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Topics - BrutalAl

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I know of one RNG table (0-255) that goes 177, 202, 238, ..., 171, 176, 12. This baby is to my knowing often used for various randomness in fields but not for randomness on the world map.
Apart from the just mentioned one I only know of one other RNG table and it goes 99, 6, 240, ..., 199, 106, 202 but that isn't it either it seems.

Anyone happen to know which RNG table is used for worldmap randomness?

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I'm trying to figure out exactly how the game picks the order of different battle formations. I know some about it atm but not enough yet to figure it out.
If anyone happens to know all this already feel free to enlighten me :)

What I know (in short)
I know that from a hard reset the order of the enemy formations you encounter (in random field battles) will always be the same.

E.g. if you encounter EnemyA, EnemyB, EnemyC, in that order (in three separate battles) you will again if you hard reset the system (turn the PSX power off/on) then load a file and fight in the same area.
If you from a hard reset fight only one battle (against EnemyA), then soft reset and load a file and fight another battle in the same area this battle will be against EnemyB, and if you soft reset again and fight another battle yet again this one will be against EnemyC. In other words, the order is kept/remembered as long as the system isn't powered off.

I know that the RNG-list that is used for deciding when to give you an encounter is also the RNG-list that is used to decide what encounter (battle formation) that will be (and I have a somewhat good idea of how the actuall values in the RING-list are used to decide the formation).

I have located a counter that keeps track of how many battles you have fought since latest hard reset, however its behaviour is somewhat random (it's increased by 1-3 per battle) but if it is reset back to 0 (by unnatural means) you will reset the order (i.e. the next Fight will be against EnemyA, then B then C). What decides how this counter behaves is still unknown to me though.

I'm currently not at my work station so I don't have the memory addresses for all the values involved, as soon as I get back I'll add them to this thread, but until then the above information will have to do.

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Have anyone ever fully mapped and documented how the game determines when to give you a random encounter? Tried finding something (on this board), but no luck.

I did find something Terence wrote on the issue a long time ago. It offered a good but unfortunately not full explanation :/

4
Hello Board. I got two (well, kinda anyway) questions I’d love to get answered, dont be shy =)

First Q
In FF7 when revisiting Midgar on Disc 2 you’ll trigger a scene involving the turks in the first Midgar Subway Tunnel screen.
What I’d like to know is exactly what Cloud can (and will) walk into to trigger this scene. Is it one (1) invisible wall/area/box that covers the entire tunnel or is it two (2) walls/areas/boxes (one on each side of the pillar in the middle)?

Second Q

Would anyone know exactly why I’m able to dodge the textbox paralysis in this scene (data wise that is)?
http://www.youtube.com/watch?v=YytCBTInUJg
I’m rather certain it has something to do with the door opening at the very same time that I am hitting the action button (seeing how I’m incapable of doing it with the door already opened).
My guess would be that Cloud is paralyzed for an instance when he hits the door and is then automatically un-paralyzed when the door has been opened. So, if I hit the action button at the same time that I’m paralyzed by the door the texbox will appear (not capable of paralyzing me any more than I already am) and the next thing that happens is that the door un-paralyzes me with the textbox still there.

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Archive / FF7 _PSX_ Mod-ability
« on: 2006-02-25 14:56:25 »
IF one would want to Modify* FF7 (PSX) would her/his future look any bright? I've glanced through the Tools available at this and affiliate sites but most, if not all, of them seems to be for the PC version.  :erm:

*Can be anything from enemy stats, battle spoils, chest content, dialogues/text to enemy logics, battle setups, field events, the works

Mod Edit: Moved to Game-Tweaking

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