if only Cheat Engine could enlarge their font as you have; small font size is the biggest problem I have with it! Or even have a detachable address window, that would be perfect!

Personality & PCount haven't been removed from Chocobo Manager, they were just hidden by default. To change this you only need to enable this option:
Options --> More Options --> Chocobo Manager - Show Pcount / Personality

That's all, regards!
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: chum on 2016-03-18 02:29:11
besure you edit the card without the emulator running . or if you edit with it running be sure to reload the memory card.. i have noticed some emulators load the card to ram and ingore external changes..

 Thank You! did not realize that was why it was hit or miss!  Worked! Great program!!!
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-03-18 12:08:36
Thank You! did not realize that was why it was hit or miss!  Worked! Great program!!!
your welcome; have fun editing
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: DynamixDJ on 2016-03-18 18:32:37
Personality & PCount haven't been removed from Chocobo Manager, they were just hidden by default. To change this you only need to enable this option:
Options --> More Options --> Chocobo Manager - Show Pcount / Personality

That's all, regards!
Great! Thanks!!!
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Raziel80 on 2016-03-30 11:30:26
In the version 1.9.82, Sephiroth's Masamune has only 5 slots, but in the game Masamune has 6 linked slots.
Version 1.9.90  has same mistake.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-03-30 11:49:24
In the version 1.9.82, Sephiroth's Masamune has only 5 slots, but in the game Masamune has 6 linked slots.
Version 1.9.90  has same mistake.
edit Fixed in ff7tk: https://github.com/sithlord48/ff7tk/commit/ed43389e30bafbf89920a27ab2b93b89438195bb

will be fixed in bc next time i sync from ff7tk (next release for sure)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: tonecas on 2016-04-18 23:54:33
hi im new in this so somethin is missing or i didnt get it right im trying to use the editor but in the char tab there are 2 chars missing.. vicent and cait sith isntead i have another cloud and sephirot

how i put those 2 ?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-04-20 00:16:14
When you start the game there is a copy of Young Cloud and Sephiroth in the save slots where Cait Sith and Vincent are saved later on . You should not edit them untill after clouds flashback Editing them will cause the game to crash durring the flashback scene. For some reason they made it that way .. idk why they even needed to save Y.Cloud or Sephiroth to the save file.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: DLPB_ on 2016-04-20 00:19:51
hi im new in this so somethin is missing or i didnt get it right im trying to use the editor but in the char tab there are 2 chars missing.. vicent and cait sith isntead i have another cloud and sephirot

how i put those 2 ?

This is FF7 - the land where every corner was cut - and every inconsistency embraced. If you think that "anomaly" is bad, you ain't seen nothin' yet. The game somehow manages to run.  That's the real miracle.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Scuuubasteve522 on 2016-04-24 05:25:29
Hi guys new to this, so I have an issue that I can't seem to find an answer to, I took my psvita ff7 save file, transferred it to my ps3, then tried to load it to my computer but it seems no matter what I do black CHOCOBO won't upload it (I get a BC has stopped working message). It is a psv file...and even if I try to load one of the sample psv files in the folder it still doesn't work...any suggestions?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-04-24 11:56:04
the currently released version has a problem reading psv files. This is already fixed for next release. Use a previous version to convert it to another format / edit Or wait till next release / build from source.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Scuuubasteve522 on 2016-04-24 19:34:00
Oh thank you I knew something was up....any idea how long until release?  I mean I guess I can tinker around with the editor to make a similar game but it's very tempting to just go ahead and give yourself extra things...lol
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-04-25 01:10:52
i have no idea how long untill a new release. it was about 1 year between 1.9.83 and 1.9.90.. not saying it will be that long again but it i wont have much time to work on bc/ff7tk untill after june . so at least a few months
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Kaldarasha on 2016-04-29 05:41:36
if its like FF7 steam its achievements.dat and its a very simple file. ff7's is s few bytes and each bit is an achievement flag , simply writing 0XFFFFFF to the file will give you them all

Does this mean if I edit this I can unlock an achievement?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-04-29 18:29:58
There is an achiemement editor in black chocobo.. idk if they will show as unlocked online since i don't have the steam copy for pc to check that with.

Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: nfitc1 on 2016-04-29 23:19:46
There is an achiemement editor in black chocobo.. idk if they will show as unlocked online since i don't have the steam copy for pc to check that with.
If I understand Steam achievements correctly, they're reactive and have to be triggered by the game's events. If the game's achievement event doesn't trigger then you might not get it on Steam. I can't attest to any of that, however. I just know from editing other games' save game files.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Kaldarasha on 2016-05-04 22:50:39
The point is that I can launch the original game through Steam with the overlay working. But of  course I won't get achievements, because the game doesn't update the achievements.dat. So it would be nice to have a tiny tool which can observe the vars of the game and is able to unlock the achievement in achievements.dat (I assume the original Launcher needs to run as well ???). This way we could use 7H (and more important Aali's driver) without breaking the ability to get achievements.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Halcyondaze on 2016-06-09 01:46:14
So Ive been using Black Chocobo on my iOS Final Fantasy saves and it works great!  I was relieved to find out that you dont have to Jailbreak the iPhone for it to work, just create a local backup in iTunes and then use a file system editor on that to import/export the ff7 save files (See reddit here (https://www.reddit.com/r/FinalFantasyVII/comments/3o4u8d/question_trying_to_edit_ios_saves_for_ff7/) for details).

My question is this:  is there a way to keep the Save and PHS menus available permanently?  I see that I can toggle whether they are visible or not, but I cant get it to stay on permanently.  Is there a hex value I can tweak or any such thing that would let me save anywhere (and ideally swap party members anywhere as well)?  This would be of particular value to me on an iphone as my battery life is terrible, particularly while running this game.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-06-09 01:59:46

My question is this:  is there a way to keep the Save and PHS menus available permanently?  I see that I can toggle whether they are visible or not, but I cant get it to stay on permanently.
there is nothing you can do from within the save to enable this. you will have to either modifiy the exe or patch memory at run time.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Halcyondaze on 2016-06-09 02:50:45
Blast, I was afraid of that.  I found hex codes to accomplish it (originally for gameshark I believe) and was hoping there was some way to latch the value in place using the Hex Editor interface.  Well, C'est la vie.  Thanks for the quick reply
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Raziel80 on 2016-06-17 01:39:44
I have two questions. 1) I noticed that in the Hex Editor tab it is not remembers cursor position, when you switch to another tab and then switch back. Can you fix this? 2) In version 1.9.90. When we choose which spells to enable in Enemy skill materia. It is barely visible that the spell is turned on or off.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-06-19 12:32:13
I have two questions. 1) I noticed that in the Hex Editor tab it is not remembers cursor position, when you switch to another tab and then switch back. Can you fix this? 2) In version 1.9.90. When we choose which spells to enable in Enemy skill materia. It is barely visible that the spell is turned on or off.

1.  Just Fixed that for next release. Cursor will remain in place utill the file changes.
2.  The Indicators will be 48 px now.  In the next release.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Raziel80 on 2016-06-20 19:44:35
Quote
The Indicators will be 48 px now.
Thank you for answers. Maybe turned on or off spells, is barely noticeable because of the colors. FF7 uses for turned on spell: yellow color, and for turned off spell: dark color:
(http://i63.tinypic.com/rm89it.jpg)
Black Chocobo uses for turned on spell: bright yellow color, and for turned off spell: pale yellow color:
Spoiler: show
(http://i68.tinypic.com/2r60176.jpg)

Maybe it is just enough to change the colors? of course, if there is a very marked difference in colors.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-06-20 22:58:39
All FF7 icons are from Team Avalanche so the colors are the same as in game its just really hard to see on the small icons . If you look a command materias stars in the materia editor you will see they are outlined with a light yellow and filled with a darker yellow, then when activated the star is shaded with the lighter color
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: ssjkakaroto on 2016-07-24 21:36:27
Hi sithlord48, just wanted to say thanks for the continuous work on Black Chocobo.

It's been a while since I last played FF7 or used BC, so I'm glad to see there's been progress on the PSV/VMP front. I really hope to be able to edit my PSP saves effortlessly.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Riku_Masamune on 2016-08-02 00:46:30
Shame that it (currently) doesn't work for the PS4 edition. I was kinda hoping (used Black Chocobo for years) but examined the files size (even though it's the PC Steam Port) but the files are 10 MB compared to the 64 KB. But fingers crossed for an update!
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-08-02 17:13:05
Shame that it (currently) doesn't work for the PS4 edition. I was kinda hoping (used Black Chocobo for years) but examined the files size (even though it's the PC Steam Port) but the files are 10 MB compared to the 64 KB. But fingers crossed for an update!

yeah idk why sony insists on encrypting that stuff but much like the ps3/ psvita stuff its gonna be upto the ps4 dev community to figure out that format  im just not equipied to do it myself
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: DynamixDJ on 2016-08-02 18:32:18
Good.
I've been toying with the idea of doing a "perfect playthrough", not because I really care about getting as many FFs in my savefile as is legitimately possible, but because i intend on writing an extensive section in my walktrough on the PGC (Perfect Game Challenge), and it's important for me to experience what my readers will experience. I was hoping the PS4 save would currently be non-edit-able, as so that I can have a "perfect" save file which is unquestionably legitimate. Afaik, no other platform can claim as such... maybe ios/android? Not that I would even consider buying them, let alone running a perfect playthrough on them (could you imagine lol).
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-08-03 17:52:40
i ahve not tried but based on how the encryption works for other parts of the ps4 i would be a little surprised if you can even use the save between accounts on the same ps4
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: DLPB_ on 2016-08-03 18:19:40
Yes, they do seem to want to make everything more difficult and annoying.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: johnleg on 2016-09-02 17:14:41
Hey just a minor thing,

Realised I hadn't jammed on the piano in the Cloud flashback and spent ages trying to find the right byte in the save file to edit before realising it was in the savemap... (z_36 for reference)

0x02 refers specifically to if you jam on the piano, if you choose the "play a bit" option or whatever it doesn't change. Then after I picked up the elemental materia it changed to 0x06 rather than 0x04. This was before getting Could back so not sure if it makes a difference - I imagine the idea is to add these options to the location tab eventually anyway, just as they weren't there had to do some digging.

Great tool though (y)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-09-02 20:08:51
hi and thank you for that byte Can you check this data is correct on the save map if so i will add it as its now varified.
http://blackchocobo.sourceforge.net/wiki/index.php?title=Savemap#Save_Memory_Bank_D.2FE (0xEA5 is your offset)

edit::
i tried those values . they seam like they could be correct. i can't find a save of mine that played piano  and some before the flash back show that i have final heaven picked up .. i think these bits could be used for tracking at least two different things in the game. (this does happen) .
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: johnleg on 2016-09-05 14:35:41
Yeah I had a look and the bytes there seem correct too. Interestingly now I'm further on it's become 07 so you could be right that it's also tracking something else, though I have no idea what!   :-[

edit
Scratch that, if you think of the binary values each bit could well represent the progress of the piano. Since Final Heaven can be retrieved regardless you can always get the value 0001. Assuming you play the piano that gets you 0010, although not sure about 0x04 for the materia since I ended up with 0x06 initally, so 0110 makes sense and then 0111 once I collected Final Heaven, 0x07.

Which means the savemap is right I guess! Just varying combinations of each bit.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-09-05 14:38:50
Yeah I had a look and the bytes there seem correct too. Interestingly now I'm further on it's become 07 so you could be right that it's also tracking something else, though I have no idea what!   :-[

you can if your able build from github i have added these with a note that they are possibly used elsewhere. the items are in the fielditem list and the check for if you played piano in the flash back is currently in the test tab  . any other discoveries are welcome.. its mostly progression and the dual use varibles that are left
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: seandelosreyes on 2016-12-13 06:18:38
Hi all. Newbie here.

I was just able to download and play FF7 on my Kata M2L cellphone device (Android OS) thru Google Play.

I would like to know if this software will allow me to transfer my saves from my Kata device to my Macbook Air (& vice versa), as I have begun downloading this Crossover software to allow me to install FF7 on my mac air. Thanks in advance.

Sean
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-12-13 12:35:28
i don't think you need to do much of anything other them move the saves in to the correct folder the android version is the pc version wrapped in an emulator. You can use black chocobo to do this but i think the current build is not displayed correct on mac os .
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: seandelosreyes on 2016-12-13 13:45:42
Thanks for the quick reply man. Please bear with me as I'm not familiar with the term build. Anyway, I would just like to know if it is then possible for me to transfer saves in the correct folders via black chocobo and/or crossover, despite the mac not having the correct "build"displayed.  Thanks again
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-12-14 11:43:18
you don't need to use any program to copy your saves from the android version to the pc version the saves are the same.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: DLPB_ on 2016-12-14 16:16:41
Hi, Sith.  A few updates to the retranslation since the version I have here, which also contains a few errors.  I'll list the changes. This should be final:

Items:

Silence Mask > Mask
Holy Touch[sic in BC] > Holy Torch
203mm Shells[sic in BC] > 203mm Shell
Sylkis Greens [sic in BC] > Silkis Greens
Pipop Nut [sic in BC] > Pipio Nut
Pocket Tissue > Pocket Tissues
1:35 Solider [sic in BC] > 1:35 Soldier
Superalloy Sweeper > Super Sweeper
Silver Barette [sic in BC] > Silver Barrette
Longinus > Holy Lance
Wind Slash > Kazekiri
Marvellous Cheer > Marvelous Cheer [if using American spelling]
Champion Belt > Championship Belt
Thief's Gauntlet > Thieves' Gauntlet

materia

Flame > Fire
Cold > Ice [NOTE that Fire and Ice are now also the Property names. Not Cold and Flame.]
Comet [sic in BC] > Meteorite
Force > Property
Chocobo & Moguri > Chocobo
Deathblow [sic in BC] > Death Blow
Suprise Attack [sic in BC] > Surprise Attack
Consecutive Cut > Multistrike
Slash-All > Strike All
Diving > Aqualung


I will send another post later with further corrections.




Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-12-14 18:45:46
sure dan ill update the translation but ikd when it will release with a new version.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: DLPB_ on 2016-12-14 19:41:33
It's cool.  Here are the final corrections (Some of these apply to both retranslated and original [Marked red] ):

Party:

Runs > Escapes
Chime Hazard > Crime Hazard [both old and young Cloud]
Brand Of Fury > Brand of Fury


Materia:

Added Cut > Added Attack

Skills:

Withdraw > Escape (not to be confused with the materia name, which is Withdraw)
Re-gen > Regen
Dimension > Warp
Meteorite  > Comet (again, the materia is "Meteorite", but the spells are Comet and Cometeor.
Elemental 50% etc > Property
Suprise Attack 20% etc > Surprise Attack
Added Cut > Added Attack
2x Cut > 2x Atk
4x Cut > 4x Atk
Coins > Coin
DeathBlow > Death Blow
Onmi All > Omni All
Diving > Aqualung
Chocobo and Moguri x1 etc > Chocobo
KOTR > KoR
Slash-All > Strike All

Locations:

Beginner's Hall > Beginners' Hall
Upper Junon > Junon (Right)
Lower Junon > Junon (Left)
Corel Valley > Coral Valley
Corel Valley Cave > Coral Valley Cave

Game Progress:

Jesse > Jessie
Countdown timer out > Countdown reached 0.
Talked to Jesse before looking at map > Jessie
Team Avalanche > Avalanche (more than one of these here)
Sick Man > Scruffy Man (retranslated name)
ChruchProgress > Church Progress
DonProgress > Corneo Progress

Other:

SnowBoard > Snowboard
Number steps > Number of steps
Have seen Engmia > Have seen Enigma
Mystery Ninja > Mysterious Ninja

Game Options:

Cursor type - memory > Previous
Cursor type - initial > Default
Camera - initial > Fixed
Camera - memory > Auto

Test Data

Partally checked > Partially checked
Controling the sub > Controlling the sub
Choco Mog > Chocobo summon (retranslated) or Choco/Mog (original)
Ultimate Weapons Hp > Ultima Weapon's HP (retranslated) or Ultimate Weapon's HP (original)
Save Pont > Save Point


Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Traksor on 2016-12-17 22:34:07
Hi, noob here;

I tried to open my mcr save with Black_chocobo but the application crashes everytime I try (picture 1). Since then my ePSXe emulator does not recognize the save (all slots are "empty" as shown (picture 2)). The funny part is I can actually open it safely if Black chocobo isn't on the "team" tab (picture 3 and 4), but crashes as soon as I get onto said tab. The save itself seems to have the right infos (except on the team tab where numbers seem way out of place) I don't know why it suddenly can't be read by the game, can you help me?

 (http://img11.hostingpics.net/thumbs/mini_521133Picture1.jpg) (http://www.hostingpics.net/viewer.php?id=521133Picture1.jpg)
(http://img11.hostingpics.net/thumbs/mini_449117Picture2.jpg) (http://www.hostingpics.net/viewer.php?id=449117Picture2.jpg)
(http://img11.hostingpics.net/thumbs/mini_132123Picture3.jpg) (http://www.hostingpics.net/viewer.php?id=132123Picture3.jpg)
(http://img11.hostingpics.net/thumbs/mini_257696Picture4.jpg) (http://www.hostingpics.net/viewer.php?id=257696Picture4.jpg)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-12-18 16:27:20
First off be sure your using the newest release of black chocobo. If you are using the newest version and are still having problems please provide me with a copy of the save file you are having problems with and i will see what i can do for you.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: plaguexyz89 on 2016-12-19 03:55:47
I recently got FF7 8 and 9 on my vita (legit firmware, no hacks) and Blackchocobo will edit the save for 7 with zero issues, however when I save it says its unsigned. any information ive been finding on this topic is nearly 7 years old and I have yet to see any workarounds or otherwise for Vita

The only way based on my research that I can go around this issue is with a ps2 which I don't have, nor do I have a psp.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-12-19 11:23:44
I recently got FF7 8 and 9 on my vita (legit firmware, no hacks) and Blackchocobo will edit the save for 7 with zero issues, however when I save it says its unsigned. any information ive been finding on this topic is nearly 7 years old and I have yet to see any workarounds or otherwise for Vita

The only way based on my research that I can go around this issue is with a ps2 which I don't have, nor do I have a psp.

That is not a question, and you are correct in that you need to use one of the old methods. This applies to ps3 psp and psvita. There is nothing i can do untill the methods are reversed and the keys discovered . (for instance were fairly sure the ps3 method is correct but the keys used are still not known)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Traksor on 2016-12-19 15:24:24
First off be sure your using the newest release of black chocobo. If you are using the newest version and are still having problems please provide me with a copy of the save file you are having problems with and i will see what i can do for you.

It is indeed the newest version. I don't know how do I send you  copy of the save tho ':)

I learned 2 days ago that Steamhad FF VIIin store so I bought it and played a new game from there, I'm now further ahead than my bugged save. If it can help somebody else tho I'Ll be glad to send you that save,
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-12-19 16:14:08
It is indeed the newest version. I don't know how do I send you  copy of the save tho ':)

I learned 2 days ago that Steamhad FF VIIin store so I bought it and played a new game from there, I'm now further ahead than my bugged save. If it can help somebody else tho I'Ll be glad to send you that save,

if you file is borked i don't care but if its a bug in BC or ff7tk i would like to fix it .. without your save i will never know.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Traksor on 2016-12-19 16:15:38
how do I link my save?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: plaguexyz89 on 2016-12-19 23:30:56
That is not a question, and you are correct in that you need to use one of the old methods. This applies to ps3 psp and psvita. There is nothing i can do untill the methods are reversed and the keys discovered . (for instance were fairly sure the ps3 method is correct but the keys used are still not known)
the ps3/psp method, is it possible to do the same steps with a vita in place of the psp or does it HAVE to be a psp?

like could I transfer the edited save to my cfw ps3, test run it, then transfer it to my vita?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-12-21 03:23:05
Quote from: plaguezyz89
the ps3/psp method, is it possible to do the same steps with a vita in place of the psp
I don't see why not the ps3 will allow you to copy the saves to the vita.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: midni7e7oker on 2016-12-21 17:19:24
I honestly can't recall if Mega All materia was working fine before, but...   Prior to crossing the marsh with the Midgar Golem I added Sephiroth to my party, killed the Golem, decided I didn't like his auto-attacks, and promptly decided to switch him back out.  Now equipping Mega All changes my default attack into Attack all.  Anyone else encounter this issue?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2016-12-21 19:17:43
mega all should change your attack to slash all  (attack all)  it adds all to every action.....

@traksor upload it somewhere or email it to my email address.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: midni7e7oker on 2016-12-22 15:48:51
Thanks for the clarification!
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Traksor on 2017-01-16 14:25:49
Can you PM me your emil adress ? Thanks.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: zzzplayer on 2017-01-28 15:50:16
Hi sithlord48,

First, props to a software well done. IMO, it's the best save game editor.

I would like to ask if there is a solution to fix the Aeris' Ghost glitch problem for save game files.

In a normal gameplay, the player should see Aeris' ghost tending to the flowers when returning to Midgar after Cloud is saved from Mideel. However, this event may not occur if a glitch is triggered.

http://finalfantasy.wikia.com/wiki/Aeris's_ghost#Triggering
Quote
The event can never occur if the player talks to the Innkeeper during the Kalm flashback and selects the option "Let me know the situation of the town." after talking to him a second time. It is unknown why this stops the event from occurring since it is unrelated to Aeris and the church. That the event can be prevented by talking to the Innkeeper is likely a programming error.

I have a save game file that may have caught this glitch and Aeris' ghost never appeared. I remembered I let Cloud talked to the Innkeeper during the Kalm flashback a few times, including having selected all options.

Since Aeris tending to flowers is an one-time event, so I assume there is a switch somewhere?

FYI, if you need it, I have two save game files that I can upload and may be useful to you in fixing this issue. One is before entering Kalm for the first time. The other is before returning to Midgar for the first time after Cloud is saved from Mideel.


Thank you.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2017-01-28 16:20:34
its possible that there is a switch for it.. there are quite a few bits that are nto figured out and most of them are in progression.. if you can find the resposible bit i will test and add but i don't have time for that kind of RE work right now. Im way to busy with other projects
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: DLPB_ on 2017-01-28 16:22:44
One of the "switches" is an error. A bit is conflicting. I corrected it ages ago for The Reunion.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2017-01-29 11:41:10
there is quite a bit of that,  switches that are changed by completely unrelated stuff changing them because reasons.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Darkwarrior83 on 2017-02-24 23:35:08
Hi,

Sorry to bring up an old topic but I am having issues loading PSX saves from my PS3 into Black Chocobo so I can convert them to PC Steam Edition.
Find below a link to the saves:
https://www.dropbox.com/sh/o3jk9utfip8npbg/AABO3IwDEGJbyfTWjRPD2VZOa?dl=0

When I try and load them I just get an program stopped responding error and BC closes.

I saw a similar issue above and advised to link the files so here they are above. Hope you can help!
Thanks!
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2017-02-26 13:46:47
Please check that you have the newest version of black chocobo. Your saves work here correctly and i was able to import the all into one file with out issue. I cna't make you a steam folder you ahve to do that yoru self.

first open black chocobo then use file->import to current slot . and pick your first psv file.
then hit alt + right (move slot #2) and import your next psv
do the same for how ever many psv files your have
Save as PC format. save it whereever
then use file-> create cloud save folder . select your save path . it should pick out your id for you (its the numbers after user_ in your save path) then for file 1 select the pc file you just made.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: thapmg on 2017-08-27 22:54:08
I'm sorry for thread necromancy, but I'm having some trouble with Black Chocobo and the Steam version of FF7. I can locate the save files and edit them fine; however, when I try to run the game after editing, all I get is a black screen and I need to kill the program. I am using BC 1.9.9 and FF7 version 1.0.9 (no cloud saving). I've dug around, but what I've found doesn't seem to relate to what I'm experiencing. If it matters, I'm trying to rename a character to correct a typo I made and change the number of greens I have to catch chocobos (I did manage to move past the Zolom portion of the game, but for breeding this would be helpful).

Thank-you for your time!
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2017-08-29 11:07:45


Its possible that if you changed your progression vaules you mised one or set something incorrectly . The game is very sensitive to unexpected data when loading. Sometimes if you save on a field where you shouldn't loading backup will not work out well. Name changes for characters and item changes should not cause the game to hang if that is all you did please wait longer for the game to load (if your saved on the world it sometimes seams to take longer to load ) and if that is still not working please upload a copy of your save and I will test it to see if i can find anything. I have seen one case on the psx copy where the save freezes the game but doesn't do it on other releases of the game.This could be a similar thing for the pc version.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: thapmg on 2017-09-03 20:03:32

Thank-you for taking a peek!

I have created a dummy save (save09) that I've tried editing multiple ways but to no avail. The issue I'm encountering is that I didn't notice that I tweaked Red XIII's name (XII != XIII). What I encounter is that after I open up the save with BC, navigate to the character, change the name, and save. Then I have tried to run the game from the already open launcher and have tried closing the launcher prior to editing, then re-opening after editing. I've also tried running the game from the file folder, but any way I attempt it, all I get is a black screen (or window if not using full screen) that will eventually register as "not responding." https://www.dropbox.com/s/aka6so26cirnna7/save09.ff7?dl=0
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Kindo on 2017-09-05 15:28:35
The uninstaller deleted stuff unrelated to the program.

Hello! So, I'm in trouble. I was installing the latest version of the Black Chocobo program, and I selected the documents folder in which I store all my FF7 goodies. Upon noticing how the program did not create a specific folder for itself, thus ending up cluttering up said document folder, I decided to uninstall the program to get rid of it and try again (this time after manually creating a new folder for the program beforehand).

Little did I knew that the uninstaller the program uses, apparently removes *everything* within the folder, even if not related to the program. It's not moved to the recycle bin, but rather instantly deleted altogether. Et voila, and all my custom FF7 files (my own custom soundtracks and mods and what not) were promptly obliterated.

I realize that the chances of regaining said files are slim to none (hundreds of hours of work gone ...), but I thought you should know. Maybe I'm alone in having this happen to me, but it might be worth either reworking how your uninstaller works, or at least placing a warning somewhere.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2017-09-06 11:27:17
Little did I knew that the uninstaller the program uses, apparently removes *everything* within the folder

Uninstall time is a great time to read the text of the uninstaller. The uninstaller says it will uninstall the directory where you installed it . So you seen a box that said im going to uninstall(i.e delete) F:\youCoolFF7Stuff and you told it go for it..You can maybe recover you data with a simple undelete program unless you have written over it.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Knotty on 2017-09-07 11:46:44
Hi SithLord,

Any closer to getting the signing keys sorted for saving PS Vita memory card saves? Really wanted to replay FF7 without the hassles of finding everything :D

Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: thapmg on 2017-09-28 16:44:15
Hey SithLord!

I was wondering if you had a chance to take a peek at my file yet.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: Knotty on 2017-09-28 17:03:29
a new challenge has arisen... its been ported onto Android now I see. if we were able to retrieve and edit those files that would be the bees knees
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2017-09-28 22:04:28
a new challenge has arisen... its been ported onto Android now I see. if we were able to retrieve and edit those files that would be the bees knees
if you read the thread about the android versrion around here. You will see the android version uses pc save files.
Threre are ways to get any file off android phones. Editing with Black Chocobo is already possible.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2017-11-06 00:13:11
Just want to let all the linux and Mac OS users know there is continuous  build for every commit . Sorry windows users maybe soon.
see : https://github.com/sithlord48/blackchocobo/releases/tag/continuous
and : https://github.com/AppImage/AppImageKit/wiki for more info
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: john beard on 2017-12-31 21:42:22
I was wondering if the issue identified in the following link has been resolved, as I am experiencing exactly the same problem:

https://github.com/sithlord48/blackchocobo/issues/3

Thanks!
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2018-01-03 12:58:53
I was wondering if the issue identified in the following link has been resolved, as I am experiencing exactly the same problem:

https://github.com/sithlord48/blackchocobo/issues/3

Thanks!
The issue its marked as open, I don't have mac os to test this deployment issue.  You should try the continuous build since it was built with newer source and let me know hos it goes. https://github.com/sithlord48/blackchocobo/releases/download/continuous/Black_Chocobo.dmg
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: TheLucaLasvegas on 2018-01-10 06:15:08
Yuffie needs to be imported for New Game Plus because her maximum join level is 42. The game overrides the level set by the editor when she joins the party.

I apologize sincerely for necroposting, and I also apologize if this issue was already addressed. I hope you can excuse me, I simply don't have the time to read through 52 pages of posts to see if this issue was already brought up.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2018-01-12 13:37:35
Yuffie needs to be imported for New Game Plus because her maximum join level is 42. The game overrides the level set by the editor when she joins the party.

You can *should* be able to Skip that by checking the "unlocked Yuffie"  option as well as enabling her in the PHS. Yes some characters have level caps when they join . Yuffie, Vincent and Cait Sith are the ones that have this cap.  If i were making the game today I would have made the young cloud and sephiroth data saved on top of yuffie and vincent since they are optional characters anyway .. This is not the case in the game but it would have been nice since then the cap would only effect the two optional characters.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: DjFlash2k8 on 2018-02-26 14:41:28
Hi there good sirs/madams. First of all, I just want to say thank you for your great work, this is an awesome program and it shows how much work you put into it. I am new to Black Chocobo and I am having trouble figuring it out, I managed a few things (up until 3am until i figured out i was saving in ntsc, when the rom was in PAL *Derp*) I was wondering if there is some sort of user guide/ tutorial out there that would benefit new users. A "Black Chocobo For Dummies" type of thing..  :P A link in the right direction would be much appreciated. (in case you were wondering, I'm stuck on setting ?spawn/start point? (?world save location?) I'm sure it's something incredibly stupid (and I don't want to bother you with specifics of what I'm trying to do (play around with it), I'm sure you are very busy. That's why I am hoping there is something already out there to help me out.
There are a lot of options (Love it btw 8) ) and it's easy to get lost.

Keep up the good work!!! :D
Cheers
DjFlash2k8
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2018-02-27 11:36:39
There was  user guide (outdated) on the project page aparently that is now gone :(  I will see if i can recover the user documents.  Maybe if i have time the "next" release (if there is one) will have built in user guide

The location tab will let you pick the feild where your save is saved.  You can also set what items you have picked up on each of the field locations. The world map is the same but for items saved on the world map.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: DjFlash2k8 on 2018-03-01 03:25:28
Thank you very much  :)
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2018-03-12 13:07:38
Updated main page with links for continuous builds.
Every commit to black chocobo will trigger a build  you can find the most current build

https://github.com/sithlord48/blackchocobo/releases/tag/continuous

The windows version is a zip containing the stuff needed to run the application.  If you want your settings to be not saved in the registry create a settings.ini file in that folder and black chocobo will save setting there.
The mac version is a dmg containing an App file.
The linux version is an AppImage it should work any all distros . be sure to make it executable so you can run it.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: spadge69 on 2018-03-20 18:14:57
Ok, I've been using BC for a short while now, its an awesome app. Made the faux pas of not backing up the save after a good long session (just over 10hrs gameplay), made a change in BC and boom save gone.
Last save was just outside of Cosmo Canyon, when the buggy breaks down. I'm trying to recreate the save by updating stats/items etc from a previous save and trying to figure out if I can adjust the main progress var so next time I enter Corel/GoldSau etc it wouldn't be like it was the first time. Is that possible? I've noticed changing the variable alters the comments npcs make esp in corel, but barret still needs to be in team for the back story scene regardless. Would it be better to just to have a little cry then go through it all again?
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2018-03-23 11:18:55
elsava made a save compliation look for that and edit the save closest to where you were.

I've done alot of testing to make Black chocobo as safe as possible but when you mess with the progress stuff. The game can get a little crazy due to how the fields tend to reuse random progression bits.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: spadge69 on 2018-03-24 15:55:01
SL48, you are a genuine bonfide hero!
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2018-03-26 18:32:20
SL48, you are a genuine bonfide hero!

I'm no hero.... never was.
Im just a penguin with a mustache.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.90)
Post by: Datapack on 2018-06-05 00:59:52
Just found out black chocobo can read PS4 files but you do need a PS4 save editor to decrypt the file first.

All you have do to is export the file and open it with BC, then after you've edited it you can import the edited file into the save editor.

Might be worth knowing for the 5 people who have the save editor and actually play FF7.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.90)
Post by: guynoirnpr on 2018-06-08 04:42:30
Sithlord98 you have done a great job with Black Chocobo. Your post from March seemed to indicate that you were going to have Windows binaries available in continuous. But, there are no Windows binaries on github only Linux and Mac.

Been using 1.9.90 and one problem I have is trying to add Enemy Skills to the materia. When I select a character that has the enemy skills materia installed and then select the command materia and then select the enemy skills, all of the enemy skills show up with no way to tell which ones have already been learned. There is also no way to learn new enemy skills with 1.9.90. Also in the materia edit screen, there is no way to select the number of the materia you are going to edit. I have 3 Enemy Skills Materia right now, so it makes a difference which of the 3 I am editing. Unless there is something I am missing. :'(
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2018-06-10 20:21:46
Haven't had the time to make the required files.
Quote
When I select a character that has the enemy skills materia installed and then select the command materia and then select the enemy skills, all of the enemy skills show up with no way to tell which ones have already been learned. There is also no way to learn new enemy skills with 1.9.90. Also in the materia edit screen, there is no way to select the number of the materia you are going to edit. I have 3 Enemy Skills Materia right now, so it makes a difference which of the 3 I am editing. Unless there is something I am missing. :'(.
Yes you are doing that completely wrong. Select the materia from the equipment or from the list to edit it. If you use the Combo boxes your making new materia in that slot.

check the user guide for how it works
http://blackchocobo.sourceforge.net/wiki/index.php?title=User_Guide#Overview_4
http://blackchocobo.sourceforge.net/wiki/index.php?title=User_Guide#Detailed_information

Yes I am aware i need screen shot updates.

EDIT:: Windows continuous build should be working again
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.90)
Post by: Zara9 on 2018-06-25 16:33:53
is there anyway you guys could add in ps4 saves support on this ff7 save editor please
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2018-06-26 14:41:57
is there anyway you guys could add in ps4 saves support on this ff7 save editor please
On the playstation 4 version there is alot of encryption that needs to be stripped away before you can edit the save. Since unlike the ps3 release this uses the standard ps4 save format there is much higher hope that this will one day be possible.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.90)
Post by: daophilac on 2018-07-12 16:15:04
A lot of things have happened. I was careless. I think it's not a good idea to decribe in detail, so I'll go simple.
I've just known that save files on Cloud CAN NOT be deleted, but I want to "clean" it. I'm sure this problem is server side, can not be done by end user. So, is there still a way to manipulate and make the server confused so it'll decide to "clean" my account? Or can you hack into their server and erase all of my save files for me  ;D LOL
Haha, actually 100% people would recommend not to use Cloud Saving, and I've also decided to do that too. I'm just curious.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2018-07-12 23:53:53
I think the best you could do it upload a save(s) of nothing. Use the "Clear Slot" option (Alt+Delete). Do this to all the slots and you will have a blank savefile.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.90)
Post by: daophilac on 2018-07-13 00:38:20
Yeah, I've already done that, just to make it look as not having any save files as possible. Whatever, cloud saving sucks, I won't use it for sure.
Title: Re: [FF7PC/PSX] Save Editor - Black Chocobo (v1.9.90)
Post by: codemann8 on 2018-09-28 12:39:00
Someone was having an issue with opening PS3 saves in BlackChocobo where the program just crashes after opening.  You replied below...
Please check that you have the newest version of black chocobo. Your saves work here correctly and i was able to import the all into one file with out issue. I cna't make you a steam folder you ahve to do that yoru self.

first open black chocobo then use file->import to current slot . and pick your first psv file.
then hit alt + right (move slot #2) and import your next psv
do the same for how ever many psv files your have
Save as PC format. save it whereever
then use file-> create cloud save folder . select your save path . it should pick out your id for you (its the numbers after user_ in your save path) then for file 1 select the pc file you just made.

I'm having the same issue but following your steps does not stop the program from crashing.  I've uploaded my saves to DropBox (https://www.dropbox.com/sh/6b9t6two0lq3ira/AACPtoPiZdibCuKoaUKXb4zma?dl=0)

The particular one I'm trying to modify is the SAVE06, which is the one ending in 6 I believe.

My goal is not to convert to Steam like the last person.  I'm trying to modify a PS3 save file and move it back to the PS3.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2018-09-29 12:20:38
Please make sure you are using the "Continuous" build
https://github.com/sithlord48/blackchocobo/releases/tag/continuous
Ive tested and all your files (including the Spryo save) and they open just fine and do not crash the program.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.90)
Post by: codemann8 on 2018-09-29 17:13:02
Hmm, that was odd, I did use the Continuous build yesterday along with a few other versions, it must've not all exported from the zip correctly.  But I have successfully opened my save file, so thank you very much.  However, upon making the necessary modifications, I am attempting to save the changes to overwrite the PSV file and there was a mention of a PS3 key and seed.  I did notice this in the options yesterday when I was playing around with the program.  I'm guessing it needs this to compute some sort of checksum in the PSV structure header.  I determined that when I made hex changes directly with another hex editor but my PS3 then recognizes the modified save file as corrupted data.  My question is, how do I know what the key and seed should be?  And is this possible to save off a valid "uncorrupted" modified save file that I can transfer back to my PS3?

As for the PS3 key and seed: I clicked the links on the program and they led to pages that didn't make any sense to me.  Seems like a reference sheet for something, but not much description as to what it should mean to me.

I also found this topic (http://forums.qhimm.com/index.php?topic=16054.0), but the links on ps3devwiki.com lead all seem to redirect me to dell.com or clickconfirmation.com

Also, my PS3 is version 4.82
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.90)
Post by: sithlord48 on 2018-09-30 17:12:29
No one knows the keys or seed used to generate the keys.. go try seeds and keys on that page . if you find a working combo let me know.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: sithlord48 on 2018-12-22 12:45:03
I have released a new version of Black Chocobo. (see first page)This Version includes several fixes from 1.9.90. It changes up the release a bit also. There is no longer an windows install for this release, The only linux is a 64-bit appimage or disto packages. More importantly is provides me with a clean break to make a much better 2.0 version.
Any requests for 2.0 features?
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: Trix on 2019-01-19 20:30:26
Hey Sithlord, I've read your previous posts about what's needed to get a .psv back into the ps3 and I get that you can't simply tell us what the key/seed combo is (even if you knew it you'd probably get in trouble for sharing it, so I understand) Therefore, I'll try to ask the right series of questions… I'm aware that there's other methods for achieving what I want but I don't own anything required to do so, such as a ps2. Black Chocobo is my last resort other than taking someone else's heavily edited saves, which I don't really want. I honestly just want that stupid Umbrella/Parasol and the Flayer weapon because I hate that stupid minigame with a passion... I know that's a small issue but I see that people have been wondering how to do this for almost a decade now. So I'll start with the questions: What does the key actually LOOK like?  What about the seed, too? Like, how many characters long is each one? How is each one spaced out? Better yet, can we just have an ideal example of both - key and seed - that would work for this purpose? I see "keys" that are long, some shorter, some say "key", some say other things, like "iv" and I get confused. Which ones can I ignore? I just want to know that I'm looking for the right thing. Plus, am I supposed to look for this key and seed IN hex or do I TURN them into that? I see "Input in HEX" so I have to ask.  No idea how you'd turn one into hex but I'm just trying to get a clue about what I need to do to figure it out myself. WTH are scrambled keys?! PLEASE enlighten me - what's with "algorithm aes-128-cbc" or "aes-cbc-128"? Is this even useful info? I notice it's been mentioned in multiple sites (shendo's blog first, probably)... What's "SHA"? Will this program called HashTab help me find anything I wanna know? It says it "provides OS extensions to calculate file hashes and supports many hash algorithms such as MD5, SHA1, SHA2, RipeMD, HAVAL, and Whirlpool." Is that EVEN related to this? I know I probably sound like a total dummy, but I'm trying to get more familiar with the dev/programmer language! I'm familiar with code but certainly not this kind, just plain old html... You can probably guess how lost I am. Would it be illegal or something if you made a key generator for this? If not, then that's something I'd DEFINITELY want in the next version. I'd probably even pay you if it got me what I wanted. Like if you took all the keys and seeds known to be at least half-way related and put them in a program so maybe one day we'll get the right combo... Also, when attempting to have BC sign a .psv, should I overwrite a save I KNOW works or should I save as a new file everytime? Also, do I HAVE to have a BASCUS xxxxxxx whatever file or can it be named whatever I want? AND... Is THIS info getting me any closer? -> "This key is also used for signing content of the ISO.BIN.EDAT (decrypted form). The signature is located at the tail of the decrypted ISO.BIN.EDAT, its length is 0x28 bytes." <--  ???.. That confused me even more.. UGH, are the key / seed in their natural state or do we have to decrypt them? Oh and I do NOT understand the bit language, so if you would enlighten me about that as well, I'd appreciate it. Do you have any youtube videos where maybe you teach this stuff and it's not all in word form? Last but not least, are you Shendo too? lol
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: codemann8 on 2019-01-20 07:45:56
I basically had the same questions you did. And basically wanted to accomplish the same thing you are, see above.  I landed on buying a PSP for cheap on eBay and using the method described in the FAQ here (https://sourceforge.net/p/blackchocobo/wiki/FAQ/#cfw-psp-method). It doesn't involve a modding method that is permanent, so you can sell your PSP or safely do it on someone's PSP that you know.  It's the best known way to mod a save file and continue playing on the PS3 without too much hassle.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: sithlord48 on 2019-01-21 12:26:45
@Trix I The format of your post makes it hard to read.
Hey Sithlord, I've read your previous posts about what's needed to get a .psv back into the ps3 and I get that you can't simply tell us what the key/seed combo is (even if you knew it you'd probably get in trouble for sharing it, so I understand)

If I knew them I wouldn't be asking users to enter them in the application. You have maybe missed the many times I've said here If you discover a working pair let me know so i can embed them.
Known Ps3 Keys: https://www.psdevwiki.com/ps3/Keys
Known Ps3 Seeds: https://www.psdevwiki.com/ps3/Seeds.
Psv files need to be named correctly its <gamename><hex for description> (i know the ps3 wiki says its a time code but that is not correct).
Scrambled keys are keys that are encrypted and need to be decrypted before they can be used.
 
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: Trix on 2019-01-22 02:06:47
Dude, trust me, I've seen you post that multiple times lol. That's why I was asking in a different manner, so maybe I wouldn't get the same answer as everybody else ;) … I find it hard to believe that nobody's ever found a/the working combo... See, I don't even know if it's more than one that actually works!... Anyway, I thought you had mentioned before (probably years ago) getting the correct combo in a certain version of BC... so, somebody's gotta have it, right? I did a little bit of research so I answered a couple of my own questions, no worries about the algorithm thing at least.... I've already fooled with both sites, that's how I got so confused about keys... I've already tried to decrypt some, but then you need some other secret passwords, keys or whatever besides the IV thing and the algorithm...who knows what else, maybe money and your soul... Honestly I can't even tell if a damn key needs to be decrypted or if it already is... WILL the algorithm aes-128-cbc work to decrypt this like many people have said or is it possible it's something else? Which keys should I be trying to decrypt anyway, the 128 bit ones, I guess? Again, will you help me narrow it down somehow? Which ones can I definitely ignore?... That's about all I can stand to ask because this is getting pretty ridiculous for me.. I need to get back to my real responsibilities lol... Other than that, I could ask if anyone knows of a .psv save at the start of disc 2 or after the highwind - hopefully not much further - with everything you can possibly have by that time of the game including omnislash (if not, I can still get it myself) and the enemy skills I can't get thereafter? NOT with the chocobo stuff done.... Like I said, I'm just after the Umbrella and Flayer from the speed square. I'm exactly at the start of disc 2 but I think the Flayer is only available after the highwind, so if someone edited their game to have it before then, that's fine too as long as it's not extremely edited. My characters aren't super beefed up but they're around levels 45-50 and I also have every limit break you can get by this time of the game... I'd like Aerith to have learned her last limit if nothing else. Oh and I already did the Yuffie / stolen materia thing... but that's not as important as some of the other things. Any kind soul out there with a save like that?  I've read about the PSP method as well, Codemann... Is there a special version or generation of psp I would need? I'm not too familiar with them.  Will the file that it creates play on PS3? If nothing else works, I'll definitely try this :S
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: Covarr on 2019-01-24 13:46:05
It's not about not sharing or protecting himself, dude. The reason the key and seed aren't included is because sithlord48 literally doesn't know what key and seed are needed. See he posted those lists of keys and seeds? Literally all we need is one from each list... but there are thousands of combinations between the two, and testing them is too slow for one person to realistically find the right one without a TON of luck, and there's no way at this point to automate trying those combinations.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: sl1982 on 2019-01-24 13:59:31
You will have better luck just playing the game until you have what you want
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: Trix on 2019-01-24 17:49:26
Well, look at it this way... I'm one of those just crazy enough to even try to understand this so then I can fool with a million keys to drive myself even crazier - I just wanted a bit of guidance. Sure, I could have been like "will someone here just please turn my crap into a .psv" but I wanted to answer the over-a-decade-long question... I guess I'm better off asking for the .psv though... But you're right, I can definitely get the 5000 points twice at the speed square someday. I just didn't really want to memorize the track after a hundred tries or so... Specially when I've already achieved this on my phone by slowing down the framerate lol.. I'm thinking of saying screw all this and play it all over on PS4 so I can cheat with the propeller glitch.... And Sithlord, I definitely think Black Chocobo is pretty genius. I just wish it worked for exporting .psv so I, as well as others, could appreciate all the work that's been put into it... I wasted like 2 hours of my life giving myself items on there, then just "corrupted" my copy so.. yeah, good thing it was just a copy! I didn't wanna be ungrateful and say it sucks because it doesn't, I wanted to help make it better... but it seems like everyone's kinda sleeping on this subject now since there are ways around.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: Trix on 2019-01-24 17:55:57
Oh and btw, that's why I mentioned making sort of a keygen, Covarr. Only now Idk if things would have to be decrypted before using on a keygen.. idk if I make sense lol.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: codemann8 on 2019-01-25 03:46:01
I've read about the PSP method as well, Codemann... Is there a special version or generation of psp I would need? I'm not too familiar with them.  Will the file that it creates play on PS3? If nothing else works, I'll definitely try this :S
I just bought the cheapest one I could find, all of them operate on the same firmware so it'll work on all.  A little research into the comparison of specs will help you figure out which one you like better.  And yes, how it works, you play primarily on the PS3, transfer the save onto the PSP, following the steps on the guide, then open the save file with the game on the PSP, save the file into the other slot but in the same spot (as it will overwrite the save in that spot, thinking ahead to when you move it to the PS3), then transfer it to the PS3, you can then resume playing.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: Trix on 2019-01-25 17:37:28
save the file into the other slot but in the same spot (as it will overwrite the save in that spot, thinking ahead to when you move it to the PS3)

I seriously thank you for the extra little details. I tend to overthink and I get hung up on these little issues sometimes. You've definitely been helpful to me, Codemann.

Trix... This isn't Star Trek - where decryption by a computer system takes one hour for the purposes of advancing the plot in the biased way a bad writer wants.

The real world doesn't work like that.

I must have missed that Star Trek episode. Oh yeah, I never watched any of them lol. More of a CLASSIC Star Wars fan here... Back in the day, that was like confusing me for an N'Sync fan when I was a Backstreet Boys fan... No I'm not gay, I'm a woman.. and yeah, yeah... I get you're joking - if there was an episode like that Star Trek would hate itself. Quite honestly though, your post confused me.

I'll just say that you're ALL making something that already seems impossible actually BE impossible by not helping someone like me (who has the time and patience) help you!!!
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: Covarr on 2019-01-25 19:37:46
Oh and btw, that's why I mentioned making sort of a keygen, Covarr. Only now Idk if things would have to be decrypted before using on a keygen.. idk if I make sense lol.
The issue isn't generating the save files with each different possible signature. That could be easily automated. The issue is actually testing them. Thus far, the only way we have of actually testing them is to generate a save file with a key/seed combination, pop it onto a USB stick, and try it. But with the public lists of keys and seeds, and no idea which combinations even need tested, we're literally looking at tens of thousands, if not hundreds of thousands, of possibilities. All of which need to be manually tested on a real PS3, one at a time. If you were to dedicate yourself to this like a fulltime job, you could still be at it for months if not years.

And that's assuming that the key and seed we need are even on those lists. It's quite possible that the numbers we need weren't among the dumped lists of keys and seeds, in which case we've just gone from months to centuries of manual human testing.

When it comes right down to it, it's just not feasible to find the answer with the information any of us currently have available. It's going to take someone with deeper familiarity with the PS3 itself and PS3 hacking that can examine the system software and particularly the system's built-in PS1 emulator and find the key in there. Unfortunately, that doesn't include any of us.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: Trix on 2019-01-25 20:47:39
The issue isn't generating the save files with each different possible signature. That could be easily automated. The issue is actually testing them.
Considering all you need to test them is to try and copy them, it wouldn't take THAT long...  maybe?.. With some luck?...If you had all the combos in one USB, even better, yeah?... but... IF I EVER found a file that wasn't "corrupted" and it worked, then how do I even know what key/seed I used for that particular save? Would I have to take special notes about every save or is there a way I could find out afterwards with BC or some other program?


And that's assuming that the key and seed we need are even on those lists.



I guess that serves as a good reason not to waste my time. I was pretty fearful of that already, so thank you for that. Not sure if I'll attempt this so idk why I keep asking questions, but maybe it'll serve as a spark to somebody :|
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: sithlord48 on 2019-02-01 12:29:48
That is the main issue Its a niche format on the ps3 that is only used for one thing that has nothing todo with ps3 games. Most people working on the PS3 want to learn PS3 related things for making homebrew (the PSV format is of no use here). If you hack your ps3 you can then copy the internal memory card files (vm1s ) to a usb stick and edit and place them back into the memory card folder on the ps3. Psv is just a transport format for ps2 and ps1 virtual memory card to ensure no one messes with the data inside. Honestly be happy we can read the saves and they didn't so some massive crypto bullshit like they do with the ps4 copy.. Honestly we will mosty likey see ps4 save support before psv writing has the keys / seed discovered. Since they copy process takes at least 1 minute per attempt and there a lot of keys.

If I had to guess what keys i would think it would be one of the Ps2 Keys (https://www.psdevwiki.com/ps3/Keys#PS2_Keys) but then you just have to match them with all the seeds .. maybe the Ps2 emulation specific  (https://www.psdevwiki.com/ps3/Seeds#PS2_Emu_Specific) Since those are used to generate ps2 cards this could be wrong since ps2 cards use magic gate and that uses encryption methods and needs seeds and keys to work . So that could just be specific to generating internal ps2 memory card files. Now the next set of seeds are the Syscon ones and it could be one of those too.. Honestly if you are really really into this you could try the ps2 keys with all the seeds. it shouldn't take to long. If you do any section and try all the seeds Let me know we will track it somewhere.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: DFR66 on 2019-02-04 16:27:51
Hey guys,

I would like to play a new mod, the Superboss Rush Challenge with the 7th heaven modder, however I like to have Sephiroth in my party for a change. I try to replace Vincent with Sephiroth with the Black Chocobo app, but however Sephiroth is in my party, I can't control his actions. Does anyone know what I could do about this? Thanks in advance.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: SerathDarklands on 2019-02-04 17:31:37
I'm trying to use the save editor so that I can start the game from scratch (that is, press "New Game" on the title screen) and start with a set of equipment and altered stats that I've chosen.

Is there a way to do this? I've looked through the user guide, and haven't really been able to find anything that points me in the direction of how to do this - if it's at all possible.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: sithlord48 on 2019-02-05 00:49:10
Hey guys,

I would like to play a new mod, the Superboss Rush Challenge with the 7th heaven modder, however I like to have Sephiroth in my party for a change. I try to replace Vincent with Sephiroth with the Black Chocobo app, but however Sephiroth is in my party, I can't control his actions. Does anyone know what I could do about this? Thanks in advance.
You can not control him that is normal. If you want to control him you need to look for a mod that does it. It is not possible to change this via the savegame.

I'm trying to use the save editor so that I can start the game from scratch (that is, press "New Game" on the title screen) and start with a set of equipment and altered stats that I've chosen.

Is there a way to do this? I've looked through the user guide, and haven't really been able to find anything that points me in the direction of how to do this - if it's at all possible.

When you open Black Chocobo It will start with a game just like you had pressed "New Game" make your changes then save it as the correct type for your game. Be careful with stats not everyone will keep them (Cait / Vincent and Yuffie have stats and levels generated when they join your party) For them you will need to edit the stats after they join. But the rest should be fine DO NOT PLAY WITH SEPHIROTH OR YOUNG CLOUDS AT ALL . Doing so will cause the game to freeze when you do the flashback. Also remember to edit the base HP / MP stat not the current or max HP/ MP those are calculated at run time and will not do what you want.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: SerathDarklands on 2019-02-05 01:58:18
When you say "the correct type for your game" what do you mean, and how do I do that? I tried simply setting the stats as I desired, then clicking save, but it simply takes me to a save window. Where do I save the new file, and what do I call it?
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: codemann8 on 2019-02-05 05:08:42
It sounds like you're looking for something that will start every new game with extra equipment and stats.  Black Chocobo can only modify existing save files to give you the extra stuff you need, which is the easiest approach, but will only affect THAT save file.

If you want it to happen EVERY new game, it's more complicated and you won't find any pre-built tool that does it, but you you'd have to use Makou Reactor and modify the md1stin map, add a new script group in that map, there are codes to increment specific items, materias, and gil.  But like I said, it's both complicated and you won't find anything that does this already, it'd be a completely custom hack.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: sithlord48 on 2019-02-05 13:29:58
When you say "the correct type for your game" what do you mean, and how do I do that? I tried simply setting the stats as I desired, then clicking save, but it simply takes me to a save window. Where do I save the new file, and what do I call it?
It Depends on the way your playing FF7. If your playing on pc you want to save as a pc save and then place this file into your Save folder. The file should be named ff7save##.ff7 (00-09) the number is the safe file it will show in game as. See where to find pc saves (https://sourceforge.net/p/blackchocobo/wiki/FAQ/#pc-saves) For Emulators you need to save as a VMC and import that to your emulator . For psx you need to save as rawPSX then get that on a memory card.

It sounds like you're looking for something that will start every new game with extra equipment and stats.  Black Chocobo can only modify existing save files to give you the extra stuff you need, which is the easiest approach, but will only affect THAT save file.

If you want it to happen EVERY new game, it's more complicated and you won't find any pre-built tool that does it, but you you'd have to use Makou Reactor and modify the md1stin map, add a new script group in that map, there are codes to increment specific items, materias, and gil.  But like I said, it's both complicated and you won't find anything that does this already, it'd be a completely custom hack.
IIRc you could use walmarket to set the initial data if you wish to have the game start with this data for every new game. i would think that would be faster then using makou reactor.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: SerathDarklands on 2019-02-05 14:54:00
Thank you so much for your help, I got it to work. As you suggested, I just saved it in its usual folder (where all the other saves are) under a name similar to all the other file names (in this particular case, "save08"), and when I opened the file in game, it booted from the very beginning of the game with my modified stats.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: DFR66 on 2019-02-05 18:28:23
You can not control him that is normal. If you want to control him you need to look for a mod that does it. It is not possible to change this via the savegame.
 


Do you know where I can find a mod like this for 7th heaven?
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: sithlord48 on 2019-02-07 14:30:11
Do you know where I can find a mod like this for 7th heaven?
I do not know if there is a modpack made for 7th heaven or not. i only remember seeing a mod for that around here somewhere.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: kidcore3 on 2019-04-02 23:39:01
ok , this is a long shot. no one has posted here in.....quite some time. Black Chocobo won't launch. It keeps saying "the code execution cannot proceed because MSVCR120.dll was not found. reinstalling the program may fix the problem" No matter what i do, this error keeps showing up. i'm on winows 10. please help
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: sithlord48 on 2019-04-03 21:30:28
Make sure you have the newest version of black Chocobo v1.9.91 version from https://github.com/sithlord48/blackchocobo/releases

Its odd you should get that error at all if your using a build i did since I use mingw to build for windows and not msvc.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: LordUrQuan on 2019-04-03 22:15:10
Make sure you have the newest version of black Chocobo v1.9.91 version from https://github.com/sithlord48/blackchocobo/releases

Its odd you should get that error at all if your using a build i did since I use mingw to build for windows and not msvc.
I had the same thing happen to me last week while I was toying around on a 32-bit Windows 7 install, rather than my usual 64-bit.  It was easy enough to install the MSVC redistributable package, but did an eyebrow since I hadn't had that problem with the x64 build.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: sithlord48 on 2019-04-04 00:05:20
Well good news everyone I've fixed the continuous build for windows so now  windows users can try the latest BC Pre release builds! 
https://github.com/sithlord48/blackchocobo/releases/tag/continuous

This is staging for the next ff7tk that is slowly being updated to C++17 along with the usual bug fixes and feature improvements
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: TreyPhantom on 2019-07-04 21:44:58
Do you have a copy of the manual or such, or at least can you explain how to use the game progress to skip a few things, i got set back when i didnt save before the Ruby WEAPON battle.
Title: Final Fantasy VII Black Chocobo Editor
Post by: TreyPhantom on 2019-07-04 21:46:56
ok so, i been playin for a while now, and saved before i bred a gold chocobo, then used it to get KOTR, Vincets vinal limit and Death Penalty, then did the rest of what would be disc 2, but didnt jump to 3 yet because i wanted to get the Ultima and all, which i did. then i went to fight Ruby weapon and he killed me...and my last save was...way back at the gold chocobo breeding...so now, in the Black Chocobo save editor, it allows you to change the value of game progress, currently its at 1460, what would i need to change it to in order to get it back to where i was at.
Title: Re: Final Fantasy VII Black Chocobo Editor
Post by: LordUrQuan on 2019-07-05 13:45:07
Don't.  Just replay, enjoy the upscales and improved models, and remember that most prescient of advice that stretches aaaaallllllllll the way back to "Leisure Suit Larry in the Land of the Lounge Lizards"... Save early, save often.

(In all seriousness, though, I don't think that game progression counter's been fully documented, so who knows what you'll end up with by messing with it.  You can, however, use BC to edit yourself a gold chocobo, ultima, and stuff like that)
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: sithlord48 on 2019-07-05 17:05:01
Unfortunately the progress stuff is the last remaining mystery in the save format. Some of it is known but the values for alot of specific events are not known. Currently in the progression tab there are a few options to select but not very many and when you using the "replay event" selection the game may not be completely playable after the selected event finishes.

In other news. Some changes to Black Chocobo since the last post include
 - Dynamic Language changing
 - Location Changes only write the game regions strings to the save
 - World map jumps have been added to the location viewer.
 - Other general improvements.
Download the  continuous release  (https://github.com/sithlord48/blackchocobo/releases/tag/continuous)if you would like to try the new features.

If anyone would like to help update translations please let me know.
Title: Re: Final Fantasy VII Black Chocobo Editor
Post by: morningstar on 2019-07-18 22:54:25
This is a new version of FF? a new mode? I had not heard about it before
Title: Re: Final Fantasy VII Black Chocobo Editor
Post by: sithlord48 on 2019-07-19 12:30:11
Game progress is not fully known. The Little bit we know is in the "Game Progress" Tab.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: kbraman3347 on 2019-08-11 14:35:59
Howdy!  I read through this forum and I didn't see this question addressed specifically (but there's also a good chance I missed it despite my best efforts, so commence with mockery at your leisure!):

As indicated in the Party Mechanics FAQ by TFergusson, five of the six primary statistics has a sort of "grade" used to indicate the relative growth of each statistics for each character (under section 1.4 of that FAQ).  This was (I assume) the original programmers' way of trying to make some characters better at some statistics than others (although ultimately most are interchangeable with the right set up). 

As part of a personal enforced class challenge, I wanted to lower the starting stats of some characters in statistics they might normally be considered weak; that's easy to do in BC, of course; but I noticed that if I used BC to level those characters (to see where the stats would go upon leveling), the statistics "normalized" themselves back into the typical range found in the vanilla game; lowering the characters back down put their starting stats in the ballpark of where they usually start.  I know that's a little wordy, so here's an example:

Set Cloud to L1, set SPR to 1.
Use the "Status Info" tab to level Cloud to L99, his SPR manages nonetheless to grow to 97.  (I know it won't always grow to exactly 97, but it will be in the ballpark.)
Reduce Cloud's level to L1 again, and his SPR falls only to 11 (again, it won't always fall to exactly 11 under this process, but it'll be in the ballpark.)

So!  To my question:  is this just a function of BC using the stat grades to simulate leveling (but in-game, Cloud's SPR in this example would be lower than usual), or will FF7 itself correct Cloud's initially low SPR according to its stat grade as he levels?  I assume the latter, but will test with an emulator and uber-XP codes in a bit.

I suspect that if I'm willing to get my hands dirty, I could tweak an appropriate game file to adjust each character's stat grade to allow for better diversity in stat growth, in conjunction with initial stat tweaks.  But my question is this:  does BC support this sort of thing and I just missed it somehow, or is there a way to introduce "negative" sources?    I can dive into using the Wall Market kernel.bin editor, but I wanted to check here before I tried that and was subsequently defeated by the technology.   ;D

Cheers!
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: sithlord48 on 2019-08-13 12:23:44
Black Chocobo levels your characters up or down based on how the game does, stat gain has some random to it. The game will try to conform the stats closer to each characters curve as they level. The total stat should be the same in BC as well as in game. I suppose you could try setting stats to a "Negative" you will need to use the hex editor or test tab to do so as the limits on the input will not allow you to go below zero.


Please check the Savemap (http://blackchocobo.sourceforge.net/wiki/index.php?title=Savemap) to see where your characters data starts and the sources are within the Character Record (http://blackchocobo.sourceforge.net/wiki/index.php?title=Savemap#Character_Record). Remember the savemap does not account for any headers. You will want to view only the FF7 Slot data in the hex editor. (if you dont have a pc save)
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: kbraman3347 on 2019-08-13 22:10:44
Thank you!!  I'll let you know what I find out.  ;D
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: Vegeta_Ss4 on 2019-08-22 10:50:34
Howdy!  I read through this forum and I didn't see this question addressed specifically (but there's also a good chance I missed it despite my best efforts, so commence with mockery at your leisure!):

As indicated in the Party Mechanics FAQ by TFergusson, five of the six primary statistics has a sort of "grade" used to indicate the relative growth of each statistics for each character (under section 1.4 of that FAQ).  This was (I assume) the original programmers' way of trying to make some characters better at some statistics than others (although ultimately most are interchangeable with the right set up). 

As part of a personal enforced class challenge, I wanted to lower the starting stats of some characters in statistics they might normally be considered weak; that's easy to do in BC, of course; but I noticed that if I used BC to level those characters (to see where the stats would go upon leveling), the statistics "normalized" themselves back into the typical range found in the vanilla game; lowering the characters back down put their starting stats in the ballpark of where they usually start.  I know that's a little wordy, so here's an example:

Set Cloud to L1, set SPR to 1.
Use the "Status Info" tab to level Cloud to L99, his SPR manages nonetheless to grow to 97.  (I know it won't always grow to exactly 97, but it will be in the ballpark.)
Reduce Cloud's level to L1 again, and his SPR falls only to 11 (again, it won't always fall to exactly 11 under this process, but it'll be in the ballpark.)

So!  To my question:  is this just a function of BC using the stat grades to simulate leveling (but in-game, Cloud's SPR in this example would be lower than usual), or will FF7 itself correct Cloud's initially low SPR according to its stat grade as he levels?  I assume the latter, but will test with an emulator and uber-XP codes in a bit.

I suspect that if I'm willing to get my hands dirty, I could tweak an appropriate game file to adjust each character's stat grade to allow for better diversity in stat growth, in conjunction with initial stat tweaks.  But my question is this:  does BC support this sort of thing and I just missed it somehow, or is there a way to introduce "negative" sources?    I can dive into using the Wall Market kernel.bin editor, but I wanted to check here before I tried that and was subsequently defeated by the technology.   ;D

Cheers!

Hmm, I’m a bit unsure if we mean the same thing. :) So I’m going to clarify my point, even you may already understood.

With »reverse« I mean to switch the order of the stat gain:

Level up:            Difference   Stat Gain
                             0- 3          0
                             4- 6          1
                             7- 9          2
                            10-11        3

Level down:       Difference   Stat Gain
                             0- 3          3
                             4- 6          2
                             7- 9          1
                            10-11        0


The idea behind is, that at a level down the baseline decreases and thus the diff decreases, resulting in a different stat gain/lose need.


Stat Difference = Rnd(1..8) + Baseline - Current Stat

Let’s assume rnd = 4, baseline = 40 and current stat = 30.
When levelling up, the current stat needs to catch up the baseline, thus the difference of 14 needs a high stat gain.
When levelling down, the baseline needs to catch up the current stat, thus the difference of 14 needs a low stat gain/lose.
That’s why reversing.

That is a good approach. But instead of reverse the stat table, Baseline and Current Stat must be inverted generating a new Stat Difference formula.

...

Black Chocobo use the original game formula to calculate char stats on lv up/down.

To change the stat growth curves you need to mod the kernel file. The save file is only a memory snapshot where some
game vars are saved, but no mechanics are seved there.

So if you modify the kernel, edit the save file in BC, then lv up/down the chars; BC will use the game base formula for calcs and not your kernel mod.

But when you run your mod, the in-game lv will follow your custom growth curve.

For example: BC stat calc formula for str, vit, mag, spr, dex or luck

Code: (FF7Char.cpp) [Select]
    //now calc the diff, so we can send back a gain based on type
    if (stat < 6) {
        //str, vit, mag, spr, dex or luck all calculated the same
        //Vegeta_Ss4 lv down mod
        if (current_lvl < next_lvl) {
            diff = ((qrand() % 8) + 1) + (baseline_stat - stat_amount);   //is lv up
        } else {
            diff = ((qrand() % 8) + 1) - baseline_stat + stat_amount;   //lv down
        }
        if (diff < 4) {
            gain = 0;
        } else if (diff < 7) {
            gain = 1;
        } else if (diff < 10) {
            gain = 2;
        } else {
            gain = 3;
        }

P.S: Hi Chris, long time we don't see
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: sithlord48 on 2019-08-22 19:37:37
WHOA!! Vegeta
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: Vegeta_Ss4 on 2019-08-24 14:07:44
WHOA!! Vegeta

Maybe is time to add ff7tk kernel support?
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: Zara9 on 2019-12-04 21:44:42
Hey

I would like to request to add in the key items for fort Condor please on this editor

thnaks
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: sithlord48 on 2019-12-07 22:36:25
Hey

I would like to request to add in the key items for fort Condor please on this editor

thnaks
Oh good catch, Looks like i missed that one, Also missing the Underwater Huge Materia.
        - thanks

The Latest build has that fixed now.  https://github.com/sithlord48/blackchocobo/releases/tag/continuous
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: sithlord48 on 2020-01-19 02:34:53
BC Updates
PSV Signing and Exporting now works without the need for user supplied keysI didn't crack the format i was pointed to code (https://github.com/dots-tb/ps3-psvresigner) that this and was able to use it to get it working in ff7tk. VMP maybe soon ;)

PSV EXPORT NOTES
 The files names are really important when you export so be sure you are saving with Valid Region Info
  You can not export a psv currently with out having first opened a file region info is important with these as its inside the header. This has an easy fix at least.
 Please see this https://github.com/sithlord48/ff7tk/issues/51 for correct names to use when saving PSV files

Where do i get it?
Use the continuous (https://github.com/sithlord48/blackchocobo/releases/tag/continuous) release.


Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: Raziel80 on 2020-01-23 17:31:55
When I try to launch Black Chocobo (v1.9.91) it displays error: An entry point to the CancelIoEx procedure was not found.
When I try to launch Black Chocobo (continuous release) it displays error: Black_Chocobo.exe is not a win32 application.
Black Chocobo (v1.9.90) works on Win XP. Can you do support for Win XP (32 bit) ?
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: sithlord48 on 2020-01-24 00:15:51
Doesn't seam since i use C++17 now. And the image with Qt5.11.3 (what 1.9.90 used) does not seam to support it.

Also I have enabled VMP (PsP and PsVita) export / save. I no longer have a PSP or Vita to test with so if someone could test this for me and get back to me about it . Use the Continuous (https://github.com/sithlord48/blackchocobo/releases/tag/continuous) Build to always have the most update date version.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-02-08 14:34:09
1.10.0 has been released:
newest features: 
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: Silicium on 2020-02-09 19:30:18
Hi!
Thank you for your work, sithlord48.

I use the Nintendo Switch version of the savegame but I face some issues. It seems like the byte offsets are different (maybe it is region related, I use the EU/German version) because I get shown different levels for the first character and artefacts of the texts in the savegame loading screen after modding.

I tried the new 1.10.0 with official Switch support

It seems like the Bytesize of the original savegame is: 65.109 Bytes
For the modified one it was bigger (Unfortunatelly I cannot see the original size)

Thank you for your support

:-)
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-02-10 11:20:39
Hi!
Thank you for your work, sithlord48.

I use the Nintendo Switch version of the savegame but I face some issues. It seems like the byte offsets are different (maybe it is region related, I use the EU/German version) because I get shown different levels for the first character and artefacts of the texts in the savegame loading screen after modding.

I tried the new 1.10.0 with official Switch support

It seems like the Bytesize of the original savegame is: 65.109 Bytes
For the modified one it was bigger (Unfortunatelly I cannot see the original size)

Thank you for your support

:-)
Use checksum to extract your saves. Switch saves are the same as a PC save and there is no region difference. If you continue to have issues please provide a link to your unedited save file.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: pating on 2020-02-19 12:31:36
why do I have this whenever I open the file?

https://imgur.com/I3ODTGi

Thank you
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-02-19 20:00:40
What version of windows are you running? I think you need windows 7+ (64-bit).
Try the newer version 1.10.0.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: pating on 2020-02-19 20:33:12
Windows 7 Ultimate 32-bit OS

already tested the newer version 1.10.0 I already showed in the link from https://imgur.com/I3ODTGi
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-02-20 14:57:40
Windows 7 Ultimate 32-bit OS

already tested the newer version 1.10.0 I already showed in the link from https://imgur.com/I3ODTGi
I have updated the build to build a 32 bit . (still fails on XP :( )
@Pating please try this release and let me know if it runs for you now.
https://github.com/sithlord48/blackchocobo/releases/download/v1.10.0/Black_Chocobo-1.10.0-win32.zip
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: pating on 2020-02-21 11:23:54
thank you very much

it runs :)
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-02-21 12:46:15
thank you very much

it runs :)
Good to know. I'll Keep the building the 32bit version.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: Yemer on 2020-03-08 05:25:10
I'm trying to update the Sector 7 - Sum Progress field in the game progress tab to "The Pate is Falling" but it always goes to "Initial Settings". Is this a glitch? Can this field be set?
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-03-10 04:53:39
I'm trying to update the Sector 7 - Sum Progress field in the game progress tab to "The Pate is Falling" but it always goes to "Initial Settings". Is this a glitch? Can this field be set?
Yes and I have fixed the error. Please try the newest Continuous (https://github.com/sithlord48/blackchocobo/releases/tag/continuous) build. It should write it correctly now. I may have not fixed the display code.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: steven on 2020-03-11 19:09:37
This is nice, now if there was a way to use this with the PS4 version as well, it would be awesome.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: zeldagirl on 2020-03-13 14:04:09
Links don't work for me, hmm
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
Post by: ssjkakaroto on 2020-04-05 19:21:30
BC Updates
PSV Signing and Exporting now works without the need for user supplied keysI didn't crack the format i was pointed to code (https://github.com/dots-tb/ps3-psvresigner) that this and was able to use it to get it working in ff7tk. VMP maybe soon ;)

PSV EXPORT NOTES
 The files names are really important when you export so be sure you are saving with Valid Region Info
  You can not export a psv currently with out having first opened a file region info is important with these as its inside the header. This has an easy fix at least.
 Please see this https://github.com/sithlord48/ff7tk/issues/51 for correct names to use when saving PSV files

Where do i get it?
Use the continuous (https://github.com/sithlord48/blackchocobo/releases/tag/continuous) release.
Wow! I never thought I would see the day of signed PSP saves!
Thank you very much for your continuous work on this editor sithlord48!
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-04-06 13:30:31
Your Welcome! Thanks for enjoying it!
We are almost there only two more formats then we can edit them all (until a ps5, xbsx release of the PC port, althought maybe this will be the first gen without one due to the release of FF7 remake.)
In addition to formats the only real area left is to finish the game progress reversing and finish my code modernizing effort.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: Eldaer on 2020-04-19 08:56:45
Hi, I know it shouldnt matter. But is there a way to use black chocobo to manually add achievement unlocks myself as I progress through my modded game :p ? If so can someone explain to me how to easily go about this. Tyvm :)
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-04-21 00:21:32
If you are asking if you can edit the achievements file and unlock achievements, Yes you can open Black Chocobo and use the Achievement Editor (F10) to unlock them.Open the Achievements.dat file in your user folder. If you are asking if you can alter the achievements themselves so that they unlock under new conditions, Then the answer is no we can't do that.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: jons on 2020-05-01 23:57:35
Hey guys, maybe im stupid but i was wondering if anyone could make a .mcr (for epsxe) memory card for me with all the debug rooms on the save file? every time i try to do it my slots are always empty. would GREATLY appreciate it. thank you
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-05-02 01:59:09
@jons Be Sure to check the save location changes checkbox on the location tab Before you change the location to the debug room
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: jons on 2020-05-02 06:02:54
@jons Be Sure to check the save location changes checkbox on the location tab Before you change the location to the debug room

Hi! I tried that and my slots are still empty. noy sure what im doing wrong
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: jons on 2020-05-02 06:09:52
@jons Be Sure to check the save location changes checkbox on the location tab Before you change the location to the debug room

Also debug room [en] is the only room that saves to a slot. all the other debug room locations dont.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-05-02 18:54:28
Not sure what you are doing wrong but the screen shots were created by putting the saves to those locations so they do save.

Go download the newest continuous (https://github.com/sithlord48/blackchocobo/releases/tag/continuous) version and try again .. If its still happening let me know.

Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: usb on 2020-05-03 09:29:53
i'm using the continuous version and in the location tab i've found this problem with crcin_2: the id, location name, picture are from gonjun1 and if i select crcin_2 the savegame load to gonjun1
I don't know if it is a problem or intended behavior.

image
(https://i.ibb.co/6N9F8Mp/Immagine.png) (https://ibb.co/XV0tDQd)
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: Meical on 2020-05-03 16:34:19
Has anyone else had a crash happen when you get the PHS for the first time?  As soon as the menu opens and you try to select a character there is a crash.  I'm not sure if this is related to the issue, I just know that it allows the use of it.  I had used the safe editor in an attempt to fix an issue and I'm worried I may have activated something I shouldn't have.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-05-04 00:58:25
Today I Added about 100 more field locations. You can now use Black Chocobo to access every field in the fieldmap. A reminder that some will expect specific game progress values so your mileage may vary depending on the field you pick and the progression variables in your save.

In addition to adding the remaining locations i also fixed a few errors in the FF7Location data like the one USB reported above.
@USB thanks for the report!!!

@Meical No i have not seen this. What version of the game are you playing and are you playing with any mods?
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: Meical on 2020-05-04 01:14:41
@Meical No i have not seen this. What version of the game are you playing and are you playing with any mods?

I'm using the steam version converted with 7th Heaven.  I am using several mods. 

Edit: After some testing the issue is 100% being caused by the Menu Overhaul I am using.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-05-04 19:58:33
Good to see you got it sorted out.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: kno2231 on 2020-05-25 20:41:05
HI, I'm new here.
Why did i fail to export character? When i exported my character, the Black Chocobo crashed immediately. There was no .char file in the folder.
I play ff7 on steam.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-05-27 19:11:50
Sorry about that seams I made a mistake in that dialog. Try the newest Continious Version.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: kno2231 on 2020-05-28 18:30:53
Sorry about that seams I made a mistake in that dialog. Try the newest Continious Version.
Thank you. It works now.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: Wham on 2020-06-16 08:05:21
do you by any chance know how to set the progression for my game to be when i have just escaped from the prison as i was up to there then my game all of a sudden decided to not have the blood on the ground and not let me be able to progress past this point as i cant talk to red 13 or progress up or down any set of stairs.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: mav on 2020-06-16 11:02:12
Try setting it to 302, this is the value the prison field is setting after you've done the talking.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: Wham on 2020-06-16 11:06:05
thanks that seemed to work, i had been setting it too low so it didnt work.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: ヴェントゥス スカイレス on 2020-08-17 20:40:55
hi can anybody help me for FF7 black chocobo im trying to get the boss ruby weapon and emerald weapon imported into the black chocobo save editor and for some odd reason im stuck at the platform like as in when i try a new location for my character's party to spawn at the black chocobo program automatically sends me back to the platform i found the solution to this problem which is to check the save location changes checkbox on the location tab
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-08-22 13:37:29
 @kennethJames4444: Yeah sorry about the rough UI in that spot. I'm not sure how to handle this better. As you may have noticed the Location tab does a bit more then just set your save location. If anyone has some ideas about how to improve this let me know.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-10-07 18:53:55
I've added some better UI for the location saving.  Use the continuous version (https://github.com/sithlord48/blackchocobo/releases/tag/continuous) about should say version 1.10.4 + for this feature.

(https://i.imgur.com/Q1dIetm.png)

When on the location Tab the current save location will be in the list bold and italic. (md1stin in the image)

When you select any other entry you will see a button saying "Set as current Location" that will set the location to the save location the text for the previous location will be reset and this items text will be bold and italics. The button will also be hidden.

Hopefully this resolves the UI  Issues around the save locations


Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: CJ28472583 on 2020-10-21 02:24:10
Question.

How come Cait Sith and Vincent are not in "Party" tab? And why is it that the flashback versions of Cloud and Sephiroth are there?
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-11-01 13:39:09
TLDR: FF7 does alot of weird things this is one of them.

Cait Sith and Vincent share their character save slots with Young Cloud and Sephiroth. When you open Black Chocobo it opens with the default save  that is used when you start a new game in this save Young Cloud and Sephiroth are in place waiting for the flash back since that happens long before you get Cait or Vincent.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: MadaMada on 2020-11-13 00:50:49
-Question-

Does this work with the Windows Store game pass version on the Xbox app for PC?
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-12-23 00:12:48
I'm sure it does work with the save that version uses.  But if the xbox app adds any additional encryption on top of that save its not going to work. Please try this and let me know how it works out for you.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: pating on 2020-12-29 04:37:28
It seems that the Spirit Stat Total doesn't include the Equipment bonus gain from the Armor... Even if I had a different armor aside the Bronze Armor Spirit Stat doesn't add up.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-12-30 12:01:18
No armor provides a spirit bonus.

Please answer these questions.
What version are you using?
What are you doing?
What is happening? 
What were you expecting to happen?
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: pating on 2020-12-31 00:33:43
anyways sorry I seems didn't understand how the stats were shown in the Black Chocobo...  :-D  :-D I was bit confuse because when I equip certain weapons I see that it adds up the magic like the Ultima Weapon which has an additional 51 increase in magic. thanks for the update though.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2020-12-31 16:44:23
Your welcome. TBH I would like to redo the whole character editor portion but can't really find a better way to lay it all out that doesn't just eat up space for no reason and remains working well with the translations.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: Pure_Mind_Games on 2021-01-28 04:12:23
When Changing Window colour Top Right doesn't change and changes Bottom Right instead.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2021-01-29 11:19:57
Thanks for the report, Its fixed in the current Continuous version
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: elias on 2021-01-30 12:18:29
Does this work with "converting" 7th Heaven saves to incorporate said saves to the Steam version? Is it possible to get the Steam achievements with 7th Heaven saves? Apologies if this would seem out of topic to this tool, but I'm curious if it's possible with this save editor.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2021-01-31 11:46:53
There are only two kinds of FF7 Saves PC and PSX .The newer pc versions (2012 and steam) use a metadata.xml to track what saves are synced to the cloud this file is  updated when bc finds it in the path of where its saving . If you have not saved a game from the steam version you should do that before attempting to save to the steam folder.  You can also create a cloud save folder using the option in the file menu (you must know your userID or have a save folder for bc to detect it).   
Achievements can be unlocked with the achievement editor, but i see no reason a converted should not work for getting them while playing.

Additional Save format info : https://github.com/sithlord48/ff7tk/issues/51 and https://sourceforge.net/p/blackchocobo/wiki/FAQ/#saves
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: Pure_Mind_Games on 2021-02-03 05:17:13
Is there a list of 'Main Progression' numbers and where they point to?
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2021-02-03 16:55:06
Not that i know of progress is the last part i have left to Reverse.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: Rikku on 2021-02-06 20:11:18
It is possible to use this tool with a game using 7th heaven playing it ??
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2021-02-09 00:17:22
Quote from: rikku
It is possible to use this tool with a game using 7th heaven playing it ??

Yes
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: johnfocker on 2021-02-27 06:40:14
I get a "Failed to load file" when I try to load a .srm even though it's listed as a compatible format.

Is there any way to use *.srm files produced by RetroArch / PCSX ReARMed?
Should they be converted to a specific format instead?
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2021-02-28 12:26:46
Please post a link to your file I will checkout your file and let you know whats going on .

Edit: I was able to load and modify pcsx-reArmed saves without issue.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: Maverick4031 on 2021-03-08 01:37:57
hiya. how do i set game progression back to when you first enter del sol from off of the cargo ship?
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2021-03-08 02:56:55
Currently i don't have the progression values for that event but you can find a save in the save compilation

https://forums.qhimm.com/index.php?topic=8880.0

and try that for your progress value be sure to set your location accordingly also.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: SteynerX on 2021-03-09 21:20:26
Hi! excelent work with the black chocobo, it really helps a lot. I have a question, I've put battle points in my actual save with the black chocobo but it doesn't work, I am doing something wrong? Thanks.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: ZHDarkstar on 2021-03-12 06:07:51
This is nice, now if there was a way to use this with the PS4 version as well, it would be awesome.
I know that this reply is a year later, but on a whim I tested using BC on the "ff7save" file exported from Advanced Mode of Save Wizard and it works perfectly. You just have to change the file type option to All Files to open the save. Edits carried over without issue and was able to import it back into my PS4 save. Registered just to give the news.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2021-03-16 12:35:23
The switch version has been supported since it came out.

The only version not currently supported are XB1 and PS4..

XB1: I have never seen a save at all so it might be encrypted or it might just be a normal save if you have one get me a copy of it and i can tell you  Chances are its encryped and That will need be be Reverse Engineered before we can read or write to a save the XB1 will accept. (also would need to buy an xbox for testing since i don't own one)

PS4: The save is wrapped in a crypto blob.  Just like with the XB1 the encryption needs to be Reverse Engineered  before a save the PS4 will accept can be made.

Do u know about these encryption schemes ? Let me know.. Everything is in place in ff7tk to support these formats when more RE has been done on them. I would suspect just like PS3/PSP it will take a bit after in to the next gen before these schemes are known and i can support the saves correctly.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2021-03-16 12:38:05
Hi! excelent work with the black chocobo, it really helps a lot. I have a question, I've put battle points in my actual save with the black chocobo but it doesn't work, I am doing something wrong? Thanks.

Battle points are reset anytime you enter the battle square so if you are adding BP make sure to set you save location to the Battle Square or they will be reset when you enter that field.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: johnfocker on 2021-04-11 10:49:09
Please post a link to your file I will checkout your file and let you know whats going on .

Edit: I was able to load and modify pcsx-reArmed saves without issue.

Turns out I forgot I tried turning on "SaveRAM compression" in RetroArch.
Turning it off before saving again made my .srm file readable.

Thanks for your time and effort with BlackChocobo! <3
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2021-04-14 11:24:48
Quote from: johnfocker
Turns out I forgot I tried turning on "SaveRAM compression" in RetroArch.

Oh yeah that would do it.

Quote from: johnfocker
Thanks for your time and effort with BlackChocobo! <3

Thanks for enjoying It.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: petfriendamy on 2021-04-14 18:29:52
Hey! Thanks for this great tool, it's really helpful. I just had one quick suggestion: do you think changing party members via the party tab could also update the values at 0xCAD, 0xCAE and 0xCAF? Those values determine which party members show up in fields, and it's annoying having to change it manually when testing cutscenes.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2021-04-15 11:51:17
What file type are you getting those offsets from?
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: petfriendamy on 2021-04-15 16:39:12
What file type are you getting those offsets from?
PC/Steam. Is it different in other versions?

EDIT: That's where it is in the savemap, if I wasn't clear.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2021-04-16 18:48:34
Should be working now
https://github.com/sithlord48/blackchocobo/releases/tag/continuous
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: FFplayer on 2021-09-05 18:42:34
Hi, thanks for the coding the save editor, it has been a great help. I have a suggestion, hope it is not too demanding.

It is possible to code the save editor to edit the silver submarine to red submarine even you success the submarine mission?



Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: [KFC]Phantasm on 2021-10-17 15:19:48
@sithlord48: man could you add an option in your save editor to unlock the damage cap? Thanks in advance.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2021-10-18 15:37:38
@sithlord48: man could you add an option in your save editor to unlock the damage cap? Thanks in advance.
No I can not. This is not something that is controlled by the save game.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2021-10-30 14:43:02
Project Updates.

I've updated Black Chocobo for Qt6.

For the time being i will release both a Qt5 and a Qt6 version.

What is the difference?  Qt version 5 is no longer developed and Qt6 will be the focus of development for the Qt Project. Unfortunately Qt6 no longer supports windows 32 bit.
What does that mean? From now on the Qt6 version will get alot of focus and may be used for the next version or when supporting specific features.

All Users should Download try out the Qt6 version and report any bugs you find while using it.


The most recent continous version contains some fixes:
 - Fixed (ff7tk): export of single slot save types.
 - Fixed (ff7tk): output of possible incorrect characters to the psx description (shown in memory card management tool)
 - Fixed (bc): Mac os version of Black Chocobo from crash on start up.
 - New: Polish Translation.


Lots of work has gone into ff7tk and should at some point have some announcements for this as well.

Try it out 
(https://img.shields.io/github/v/release/sithlord48/blackchocobo?label=The Next Release (WIP)&style=for-the-badge) (https://github.com/sithlord48/blackchocobo/releases/tag/continuous)
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: S0ME0NE on 2021-12-31 00:34:17
Is there any way to use the save editor to fix the save crystal glitch? I was wondering because I don't want to have to save edit myself out of northern cave every time I want to leave. Apparently it's some sort of event flag for the placed save crystal somewhere? because giving myself a second one doesn't allow me to place it.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2022-01-03 23:09:25
No event flag that i know of (but if you do find one lmk) There is only space to save one save crystal location. If that data is non 0 then you can't place the item (again not sure but i seam to remember this is testing) You can change the location of the save crystal by setting it in the "test data" tab (you will need to enable it in the options to be able to see the tab). This will move the save crystal. Or try setting all its values to 0 and if you can place that second one. Please report back.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: valius on 2022-02-03 20:22:25
Hello, I have been trying to bring in PC saves into FF7 International version on PS.  I've been into some issues where, after opening the mcd file and choosing a slot 3 and above, importing a PC save will always mark the save as belonging to PS slot 2.  Is this expected behavior?  I am able to get around this by loading the save on a PSX emulator and then saving on slot 3 and above, but it would be convenient to be able to import a PC save and assign it to a slot beyond 2.

I am using tool version 1.10.1.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2022-02-04 13:35:05
First update to the current continuous (https://github.com/sithlord48/blackchocobo/releases/tag/continuous) version. There is a bug fix for vmc format writes.
Black Chocobo will automatically set the PSX name to the first available name based on the contents of your psx memory card. You can change this after you imported the save in the "Test Data" tab (enable it in options). Make sure slot number you pick does not conflict w/ an existing save's slot name or your gonna have a bad time.

I Will find a better way to expose this feature in a future release.


Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: valius on 2022-02-07 21:51:43
Thank you for the info, the continuous version worked for me!
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: Sh1nRa358 on 2022-03-09 23:31:06
game time doesn't seem to display correctly when converting psx saves to pc saves. time is stuck at 0 and theres no level description underneath. It shows properly on the save slot but not in game when you enter it.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
Post by: sithlord48 on 2022-03-10 02:02:30
game time doesn't seem to display correctly when converting psx saves to pc saves. time is stuck at 0 and theres no level description underneath. It shows properly on the save slot but not in game when you enter it.
Can you tell me a bit more about what your trying because i was unable to reproduce this
  I Tried the following with both the continuous and 1.1.0 release

Opened a Raw Psx File  (extracted from a psx memory card via a card reader), used Save As to save it as a save02.ff7
Opened a mcr  save (full of ff7 saves) used Save as to save the file as save03.ff7
Opened a Pc Save and used "import to current slot" to pick a save from a Raw PSX Save
Opened a Pc Save and used "Import to current slot" to pick a slot from a mcr file

Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.12.1)
Post by: sithlord48 on 2022-08-06 13:21:24
General Progress:
 v 1.12.1  (Changes (https://github.com/sithlord48/blackchocobo/compare/v1.11.0...v1.12.1) and ff7tk changes (https://github.com/sithlord48/ff7tk/compare/v0.82.0...continuous))
Biggest features
  - Update to new ff7tk
  - Bug fix to ensure '.' is included when a file has an extension
  - Adjust How save names are working
  - Show Drives in side bar (for non native box)
  - Portable Windows release now includes a settings.ini (so its settings go with it )

Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.13)
Post by: sithlord48 on 2022-08-31 12:43:28
New Release
 v 1.13.0  (Changes (https://github.com/sithlord48/blackchocobo/compare/v1.12.1...v1.13.0) and ff7tk changes (https://github.com/sithlord48/ff7tk/compare/v0.82.1...v0.83.0))
Most of the work is in ff7tk some more GUI polish and a fixed a possible crash .
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.13)
Post by: sithlord48 on 2023-03-04 12:19:17
Black Chocobo is now available as a  Flatpak from Flathub.
 Steam Deck users should have a much easier time installing now

https://flathub.org/apps/details/io.github.sithlord48.blackchocobo
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.14)
Post by: ajfoucault on 2023-05-12 16:26:42
Crazy but cool that this software keeps getting updated so many years later.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.14)
Post by: FracturedFilter on 2023-07-29 09:16:14
So hopefully this isn't too stupid a question.
I lost my save a bit ago and now I'm trying to rebuild it. I am wondering in Game Progress how can I advance the discs to change the settings in Event Progress to show the switch over and select what I need. It just seems to give me selection to Sector 7 Pillar. So I was just curious if it can go beyond, or I just need to kind of get to each point and rebuild it that way? I've run the program normal and as "Administrator" otherwise I'm at a bit of a loss to change those things. Thanks for any help provided.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.14)
Post by: sithlord48 on 2023-08-17 03:34:24
So hopefully this isn't too stupid a question.
I lost my save a bit ago and now I'm trying to rebuild it. I am wondering in Game Progress how can I advance the discs to change the settings in Event Progress to show the switch over and select what I need. It just seems to give me selection to Sector 7 Pillar. So I was just curious if it can go beyond, or I just need to kind of get to each point and rebuild it that way? I've run the program normal and as "Administrator" otherwise I'm at a bit of a loss to change those things. Thanks for any help provided.

There is very little done in terms of mapping the progress, you can change the disc number its not related to progress and the main progression variable but we are far from all events with their variables being mapped.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.14)
Post by: Kanay on 2023-11-30 16:46:17
Hello, I hope project forum still works. I recently re-made from scratch my corrupted PSP save, to Shinra No.26 start but I seem to have three problems:

1. I lost my submarine. It just isn't on the map. I heard that there is some underwater stuff I'll need it for. Where do I add it?
2. After taking last Huge Materia it disappears. Cloud takes it, but I don't have it in my Key Items.
3. With all other 3 Huge Materias, after Cosmo Canyon cutscene, all 3 disappear, and only Green Materia floats there.

Is there any way to fix this? Am I just stupid? Please tell me, I just want to finish this game.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.14)
Post by: sithlord48 on 2023-12-04 23:54:22
1. I lost my submarine. It just isn't on the map. I heard that there is some underwater stuff I'll need it for. Where do I add it?
Not sure we don't have all of the progression stuff worked out
2. After taking last Huge Materia it disappears. Cloud takes it, but I don't have it in my Key Items.
Check the locations where you would pick them up and be sure they are collected ( this is in the location tab)

Is there any way to fix this? Am I just stupid? Please tell me, I just want to finish this game.
Your best bet is to get a save that is close to the progression you want and modify that.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.15)
Post by: Parivir on 2024-03-12 05:08:22
Does anyone know what may be causing this? Even if I try changing the levels back and/or editing exp, my Cloud's "next level" exp is always messed up:

https://imgur.com/a/N9wve9t

I'm playing new threat if that changes anything.
Title: Re: [PSX/PC] Save Editor - Black Chocobo (v1.15)
Post by: sithlord48 on 2024-03-16 17:44:53
My guess would be the mod.