Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - nfitc1

Pages: 1 ... 108 109 110 111 112 [113] 114 115 116 117 118 ... 121
2801
- Points for style awarded if the item-names in the "Received item "x"!"-boxes match the kernel.bin-line-up

Oddly enough, these names are hard-coded into the field's text. They aren't adaptive at all. If you replace the beginning potions with Ultima Materia it'll still say "received 'potion'". This game is NOT modder friendly. If you want to replace an item you'll have to alter the text that says what it is your party is getting. Personally, I'd prefer an earlier instance of the Shield materia.
Anyway, I'd like to help with this if I can. Since playing through making save games in Midgar I've noticed a lot of poorly-worded liners that makes me think that no one person read the entire script after it was translated.

2802
anyway each character will now have a special "time" weapon im sure you can guess what it does but ill explain it anyway depending on time taken in the game that weapon will do the same damage as the time you have played i figured with the damage break limit patch this could be really usefull for later in the game dealing with some seriously beefed up enemies.

I don't think the maximum allowed damage for that damage calculation is under 9999. It's 100 damage per hour and 1 damage per minute. Since the timer doesn't increase past 99:59:59 it may not do over 9959 damage. This is just speculation though.

Also im gonna leave naming the new summons to people on the boards so heres a list if you got a good name let me know.

Org Summon name         suggestions for new
DeathBlow!!                  Full speed ahead!
Diamond Dust                Queen of Ice
Hellfire                           Ashes to Ashes
Judgement Bolt             Heavenly Smite
Anger of the Land          Plants Protector

Thats ones i have so far.
Choco/Mog's and Alexander's names are good. The others sound needlessly wordy.

thanks for the tip NFITIC1 i don't think ill delete the Raw data doesn't sound to heathly lol.

Well that's a closer misspelling than most. ;) I don't think WM would work correctly if you actually DELETED the raw data, so that's certainly not healthy. :D If you try to delete the data using WM it's just going to become 00 anyway (which will compress just as good).

Oh yes, I'm still working on version 1.2.0 which will allow you to edit character growth and battle data, but script editing may not be what you expect...

2803
*Smacks head*

Try double clicking an item in wall market...... sorry NFITC1 im a retard....:P

Whew! You people scared me! :) Yes, you're supposed to double-click on the item or press "Enter" while it's focused and it'll bring up the Raw Data window. That's been around since version 1.0.0. That's where you can edit everything about the weapon/armor/item/accessory/command/materia. So yes. You CAN delete all this text from the kernel and make it smaller. I don't know if deleting the actual data is a good idea, but you can blank it out (make all the bytes FF) for the weapons/armors/materia that you can't get in Disc 1 so it will compress better.

2804
uhh...i'm pretty sure wallmarket can already do that for both versions.

WallMarket 1.17 can edit key item texts, battle texts and summon attack names, but not weapons and magic names and descriptions.

Wait...what? No one has ever said that doesn't work. It should be working. Is that something I need to address?

2805
Archive / Re: Game Saves For Testing?
« on: 2009-01-23 21:44:24 »
So I just got done with the first slot (all 15 saves) so I'll give a report on my progress.

#13: Replayed from #11 and got Silk Dress, Blonde Wig, and Sexy Cologne. According to the Don Corneo mechanics guide on GFAQs this is one of the cheapest/fastest way to get Aerith picked. Saved in Wall Market. (time on save: (30:42)
#14: Same, except I also got the Diamond Tiara, Bikini Briefs (GAH! I HATE THE GROUP ROOM!) and got Cloud make-uped (time on save: 32:20)*
#15: Continued from #14. Re-Equipped a little. Gave Cloud All=Restore, Tifa Fire, and Aerith Ice & Bolt. Got the Ether in Don's basement and Hyper behind his bed. Defeated Aps (killed himself again :D). Picked up Potion & Steal (probably shouldn't have, but whatever). Got into one fight with a trio of Sahagins. Didn't buy anything, but I probably should have to at least make this next part do-able. Oh well, I'm headed back to Wall Market after the fight with Reno anyway and almost nothing changes.
Cloud: +1 kill; Braver +2
Tifa: +1 kill; Beat Rush +2
Aerith: +1 kill; Healing Wind +1

Next few planned save spots in Slot 2:
#1: Save at base of Pillar
#2: Save after re-entering Wall Market BEFORE picking up Sense materia
#3: Save after shopping in Wall Market for a while and getting outside Shinra Building.
#4: Save after climbing stairs
#5: <from #3> save after busting in

My memory's a bit hazy as to the next few places, but I'll do my best to get saves in all the spots. I likely won't get any further until next week, but if I get a chance throughout the weekend I'll try to do more.

*Choosing the Bikini Briefs over the Lingerie was a slight concession on my part. The guide mentioned above indicates that the Briefs could be a deciding factor in choosing Aerith over Cloud (with Silk Dress, Blonde Wig, Sexy Cologne, & Ruby Tiara). Although we actually learn something plot-related in "The &$#% Room", I chose the "stronger" of the two items.
I don't think the make-up makes any difference to the Don's choice. In fact, it doesn't show up as an item. That's one reason why I want these saves. It's easy enough to have a save at the moment you can make these decisions and see if anything is different between the choices. Though if I have to do that stupid squat game that is supposed to last 30 seconds but actually lasts over-a-minute or that poorly translated conversation with the Don one more time I think I'm going to go crazy.

2806
Archive / Re: Game Saves For Testing?
« on: 2009-01-22 21:53:04 »
i'd actually suggest against running from every battle... it'd give a more realistic set of saves if you fought whatever you run into, but never try to grind. just make sure you cover the proper path. as to the cross dressing, i say ye should get all the items (looks kooler at the end imo, all the key items)

That's true about the battles. I was really just running to get more saves in quicker. So far, save 12 only has about 31 minutes on it.
I'm not so sure about the cross-dressing thing being necessary. If Cloud's fully girl-ified you'll miss the Corneo's Lackey battles. While seemingly insignificant, you'll completely miss this if Cloud gets picked. It's probably best to have one where Tifa will get picked, one where Aeris will get picked, and one where Cloud will get picked. I'll probably do that, but that means running through Wall Market (a very boring sequence) two more times. Oh well. I don't have time to finish this slot today, but I'll be able to get to it tomorrow afternoon.

2807
Archive / Re: Game Saves For Testing?
« on: 2009-01-22 20:41:32 »
Yeah, I can get started on, and hopefully finish, the Midgar chapter today. I'll let you know how it goes.

Let me share how far I've gotten so far:
Save #1: First Save Point. Picked up the two potions from the unconscious guards and the Phoenix Down from the chest in the reactor.
Save #2: Picked up Restore Materia, defeated Guard Scorpion (Braver+1), Equipped Barret with Assault Gun and saved at previous point
Save #3: Picked up Ether at top of the room, rescued Jesse, bought flower from Aeris, picked up Potion from Sector 8 Square, didn't fight guards, saved outside train station
Save #4: AVALANCHE-related and Cloud/Tifa Promise scenes, skipped Materia tutorial, picked up "All" Materia and whatever it was in treasure chest (Ether?) from learners hall, bought three iron bangles and a Fire Materia, saved in same place as Save #3
Save #5: Got 100 gil stolen (I don't care about losing that), picked up green item in duct after sliding down hole in the wall at the end of the tracks, saved right before entering Reactor #5
Save #6: Got all the items in that area between tracks and reactor, saved at bottom of reactor 5
Save #7: Saved in room before exiting Reactor 5
Save #8: Picked up Phoenix Down from chest, beat Air Buster (Beat Rush+1), Cloud's in Limit Break at end of battle, met Aerith (named her that), made mistake dropping first barrel, others were correctly dropped, Saved outside church after getting back to the ground
Save #9: Saved at Aerith's house (probably dumb because this was probably less than 30 seconds away from last save)
Save #10: Got all items around Aerith's house, took the 5 Gil, talked to Aerith's mother, saved outside house
Save #11: Just entered Wall Market
Save #12: Became "Ms. Cloud" with basic dress and best wig, Saved in Wall Market

After that Cloud died during the battle with Aps (During the same Sewer Tsunami attack that killed him I might add :) ) because I forgot to give Aerith the Cure=All before the fight. I could have revived him, but I lost the will to keep going at the time. I'll continue later.
I have run from every escapable battle so everyone has pretty low levels.

Battles fought and kill count in save 12:
First two MPs (Cloud+2)
Guard Scorpion (Cloud+1)
Air Buster (Barret+1)
MP (Aerith+1)
Total encounters: 21
Total escapes: 17

Upcoming battles:
Corneo's Lacky x5 + Scotch (Cloud+6) (Unless I replay save #11 to get Cloud the best stuff (which I might).
Aps

2808
Archive / Re: Game Saves For Testing?
« on: 2009-01-22 18:31:23 »
apart from the gamesaves which you guys are disscussing lol

Of which we can't guarantee any content being accurate and obtainable in a legal copy in the game. It will do testers little good to have saves with, say, maxed out inventory or materia or maxed stats if that's something they're going to test against. Discussing using those is against forum rules:
No linking to/discussion of/advertising of illegal downloads, including FFVII Ultima Edition.
Save game files made by an illegal version of the game are still illegal. The discussion of such is now terminated.

Oh, and don't end all your posts with "lol" for the sake of doing it. That's something I'd expect to see on 4Chan and just lowers people's desire (at least mine, to whom I assume you are attempting to communicate with) to communicate with you. Also don't just say "kids" to address the people entering the topic. You don't know how old they are and chances are, they don't care how old you are. That's being disrespectful and could be interpreted as an insult which is another violation of the rules and just Internet etiquette in general.

2809
Archive / Re: Game Saves For Testing?
« on: 2009-01-22 18:06:27 »
"Ultima Edition" is illegal. Anything that comes with it is most likely worthless.

2810
Archive / Re: Game Saves For Testing?
« on: 2009-01-22 12:21:51 »
I'm glad you're not put-out by the rules I want to impose, I just want to make a collection that has as little editing done to it as possible so that testers have simple points they can immediately pull up and test from. I'm sorry if some of those rules sound vague. I was kinda writing some of them in a hurry. I'd be glad to clarify some things that sound confusing.
I don't think Save Crystals can be used anywhere besides the final dungeon. You'll have to mod the game to get it to work elsewhere. Even then I think only one could work. I remember trying to use them on the PSX version and it ended up saving incorrectly.
Yeah, I can get started on, and hopefully finish, the Midgar chapter today. I'll let you know how it goes.

2811
Archive / Re: Game Saves For Testing?
« on: 2009-01-21 21:29:01 »
hmm... I may do that, if we can just get a list of places, and whether or not it would be cool for all characters to be maxed out in these save files

No maxed characters. The more natural, the better. Preferably NO used sources either. Stats could be raised via a SGE later if the user needs it.
I think some ground rules would need to be set for these. Let me suggest some, most of which you may not like doing:

#1 - Saves at every opportunity (excluding unnecessary back-tracking) with as few battles/kills as possible and as many field things done as possible between last save and current save
#1a - This includes all Save points in dungeons and first opportunity outside towns as soon as you can leave the town after town-related story event
#1b - Don't save after every side-quest, but before proceeding with the story, complete all available side quests
#1c - For save in North Cave, prefer to save immediately before group splits-up and only have opened the Save Crystal chest (pick nothing else up)
#2 - Level up naturally. Don't go out of way to grind levels (SGEs can artificially inflate the characters later)
#2a - Don't use sources. Hoard them all
#2b - Materia can be leveled as much as you want
#2c - Have at least one save (per character) where each character has only their first limit break
#3 - Get the best outcomes for different events (Stopping North Coral Train and getting Warrior Bangle, Getting Huge Materia from Shinra #26, etc.) before saving
#3a - At least read all the Costa Del Sol posters as soon as they become available
#3b - When the point in the story is reached, there should be four saves each having a different date scene on one slot. JENOVA can modify love points so just save four times and modify the love points of each of them differently. Preferably having the second character being the one the date will be with (to tell easily in-game).

I'm sure there are other things I'd want in a collection of saves. This is probably pretty extreme for most people and likely too annoying for one person to do alone (unless they wanted to). Maybe a group effort could be put into this. One person plays to the end of Midgar, the next plays to the save on the boat after Junon, the next plays until the end of Disc 1, etc. Each save would have to be documented as to what has been accomplished and such.
I know there are only 10 slots on the PC version, so you'll have to keep a backup of slots once all 150 saves have been used and either re-number the slots in the correct order or put in numbered archives/directories.

2812
Archive / Re: Changing the prices of things in shops
« on: 2009-01-21 20:44:28 »
Shop editor? Pity you already used the name Wall Market  :-D

Yeah. :( Maybe I'll call it Costa Del Sol or something. Maybe something boring like FFVIISE. :P Of course, I'll need the shopmenu.mnu file (I'd like someone to send me a copy, plz!) to look at the PSX shops. Those should be easy to edit.

Anyway. I'd like to expound more on what I found earlier in this thread.
Shops consist of 84 bytes in the following pattern: Byte, Byte, Word, 10 x [Word, Word, DWord]. The first Byte I believe has something to do with responses to things like "can't hold", "can't afford", etc. I'm still trying to figure out what the second Byte is. The following Word is the index of the shop's name. Each name is no more than 20 bytes long including the null terminator.
Each set of "Word, Word, DWord" indicates an item to sell in that shop. There are no more than 10 spaces available for items. The first word is 0 if the object to sell is an item/weapon/accessory and 1 if the object is a materia. The second Word doesn't mean anything (it's never referenced) and is always 0. The DWord is an index of the object to be sold. For materia it is just the index that it appears in kernel section 9. Items/Weapons/Accessories use the same indexing method as the Item menu does (though with 0 quantity since shops apparently contain a limitless supply of all goods at all times ;) ). If the first Word, Word, DWord triplet is 0, 0, 0, then it is treated as a potion. It MUST be the first item for the shop to sell a potion. After the first triplet, a 0, 0, 0 will indicate no item.
I'd love it if there was a single place to find the pointer to these shops, but there isn't. :(

2813
Archive / Re: Safer Sephiroth not so safe?
« on: 2009-01-21 16:59:52 »
Maybe you can get Regen to apply regen AND poison and get Poisona to cast Confu on the target as well :D.

Ooh, How'z 'bout KotR inflicting Peerless and the Bahamuts increasing stats like Dragon Force/Hero Drink? I also like the idea of Megalixer healing all parties, ally and enemy alike. I wish there was a restart spell like in FFV. :(

I've wanted to do things like this for a while, actually. I've got some ideas if you want to collaborate.

2814
Archive / Re: Changing the prices of things in shops
« on: 2009-01-21 13:56:08 »
This is all making me want to make a shop editor, except I can't find any pointer to specific shop data. :( Also, editing an executable could be construed as being a virus. My first MDef fix attempt got caught as a virus because a jump pointer was wrong. :D

2815
Archive / Re: Game Saves For Testing?
« on: 2009-01-21 13:49:18 »
I don't believe that exists. I'd love for it to. Such a thing would not be unwelcome! Meaning, if you do make such a collection, please share it!

2816
Archive / Re: Safer Sephiroth not so safe?
« on: 2009-01-20 13:28:43 »
No longer needed. There is a patch to fix the bug.

Cool. I had no idea about that one.

It's extremely new. As in, it wasn't even started six days ago.

2817
Archive / Re: FFVIIPC MDef bug fix
« on: 2009-01-18 20:19:31 »
Finally got this working (turns out that I needed to delete the other patches from the patches folder to stop YAMP making an empty ff7.exe file).

Excellent. My thanks to all those involved, I'm now off to delete the spirit bonus from my armour...

It occurs to me now that I have to update WM's readme with the fix for this bug. Good news after all this is now that I know where the attacks are stored, maybe I can find out what happens to that pesky 0002h flag that I can't identify.

2818
Archive / FFVIIPC MDef bug fix
« on: 2009-01-18 17:31:28 »
After being inspired by Gemini's PSX fix, I have created a fix for the 1.02 version of FFVIIPC.

http://www.mediafire.com/?omijzegnczt - patch
http://img49.imageshack.us/img49/5681/ff7sprfixaz3.png - screenshot

This is a YAMP patch so that is required.
Credit goes to Gemini for inspiration, dziugo for making this into a YAMP patch, and me for writing the code.

I got dziugo's name wrong in the first upload. Sorry 'bout that, I thought I checked it. It's a pet-peeve for me too so I understand. :) The one up now is correct.

2819
Releases / Re: FFVII Psx bug fix? Here I provide
« on: 2009-01-18 03:13:16 »
@ Gemini and NFITC1: Wonderful!  This'll be great!  Though imo, unless you've modded the scene to make the enemies harder, this just makes an already-too-easy game even easier.  Still, at least now there's actually a good reason now to equip certain armor such as that Wizard Bracelet.

I was thinking this too after I got it to work. There was a difference done, but it wasn't great. The magic attack has to be powerful in order for it to be very devastating. Barret with 34 Spirit was attacked with Fire3 by Cloud who had a magic of 255 (teehee). He took around 7300 damage wearing the Bronze Bangle (0 MDef) and around 6200 dmg wearing the Wizard Bracelet (85 MDef). I thought the patch wasn't working right until I remembered that the Wizard Bracelet and most weapons increase the Magic stat. :) So now the PC version (at least the v1.02 US version) has a fix for it!
I just left a message with dziugo saying that his YAMP patch worked. So we'll probably get an additional patch for it soon. I've got a link, but I don't know if he wants me to share that one or not. We'll know soon, I hope.

2820
Archive / Re: FF7 movie mechanics
« on: 2009-01-17 16:20:46 »
Yes, original seconds x fps = frames the game counts. I believe the orignal movies use 15 fps, so if you use the standard 30fps the movie can only be half as long. It seems your project will take more effort than mine, mine is mostly merging some video files and making the audio match.

No. I don't think you understood me at all.
The game doesn't care how long the original movie was. It plays the entire clip, no matter how long it is, or how long the original one was, before executing the next scene. Be that a battle or a field change. I changed the Junon Elevator ride up video with the escape out of ShinRa building FMV (which is probably 10 times longer) and it played the entire scene before the next video played. Replacing the Elevator down did pretty much the same thing, except I couldn't leave the area until the video was over and the scene had loaded.

2821
Archive / Re: Need a better Monster Attack Editor
« on: 2009-01-16 15:11:15 »
That doesn't answer the question. Can you not open it in Heidegger anymore? You can't open it in another editor?
Heidegger removes the "Read-Only" flag on the file even after it's done. If another editor is trying to forcibly turn it off when it already is off that may cause an error.

And no, there's not another monster attack editor. That's why I made Heidegger. You don't need a "better one" you just want Heidegger to work. :P

2822
Releases / Re: FFVII Psx bug fix? Here I provide
« on: 2009-01-16 15:08:55 »
It looked to me that the 0, 1, 2, and 3 were getting the data stored at (armormemoryaddress + ArmorIndex + EquippedArmorIndex * 36 + 2 + x)  then applying it to characterIDmemory + something.
0 takes data from just weapons, 1 from armors, 2 and 3 return a NULL value no matter what. Unless they changed the code for that function during the port process, but I doubt so.

OK, I see what you're saying now. What happens in this function is that it adds the weapon's atk to the character's strength to get the new attack power and stores it...somewhere (haven't looked into that yet). Then it takes the armor's Def and adds it to the players Vit to get the defense, but it never even looks at the MDef of the armor. For the other things, Atk%, Def%, and MDef% it just uses whatever the weapon/armor has for those values during damage calculation so those never really get stored anywhere on the characters' data. It's starting to make me wonder if there is even a place for "adjusted MDef" on the character's immediate data... That's something else to look into. *sigh* and I was hoping that it was just an incorrect pointer. :( It looks like just a small injection might work, but that gets hairy because all the absolute addresses would be changed.
You're right though. Passing 2 or 3 just makes it 0 it's other argument and return. Weird. Maybe at one point there were two accessory slots?

UPDATE: I've narrowed the problem down! The problem IS with that function. That function applies Equipment changes to the variables that damage calculation use for Atk, Def, MAtk, MDef and happens every time a weapon/armor/accessory is equipped.
This is what happens:

1. Character ID and update type (0-Atk; 1-Def; 2-MAtk; 3-MDef) is passed to this function
2. The function does one of four things depending on the update type:
      0. It gets the Weapon's Atk and assigns that number to a temporary Atk based on character ID which is later added to str to get the final attack
      1. It gets the Armor's Def and assigns that number to a temporary Def based on, etc.
      2. It does NOTHING. This is where MAtk WOULD get updated, but since no equipment modifies MAtk (might modify Magic stat instead) this is just skipped and always returns a 0.
      3. Same as #2

The case for update type 1 does this:
Code: [Select]
.text:006C51AD loc_6C51AD:                             ; CODE XREF: ApplyBonusStats+2Aj
.text:006C51AD                 mov     eax, [ebp+var_8]
.text:006C51B0                 mov     ecx, dword_919928[eax*4]
.text:006C51B7                 imul    ecx, 84h
.text:006C51BD                 xor     edx, edx
.text:006C51BF                 mov     dl, byte_DBFDA9[ecx]
.text:006C51C5                 imul    edx, 24h
.text:006C51C8                 xor     eax, eax
.text:006C51CA                 mov     al, byte_DBCCE2[edx]
.text:006C51D0                 mov     [ebp+var_4], eax
.text:006C51D3                 jmp     short loc_6C51E5

The case for update type 3 SHOULD be this: (ignore the addresses, it shouldn't overwrite condition 1)
Code: [Select]
.text:006C51AD loc_6C51AD:                             ; CODE XREF: ApplyBonusStats+2Aj
.text:006C51AD                 mov     eax, [ebp+var_8]
.text:006C51B0                 mov     ecx, dword_919928[eax*4]
.text:006C51B7                 imul    ecx, 84h
.text:006C51BD                 xor     edx, edx
.text:006C51BF                 mov     dl, byte_DBFDAE[ecx]
.text:006C51C5                 imul    edx, 24h
.text:006C51C8                 xor     eax, eax
.text:006C51CA                 mov     al, byte_DBCCE3[edx]
.text:006C51D0                 mov     [ebp+var_4], eax
.text:006C51D3                 jmp     short loc_6C51E5
but of course, it's not. This would require replacing a 7-byte statement with a 40 byte block. I don't know how to safely inject code so it might be better to do it your way, Gemini. An absolute jump to anywhere takes 5 bytes so either followed by two no-ops, or a re-targeted relative jump. So point me to an unused spot in the executable and I can fix it for ya. XD Of course, I'll have to test this theory out.


NEW UPDATE: I have successfully patched the PC executable to account for the MDef of the Armor! See proof. I have submitted my changes to dziugo who will make it compatible with YAMP. Hopefully, it'll be done this weekend.
I did end up using Gemini's method because code injection's a pain to attempt and this worked just fine. I haven't tested it in battle yet because I don't have a very suitable save to test it. Anyone want to donate a save with the airship and normal stats so I CAN test it?

2823
Archive / Re: Need a better Monster Attack Editor
« on: 2009-01-16 13:17:54 »
What'd it do? Good thing you kept a backup too.

2824
Releases / Re: FFVII Psx bug fix? Here I provide
« on: 2009-01-16 12:09:09 »
It's the 2 that's causing the problem? I was focusing on the 1. This may be a problem with how it's stored in the armor data and displayed on the menu. In the menu it goes Def, Def%, MDef, then MDef% while in the data it's stored Def, MDef, Def%, MDef%.  It looked to me that the 0, 1, 2, and 3 were getting the data stored at (armormemoryaddress + ArmorIndex + EquippedArmorIndex * 36 + 2 + x)  then applying it to characterIDmemory + something. I'm still not sure what that something was. The function was often returning 0 in some AX register that doesn't show up in the general registers in my debugger. I'll try to follow it more closely today. I'll be able to look at it again in about an hour so I'll check it out then.

2825
Releases / Re: FFVII Psx bug fix? Here I provide
« on: 2009-01-15 20:38:01 »
I'm getting closer to finding the routine that updates the stats. I found the one that switches the Armor index for the character and the memory address that that's stored at, but now I have to find the actual MDef memory address and see what SHOULD be writing to that.

EDIT: The problem exists around binary address 0x1CE8F7. That's where it calls the function that (should) applies armors' MDef to the character. It uses that same function for Def, Def%, and MDef%. So the problem is probably in the set up or saving. That is between 0x1CE8F0 and the command at 0x1CE8FF where it writes memory to the word located at 0xBF7F3A.

That's as far as I got today. I'll try a little more later now that I found the location of the errant call (I think).

Pages: 1 ... 108 109 110 111 112 [113] 114 115 116 117 118 ... 121