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Topics - Sega Chief

Pages: [1] 2
1
A user was having an issue with patching FF7 Steam on Windows 10, but not having the OS myself I'm limited in what I can do to trouble-shoot the problem. We tried skipping the patch altogether and directly replacing the files but, again, the game was not modded when ran and seemingly had reverted back to default.

Is there any kind of file verification going on with either Steam or Windows 10 that people have encountered in the past, and/or potential fixes for it? I thought it might have been a language thing but they've confirmed it to be the English version.

2
I've had a few people asking for certain spell effects to have their volume reduced, notably Ultima; is there a way to do this in-game or with the .EXE by adjusting volume channels or can I do it by unpacking the SFX and tuning the volume of the .wav files?

3
General discussion / FF7 backgrounds - Ben Nicholas
« on: 2016-10-18 01:04:09 »
https://belgianboolean.artstation.com/projects/m0dgd

He's an artist who did work for 343, and might be making more of these as a project.

4
Got two questions that are sorta linked to each other:

1) I want to change the items/quantity that Cards refine into; are these stored in the .EXE and, if so, what address do they start from? Info on their format would also be handy (so I can tell where data for one card ends and the next one begins).

2) When using Doomtrain, I noticed that changing the values given for abilities like Spr+20% are updated correctly but their in-menu text remains the same. I'm assuming this would also be the case for any changes made to the items given by Card Refinement. Can these be changed with a hex editor as well or are they static icons?

5
Gameplay Releases / [FF7PC-98/Steam] - True Necrosis Mod
« on: 2016-06-15 02:44:02 »
FF7 True Necrosis Installer - v0.2
http://www.mediafire.com/download/och9elfz1t37e10/FF7_True_Necrosis_%28Prototype%29_v0.2.exe.zip

So tonight I had this notion to put into motion an idea I had for a quick mod. There's a not so well known challenge for FF7 called Necrosis MO, devised by a Gamefaqs user called Necrosis and other FF7 challenge runners, which has the player survive on mandatory Inns/restoration (no optional healing) with just Magic attacks and certain Materia at their disposal.

The True Necrosis mod (TN), takes a different spin on this. First, the player is free to use any attacks they want (Limits, etc.) and will start the game with 9999HP and 999MP for every character. However, I've tried to remove any possible sources of healing from the game so that the player needs to make this HP/MP pool last for the entire game. Any damage you take is permanent, and any MP you spend on spells is gone.

That's the general idea, anyway.

There are a couple of Materia restrictions and changes to make this work:
-) HP/MP Absorb have been removed.

-) Elemental Materia has been restricted to Nullify damage (rather than Absorb).

-) Armour & Accessories have also had their Absorb flags downgraded to Nullify.

-) Cat's Bell is unobtainable.

-) Every character nullifies the Restorative element in their AI as well; most curative spells are able to retain their original flags because of this (so that enemies can use them).

-) The Magic menu was disabled in the party menu to prevent healing with Cure, Life, etc. outside of battle; equipped spells can be checked through the Materia menu instead.

-) Curative items cannot be used in field screens (in-battle, they should heal 0).

-) Sources were disabled and cannot be used.

If you find a way to circumvent any of these, or some other type of healing that I've missed, then let me know so I can get it patched up. I made this mod within a couple of hours, so there's likely going to be at least something I missed in there. In terms of how challenging this is, I've not got much idea. It's uncharted territory (until someone plays through it). Maybe avoid anything that uses Demi; Safer might also be a problem due to Supernova and Heartless Angel dealing &-based and fixed damage respectively.

Installation is identical to using FF7 NT's installer; direct the patcher to the game's data folder (should be compatible with 1998 and Steam). The files being changed are the flevel and kernel/kernel2. For 7H/different language installations, I'll put something together if there's interest for those (assuming there's no catastrophic day 1 bugs to sort out but when has that ever happened :3).

But if you do give it a whirl, feedback would be appreciated along with some updates on your progress (how much HP/MP you have at certain points of the game for instance, annoying/dangerous fights, bugs, etc). And remember to make a back-up of your data folder (or just the field and lang-en/kernel folder) before patching. Happy zombie-ing.

\\Testing: No Dialogue Text Feature (?)//
Also, this mod is another test for a function in Makou that removes all non-question text from the game. Not sure if this is stable or not, but I figured now would be a good time to find out. Should make the game much faster with no text to skip through, but some scripts rely on window closing (I think) so if you encounter any soft-locks during in-game cutcenes then let me know. I've got a normal flevel for this mod waiting as a back-up in case this experiment doesn't work out.

FF7 True Necrosis Installer (No-Text Prototype) - v0.2
http://www.mediafire.com/download/99k8n8hdqabpkkr/FF7_True_Necrosis_%28Prototype_-_No_Text%29_v0.2.exe.zip

6
Hi all, so there's a variable the game sets (set word?) to enable the Materia option in the Menu, toggle PHS, etc. But I was wondering what I would enter as a value if I wanted to disable the Magic menu; it's for a quick mod I'm putting together.

Edit: Figured it out by accident just after I made the thread :l

7
Troubleshooting / Locked Data Folder?
« on: 2016-04-11 15:49:15 »
Someone on ID reported that they couldn't access their Data folder for FF7 Steam, that it caused some kind of hard lock on their computer. They've tried reinstalling the game, but to no avail. Has anyone heard of something like this happening before? I thought it might be memory corruption, or some sort of security issue.

8
Scripting and Reverse Engineering / FF7 Steam: Languages
« on: 2016-03-18 20:59:35 »
Need some quick info on the names used by the French, Spanish, and German versions of FF7 for:

'flevel.lgp'
'lang-##' folder

I know it's called 'fflevel.lgp' for the french version, and I'm going with the naming convention used for the minigame files but if anyone can let me know for sure what these are called for those three versions (and if there's any other language versions with different names) I'd appreciate it.

9
Scripting and Reverse Engineering / AI Proofreading
« on: 2016-02-27 08:44:44 »
Hey all, I'm approaching the end of getting NT's last major build overhaul finished but I've a very important AI to roll out to most of the enemies in the game that's going to be handling a lot of NT's stat adjustments, Arrange Mode tweaks, and the SP system. I'd like to get a few sets of eyes to have a look at this script and tell me if they spot any errors or have ideas on how to make it more efficient:

Script
Code: [Select]
12 0260
60 00
87
90
12 0280
60 01
87
90
12 02A0
60 02
87
90
13 0220
02 0260
02 4100
80
60 02
32
90
12 0260
12 4100
80
03 0220
90
13 0220
02 0260
02 4110
80
60 02
32
90
12 0260
12 4100
80
03 0220
90
13 0220
02 0280
02 4100
80
60 02
32
90
12 0280
12 4100
80
03 0220
90
13 0220
02 0280
02 4110
80
60 02
32
90
12 0280
12 4100
80
03 0220
90
13 0220
02 02A0
02 4100
80
60 02
32
90
12 02A0
12 4100
80
03 0220
90
13 0220
02 02A0
02 4110
80
60 02
32
90
12 02A0
12 4100
80
03 0220
90
02 0260
01 4048
80
60 09
45
02 0280
01 4048
80
60 09
45
50
02 02A0
01 4048
80
60 09
45
50
70 00E7
11 02C0
60 01
90
93 Level Check Debug
02 0260
01 4048
80
60 2C
44
70 00FE
12 0260
11 4048
80
60 2C
90
02 0280
01 4048
80
60 2C
44
70 0115
12 0280
11 4048
80
60 2C
90
02 02A0
01 4048
80
60 2C
44
70 012C
12 02A0
11 4048
80
60 2C
90
01 2010
60 01
40
70 0161
12 2060
11 4048
80
02 2060
01 4048
80
60 05
30
90
11 0220
60 01
90
93 Arrange Mode Debug

Disassembly
Code: [Select]
0x000LocalVar:0260 <- FlagBit(0)
0x007LocalVar:0280 <- FlagBit(1)
0x00ELocalVar:02A0 <- FlagBit(2)
0x015LocalVar:0220 <- LocalVar:0260.PhysDefense * 2
0x023LocalVar:0260.PhysDefense <- LocalVar:0220
0x02ELocalVar:0220 <- LocalVar:0260.MagDefense * 2
0x03CLocalVar:0260.PhysDefense <- LocalVar:0220
0x047LocalVar:0220 <- LocalVar:0280.PhysDefense * 2
0x055LocalVar:0280.PhysDefense <- LocalVar:0220
0x060LocalVar:0220 <- LocalVar:0280.MagDefense * 2
0x06ELocalVar:0280.PhysDefense <- LocalVar:0220
0x079LocalVar:0220 <- LocalVar:02A0.PhysDefense * 2
0x087LocalVar:02A0.PhysDefense <- LocalVar:0220
0x092LocalVar:0220 <- LocalVar:02A0.MagDefense * 2
0x0A0LocalVar:02A0.PhysDefense <- LocalVar:0220
0x0AB If ( ( ( (LocalVar:0260.Level < 9)  And  (LocalVar:0280.Level < 9) )  And  (LocalVar:02A0.Level < 9) ) )
0x0AB {
0x0CE LocalVar:02C0 <- 1
0x0D4 Display String: "Level Check Debug"
0x0E7 If ( (LocalVar:0260.Level > 44) )
0x0E7 {
0x0F4 LocalVar:0260.Level <- 44
0x0FE If ( (LocalVar:0280.Level > 44) )
0x0FE {
0x10B LocalVar:0280.Level <- 44
0x115 If ( (LocalVar:02A0.Level > 44) )
0x115 {
0x122 LocalVar:02A0.Level <- 44
0x12C If ( (GlobalAddress == 1) )
0x12C {
0x135 Self.Level <- Self.Level + 5
0x147 LocalVar:0220 <- 1
0x14D Display String: "Arrange Mode Debug"
0x161SCRIPT END

In the older build, defensive values for characters get doubled through the character AI in the kernel and the level synch is made there as well. This created a problem of limited space for innate ability AI, but it's now also made it tougher to dole out SP based on the character's level compared to the enemy level as Pre-Battle seems to be processed based on the actor bit (so chara AI, and therefore level, is always set first which buggers any Level check I want to make later on).

So my plan is to move all of this into the enemy AI where there's a lot more room (hopefully, I don't know if the scene.bin has an upper ceiling on how big it can be before problems arise). But as this means copying the AI into every single enemy, I wanted to get some second opinions on how this AI looks, if there's any problems with it I've missed, or suggestions on a more efficient way to arrange it all. It'll take a while to implement it into each enemy's pre-battle as I've got to get rid of the old one and navigate around any other scripts they have so just want to make sure I've got it right.

One thing I'd really like is a way to improve the level comparison at 0x0AB so that the game reads the enemy level and correctly compares it to the character level. I've tried it a few different ways, like loading the monster's bit, but I can't seem to get it to work; changing the compared number to match the monster's level every time will be a huge time sink so I'd appreciate it if anyone knows of a way to do this. It might be that I'm using the wrong set of codes, I was never 100% sure when to use 03, 02, or 01 for these things.

10
Troubleshooting / Chocobo Encounters w/ no Lure?
« on: 2016-02-12 01:12:38 »
I was wondering if this is normal? I just encountered three chocobo formations in a row on the Isle of Mideel with no Lure equipped. I checked the effect of the Materia on Caves of Narshe and it said 'increases chocobo encounter rate by 2x; does this mean it's possible to find chocobos without the Lure?

11
Troubleshooting / Transparent/Faded Enemy Textures
« on: 2016-02-04 19:04:07 »
A while back I asked folk about ways to fix the transparent texture issue that appears on certain enemies:

http://imgur.com/DOx3MGN

It was then fixed in a release of Aali's Driver, but because that fix also made textures on the field/world map opaque it was dropped from later releases. Is there a more direct way to fix it through Kimera or similar?

12
Troubleshooting / FF7/PSX - Patch Testing
« on: 2016-01-25 17:00:08 »
Hey all,

I took on a dude's request recently to get myself some experience making patches for the PS1 version of the game, but he seems to be having trouble getting it to run on either emulator or console. It works on my end, and it seems to work for another guy who tested it as well, but I'd appreciate it if some people could give this patch a whirl: http://www.mediafire.com/download/s28tofi9gl6so85/Final_Fantasy_VII_%28USA_No_Crits%29_%28Disc_1%29.ppf

It doesn't do anything exciting; it's a piecemeal patch that's supposed to disable critical hits (except for Tifa's Reels) on Disc 1 of the USA/NTSC version. If folk with PSX modding experience spot any problems with this patch, and if there's any special steps to making it console-ready, then I'd appreciate the info.

13
Just a quick question; is it possible to give Shield a visual effect like Regen and Peerless has? How/where is this handled in the .EXE? I'd like to try and copy it over onto Shield so that it's easier to keep track of.

14
So after testing, I've confirmed something that was worrying me for a while; the Mystery Ninja encounter in NT still loads even after a) Yuffie is recruited into the party, and b) a new 'mini-boss' encounter is used to replace it.

Just to clarify, in NT Yuffie is recruited from Kalm to prevent a soft-lock when fighting a forced three-party Bizarro. But this caused a problem earlier on where the Mystery Ninja battle would still load in forests so I set up a replacement for it where a mini-boss replaces these formations, with field script on the yougan2 field organised to give the player a one-off Materia and some text before pitching them back to the World Map. Problem solved, or so I thought.

I made sure to check anything in battle AI and the field script, but it still loads those encounters afterwards. I would have said it's something to do with the world map script, but that should be doing whatever it's doing as normal; only the enemy IDs used in the battle were changed. I looked over the field scripts again as well; not really turning up anything that could be considered a suspect.

I've also checked through a few different tables where vars and their functions are listed but I've not turned up anything that wouldn't (or rather shouldn't) have been handled by what I've put in. I hate to say it, but I'm at a loss with this one.

Any ideas? Info on all the known conditions and/or when and where these get flipped for the mystery ninja battle would be helpful, including anything about the increasing chance for those battles to be loaded so I can at least start planning out some kind of work-around if I can't sort this out.

Edit: I think I figured it out. Mythril Mines turns on the bit for [3][133] which is turned off when Yuffie is recruited. Seeing as the event was moved to before the Mines for NT, I'm hoping this is the cause. It's tough to confirm it because the battle can be quite rare, but if anyone could let me know if [3][133] is the mystery ninja battle trigger then I'd appreciate it. I'll kick myself if it is, but at least it'll be sorted.

15
General discussion / FF7/FF8 Steam Newegg Sale ($3.60)
« on: 2015-11-28 22:13:27 »
If anyone was looking into picking up the Steam version of FF7 then NewEgg seems to have a Black Friday deal going on that's dirt cheap, should be there for the weekend. FF8 seems to be going for the same price: http://www.newegg.com/Product/Product.aspx?Item=N82E16832166150

Edit: Okay, seems to have ran out of stock for the UK but could be still there for other places.

16
Hey all,

We discussed this before a way back, but I've been having trouble getting a value to write to a variable within battle for use on a field screen. I took Barret's old Battle Date variable from the default Kernel AI script and put it into an enemy's death counter script to try it out. Would appreciate if someone who knows the AI stuff better than I do could look at this real quick:

Code: [Select]
11 0000
60 50
90
60 00
01 0000
95
11 2018
01 2010
90
11 2010
01 2010
60 01
30
90

0x000LocalVar:0000 <- 80
0x006TempGlobal <- &GlobalVar(0000)
0x00CUnknown(2018) <- GlobalAddress
0x013GlobalAddress <- GlobalAddress + 1
0x01DSCRIPT END

Have I made a mistake here? It (supposedly) works in the kernel AI for cloud's Physical Counter group but maybe it needs to be handled differently in an enemy's death script?

17
Hey all,

I was wondering if it was possible to reduce the movement speed of the player-controlled group by about 50%; I tried using the flevel script command to set it's movement speed that way but I think this only affects scripted movement rather than player-controlled movement. I checked certain fields like gaia_32 where Cloud seems to move slower than normal but couldn't spot anything. Any ideas? Is it handled by the .exe or is there something in the flevel I've missed?

18
Troubleshooting / FF7 1998 Problem - New Graphics Card?
« on: 2015-09-12 16:04:09 »
Hey all, so I encountered a problem where FF7 1998 (converted with 7H & using Aali's 8.1 driver) will close down on start-up with no error message. In the past this has happened due to a file being misnamed somewhere but this time everything's got the correct name so I'm at a bit of a loss.

I recently installed a new graphics card though, an Nvidia GTX970, and I remember there being trouble of some kind with certain brands of card when running FF7 a while ago; could it be related to that? It's the only thing I've really changed in the PC since I last played it. Any help/info/ideas about what the problem is would be appreciated.

Edit: The Steam version seems to work fine, and I tried replacing the 1998 files that I usually mod with default ones in case one had been corrupted but same thing; closes down before the Eidos movie can play.

19
Hey all,

I was wondering what the triggers were for the game to load a Mystery Ninja encounter? I got a bug report on a different forum where someone managed to get one of these encounters despite having Yuffie already recruited. In NT, the event where she's recruited was modified and the battle is triggered from the field screen instead of the world map (it was to make her a mandatory party member to deal with the three-party Bizarro fight at the end of the game + deal with a common complaint where players had trouble finding her in Junon's forests).

Thing is, I made sure to keep all the variable switches in both the field script and the in-battle AI. So I'm wondering if there's another trigger somewhere? Is something flipped when the normal Mystery Ninja battles are activated from the World Map?

Edit: I found these in the save map on the Qhimm wiki (copied as-is):
0x0D29   1 Byte   Yuffie can be found in the forests? (LSB only) others used?

0x0D73   1 byte   Yuffie Regulary. Has the character entered the party regulary? For example Yuffie further appears in the forest if this option is off.
0x6E: Yes; 0x6F: No

I cross-referenced it with DLPB's save map database, and it seems that the first one is field script though Makou couldn't find any in the field code (though that's partially the reason the database was made; Makou can't find certain used variables) while the second contains world map triggers like the buggy breaking down, etc.

I'm thinking because of that the second one is more likely to be what I'm looking for. I was going to set up a special dialogue tree to try and find out which of the 8 bits in this variable have been flipped (after teleporting to the Junon area and encountering/recruiting Yuffie from a new game to try and keep any of the other bits from being flipped) but I don't know what that 6E/6F =Yes/No is referring to above (is it the bit address? If so, which one?)

20
Hey guys,

I'm hunting for the OpCodes that handle the 'Weak to' elemental flags (I've only got Absorb and Null in my notes); has anyone happened to find them or do these flags not exist? The Ops for Auto-Hit & Half Damage ones would be handy too.

21
I've been trying to set up 'static' character stats that remain the same no matter what level and while I've been able to set up the stat-growth curves to do this, Cait Sith & Vincent's starting stats are very difficult to fine-tune because their initial stats aren't present in the kernel (or at least they're not shown in WallMarket; I think the only way they can actually be changed is in the .exe, but I'd like to avoid coupling the NT Mod with a mandatory .exe patch if possible).

I was wondering though if Sources used on Young Cloud and Sephiroth carry over onto Cait and Vincent? I'd be able to adjust their starting stats this way if that's the case; does anyone know if this happens, or do the sources used on Y. Cloud and Seph vanish when the game overwrites them with Cait & Vince?

22
Scripting and Reverse Engineering / FF7 Sound Effects
« on: 2015-05-20 15:31:04 »
I recently found Luksy's sfx tool, and I was interested in finding out about what limitations to keep in mind when replacing sound effects; for instance, is there a limit on how long the sound effect can be, which audio channels it uses, etc? I'm thinking about replacing the uncommon/rare ones for use as Ambient (rain fall, for instance).

23
Troubleshooting / Sephiroth's AI
« on: 2015-05-14 00:21:39 »
I've encountered an unexpected and annoying problem. In NT, there's a cutscene skip for the Nibelheim Flashback but as an easter egg for players who did the flashback anyway, I set up Young Cloud and Sephiroth to be player-controlled with a small arsenal of high-level Materia. It worked fine until what must be very recently.

Young Cloud is still controllable, but Sephiroth seems to have bugged out. His Main AI appears to be active, despite there not being any which results in a 'blank' turn. The flags for both to make them invincible to damage also appear to be non-functional.

Some character AI was added recently to the others; is there a limit to how much AI the kernel can hold? At the moment the total script size is just over 1000; is that above the limit (if there is one)?

24
Scripting and Reverse Engineering / Item Sorting
« on: 2015-04-19 15:12:39 »
Hey all,

I had a question about how items are sorted through the inventory using the different categories. I've always used Type as it sorts by their actual item index, but a few people have been asking about the others like sorting for Battle (damage dealing items I imagine) and finding it to be a bit all over the place. Is there a way to change the way these sort categories behave? Or is there info on how they sort items anywhere?

25
Troubleshooting / Running with Intel Integrated
« on: 2015-04-07 23:29:11 »
Hey all,

I upgraded my PC recently and added a graphics card (nothing heavy-duty, just a budget-friendly Asus 6670 HD) but I'm finding FF7 to be a tad choppy now and then in the world map and certain other places. I've been told that it runs a lot better with an integrated 'card' (I used to play it through an Intel integrated on my old PC which was nice and stable); what are the steps to getting a game to run through integrated rather than the dedicated graphics card? This is the first card I've owned, and I'm not sure of the steps. A lot of forums tend to be focused on dealing with the opposite problem of getting games to NOT run on integrated :p

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