Qhimm.com Forums

Final Fantasy Forums => Tools => FF7 Tools => Topic started by: DLPB on 2013-04-15 03:16:50

Title: [PC] Trainer and Debug Tool - Ochu (3.4)
Post by: DLPB on 2013-04-15 03:16:50
Download HERE (http://goo.gl/E22rmw).

Donate HERE (https://goo.gl/US5MY3)

Ochu is an FF7 trainer and debug tool.  It is compatible with the English game, both the original 1998 release (1.02 only) and 2012/2013 re-releases.  Ochu has an easy GUI which you can use to view and change game values, such as stats, high scores, and character coordinates.  The key features are:

Ability to view/edit:


- Main game values (Game progress, gil GP, time etc).
- Major stats and names for all characters.
- Main stats for all enemies (as well as a damage inflicted indicator).
- All chocobo stats and names.
- All mini-game scores.
- Game frame rate for battle, field and world map.
- Field and World Map model coordinates.

Mod:

- Add all items to your inventory (and allow you to remove Level 4 limit break items).
- Add all materia to your inventory.
- Allow all characters to be viewed/used in PHS.
- Allow any character to be placed in party.
- Fill all characters' Limit gauge.
- Force battle to end.
- Force game over from battle or field.
- Teleport to a number of battles, and field/world map locations.  Other teleport options also exist.

Save:

Create and load save-states on Field or World Map.
Be careful.  Certain places were never designed for saving
and may crash the game when loaded.

Tweak:

- Save/PHS anywhere.
- Default Run (Character runs instead of walks as default).
- No battles field/world map.
- Max battles field/world map.
- Lucky Tifa (Tifa slots always display "yeah!")
- Condor Speed (The max limit for the Fort Condor mini-game speed is increased).
- Faster Animation (Battle model animation 2x faster.  Not related to FPS).
- Increase Sense (Sense will work up to 65535HP).
- Lock Inventory (Items will not deplete when you use them).
- No Dialogue Box (Dialogue will not have its box).
- Freeze EXP (All characters cannot gain EXP).
- Max materia slots: All weapons and armours will have 8 linked slots.
- Lock battle ally HP: Ally HP not deplete in battle.
- Lock battle MP: Ally and enemy MP not deplete in battle.
- Faster Death (Enemy death animation will be faster).
- Faster Numbers (Battle numbers such as damage disappear from view quicker).
- Gypt (Skip FMV).

- Gain AP: 1x, 2x, or 3x AP will be gained after battle. This means 9x AP for a triple growth slot.
- Enemy MaxHP: Enemy HP will be multiplied to a maximum of 10x.
- Enemy Level: Enemy level will be increased up to + 50. The final option (=99) will force the enemy to have a level of 99. -
- The enemy level is used in many damage and healing calculations.

Realtime:

- Invincible (Characters will not lose HP/MP and will be completely invincible).
- Control Sephiroth (If Sephiroth is in the party, you will be able to control him in battle).

MemLog:

- Save Map and Temp Bank logger.
- Ability to change Save Map and Temp Bank in realtime.

You can load/save data tables.  All checkbox options will be saved and loaded into memory automatically for your convenience.  To edit, simply enter edit mode with F1 or double click a blank area, then right click a table or section and select update.  See help.rtf for more information.

Important

Always run as admin

Credits

Main Code and Options
   Daniel L.P. Burke
 
Teleporter/SavePHS/General Help/Testing
   Kranmer

Gypt/Lucky Tifa/Default Run/No Dialogue Box

   Dziugo


Title: Re: [BETA] Ochu (FF7 Trainer)
Post by: ajthedj747 on 2013-04-15 06:38:13
A tear just  went down my cheek, well, almost, since I am too tough to cry. Thank you very much for this trainer. I shall test it within the next 72 hours and report back  :cry: .


UPDATE: Oh, that is cool. The application detects whether or not the ff7.exe is running. Good work.
Title: Re: [BETA] Ochu (FF7 Trainer)
Post by: ProtomanZxAdvent on 2013-04-15 07:44:21
I rather have like an exp/gil/ap modifer then the max exp/ap/gil/bp/gp. that way I change how much I earn after battle. hasn't been once since wutai_chan took down the link to his mod
Title: Re: [BETA] Ochu (FF7 Trainer)
Post by: Kranmer on 2013-04-15 09:29:40
Nice work Dan, i had been meaning to go back and remake my FF7 Trainer, but now i don't have too :) (i feel yours will be superior anyway)
I posted a bunch of values a long time ago that i use in my trainer here (including a code that allows teleport and instant battle etc)
http://forums.qhimm.com/index.php?topic=11703.msg162756#msg162756
if that helps, the only thing i don't see there is my load savedgames code (which i probably made after that post) and i also documented all the random battles so i can fight any battle at any time now :)
and if you need any help with anything else just let me know.
And as for suggestions it would be nice if we could set events and progress on the fly so we can redo events instantly for testing.
Title: Re: [BETA] Ochu (FF7 Trainer)
Post by: DLPB on 2013-04-15 13:44:21
ProtoX good point.  I will make it so you can adjust to what you want.

Kranmer. Definitely will add your work to the trainer.  You also get source code when I am done.  8)

Title: Re: [BETA] Ochu (FF7 Trainer)
Post by: Kaldarasha on 2013-04-16 15:44:20
If it would be possible I would like to see and alter the positions of the NPCs and objects in a scene. There are some NPCs which need a correction if the new models are used, specially the sitting ones. I only need to see the new values to correct them in Makou Reactor.
Anyway this tool is absolutely impressive.
Title: Re: [BETA] Ochu (FF7 Trainer)
Post by: sithlord48 on 2013-04-16 15:45:57
ProtoX good point.  I will make it so you can adjust to what you want.

Kranmer. Definitely will add your work to the trainer.  You also get source code when I am done.  8)

do you plan to release your source so we can all look at it ?
Title: Re: [BETA] Ochu (FF7 Trainer)
Post by: DLPB on 2013-04-16 17:33:08
I will let you look at it (and I may release source).  tbh... Black Chocobo has far more values than this does, and most are just the same, using the savemap. Emerald Weapon does not have a saved value btw (which is why you can't find it).  The coords and movement are all decided at run time, and emeralds position is randomised when you surface/submerge.  He either stays in certain locations, or is allowed to move about in the middle of the map.

Ultima Weapon has 5(?) main modes where it can reside, so the position is saved.

I don't know what you will get out of my source code really, for a start, it is coded in Delphi (pascal) and not C.  Let me know if you need anything from me.

@kaldarasha.  I am not sure where the NPC positions are saved at the moment, and how many NPC are allowed on 1 field.  I can look into it in time.


edit

@sithlord  also, the coords are only committed to save map when the menu is opened.  The menu cannot be opened from the ocean, so it can't be used anyway.
Title: Re: [BETA] Ochu (FF7 Trainer)
Post by: cloudiar on 2013-04-16 19:46:30
This is a utility brillant, very useful for working in Final Fantasy VII mod, million thanks for continuing to help this forum, I want to dedicate an event in my mod, just as the sage of the chocobos, but do not forget your help  :roll:
Title: Re: [BETA] Ochu (FF7 Trainer)
Post by: sithlord48 on 2013-04-16 21:14:28
one thing not documented to note:  only some models can be shown on any given world map (iirc there are 3 different world map id's ) for example its not possible to see the buggy if your on the map where the highwind can be seen (try in bc you will see what i mean). even though you can not see the buggy you can still get in and drive it around. (kinda fun todo)

Title: Re: [BETA] Ochu (FF7 Trainer)
Post by: DLPB on 2013-04-16 22:02:58
Aye.  I can see here in memory that they share the areas.  There is quite a bit of weirdness too.  Like when you kill Emerald, the coords then point to the sunken ship (not the Guernica) instead. 
Title: Re: [BETA] Ochu (FF7 Trainer)
Post by: sithlord48 on 2013-04-16 22:48:53
Aye.  I can see here in memory that they share the areas.  There is quite a bit of weirdness too.  Like when you kill Emerald, the coords then point to the sunken ship (not the Guernica) instead. 

most all the progression stuff is really odd like that.. each field has some varibles maybe they are used (in part or in whole) by another field in another part of the game. makes finding out what they do not so fun.
Title: Re: [BETA] Otyugh (FF7 Trainer)
Post by: DLPB on 2013-04-21 04:12:21
Tool updated (see first post). I have had to remove 2 tabs for now which will be placed back soon.  This is still a beta.  Certain things will not work for now (and I know of quite a few bugs).  The main things are working... the tables will show you the stats, the 3 modes (view edit freeze) work.  To edit, right click a table and select Change, after making your edits.  (Refresh won't work for now).

In Freeze mode, edits will immediately be reflected.

I also added my own damage calculator, so you can see how much total damage you have inflicted (enemy tab).  It doesn't work right at moment like when you heal.
Title: Re: [BETA] Otyugh (FF7 Trainer)
Post by: DLPB on 2013-04-24 23:22:39
This is the last beta release.  The next will be the final version.  See first post.

To edit, click F1, or click the blank areas in forms, then right click the tables and select Update. View mode will update data continually.

Sephiroth and Aerith in party will not work in this beta.
Title: Re: [REL] Otyugh (FF7 Trainer)
Post by: DLPB on 2013-05-03 15:03:27
http://www.youtube.com/watch?v=w5-KKFJ-wCI#t=1m18s

Otyugh 1.2 is released. (http://www.youtube.com/watch?v=w5-KKFJ-wCI#t=1m18s) See first post for full details and download.  Make sure you read it, and see "Help" inside the game.

Special thanks to kranmer for testing, help, and quite a few values and additions; the Teleporter among them.

Edit

1.1 Added.  You can now add Materia and change the countdown timer.  A few bugs have also been fixed.  You can keep adding Materia to character slots, and then replenishing the list.

Edit

kept the same version number, but fixed bug that stopped the updating of large numbers.

edit.  1.2 Added.  Main change is Progress value has its own table.
Title: Re: [REL] Otyugh 1.1 (FF7 Trainer)
Post by: SinDx on 2013-05-06 20:45:49
(yes I registered just to post in this thread :P)

So I'm trying to try this trainer because it looks great, but none of the options seem to work. Is this compatible with a 2012 remake Tifa Bootleg edited game? It recognizes the EXE, but none of the options actually seem to do anything. Party editor doesn't work, battles don't go any faster, etc.

Thanks for any help and all your hard work!

Edit: Looks like I registered for nothing haha. The issue seemed to be that the trainer needed to be run as admin. Works fine now =)
Title: Re: [REL] Otyugh 1.2 (FF7 Trainer)
Post by: DLPB on 2013-06-23 22:12:19
I think my trainer is messing up one of the weapons or materias etc,,, can someone do some testing with adding all items and materias and see whats what?
Title: Re: [REL] Otyugh 1.2 (FF7 Trainer)
Post by: DLPB on 2013-07-30 00:10:03
Warning.  Do not use more than 11 chars for a character name.  If you save after doing this, your item list will gaina  corruption (that's what causes the bug above).  Use 11 maximum.

Edit.  I am supposed to be asleep.  Any case... 1.3 is released.  Fixes above bug and makes it so tweaks are auto loaded into memory each time.
Title: Re: Otyugh 1.3 (FF7 Trainer)
Post by: oglsmm on 2013-08-05 21:18:05
Can this not edit the AP awarded after battle? I cannot seem to find that however a few posts up list it...
Title: Re: Otyugh 1.3 (FF7 Trainer)
Post by: DLPB on 2013-08-05 21:40:11
Nah it cant change AP after battles... it can add every materia mastered though, which for most people negates the necessity of an ability like that.  So I didn't add it :)  If you want to edit monster AP then use Hojo (I think).
Title: Re: Otyugh 1.3 (FF7 Trainer)
Post by: DLPB on 2013-08-07 07:25:36
I'm adding a load/save savemap. This allows you to replay scenes by exiting and entering the field screen.  Changing just the progress value won't work because of other variables which is why I have allowed the saving of the entire map.  It turns out that you have to leave and enter a field screen for things to be fully reset after loading a saved savemap.  This helps in situations where you need to replay the same scene for testing but don't want to have to reload the entire game again and again.
Title: Re: Otyugh 1.3 (FF7 Trainer)
Post by: DLPB on 2013-08-13 15:25:26
I am adding Save States to Otyugh.  Save States are not perfect but they are pretty close.  Basically,  I copy the entire Save Map and Character location data into a small file.  Then you can load the files you have saved from a list, and my program will update the information, and load the correct map. At certain times, saving will not work and will cause problems, but if you save before major scenes begin, or at times were there aren't any major scenes (for example, in the middle of meeting Tifa for first time would be a BAD time), the save states should work perfectly.  I have limited the total number of save States to 1000.

I am still ironing out a few bugs, but this is the general idea:

(https://dl.dropboxusercontent.com/u/36889302/FF7/SaveState.PNG)
Title: Re: Otyugh 1.4 (FF7 Trainer)
Post by: DLPB on 2013-08-19 01:24:41
History

Aug-19-2013 v1.4
1. Save-states added. (see help file)
2. Small changes to GUI.
3. Faster screen fade-out tweak added.

See first post for download, as ever.

Otyugh is now pretty much as close as it is ever going to be to being completed... it has a pretty good array of features, especially to aid in debugging for tool/mod developers.
Title: Re: Otyugh 1.4 (FF7 Trainer)
Post by: cmh175 on 2013-08-19 23:57:11
PPV is the game moment value in Otyugh (same as displayed in MakouReactor).

I don't see anything that says game moment though. There's time and progress but going through all the tabs I don't see anything that says moment.

(http://i1172.photobucket.com/albums/r570/cmh175/Untitled-14.png)
Title: Re: Otyugh 1.4 (FF7 Trainer)
Post by: DLPB on 2013-08-20 00:02:19
progress is "game moment".  Game moment is just a phrase that various fans have called the value... progress is what I used to keep the column small.  Note also that it is a separate table in Otyugh.
Title: Re: Otyugh 1.4 (FF7 Trainer)
Post by: cmh175 on 2013-08-20 00:15:34
Ok cool thanks. That's what I thought but the progress value didn't seem to change. The screen shot is right before the Zack flashback when they escape, but the value didn't change from 1580 through out the whole scene when I played through it. If that's just the value than I'll have to figure something out. I'm trying to swap the models around with 7H so Cloud has a younger looking model, and Zack and Cloud aren't wearing the buster sword at the same time.
Title: Re: Otyugh 1.4 (FF7 Trainer)
Post by: DLPB on 2013-08-20 00:21:57
The progress value doesn't always change... depends how the script has been programmed.  Sometimes, even the savemap isn't updated either.  The savemap and current location can be saved with the Save tab.  But I doubt this will help with what you are doing.

You have to remember that the game was originally programmed for use with save points.  The designers programmed save map and progress value to be correct when you reach one, not in the middle of scenes.
Title: Re: Otyugh 1.4 (FF7 Trainer)
Post by: cmh175 on 2013-08-20 00:27:24
Thanks Dan. You're probably right, it'll work for swapping models for an entire scene, but this particular part probably needs be done with Makou Reactor and actually change the main models with swordless alternates where needed.
Title: Re: Otyugh 1.4 (FF7 Trainer)
Post by: Kaldarasha on 2013-08-20 00:45:13
Oh, it was called progress.  :-D
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: DLPB on 2013-09-05 22:43:21
Update.  Save states from 0-9 can be set by Ctrl- and number 0-9.  Del key deletes save states.  Help menu is fixed. And Save state combo box remembers last position.

And save states now support other models, like cloud as soldier, cloud in dress.  Should work with Tifa/Cid etc too.  Old 1.4 save states will not work.

Thanks as ever to Kramner who tests.
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: ThunderPeel2001 on 2013-09-18 19:21:49
Request: It'd be great if you could have permanent full power in Speed Square! Thanks.
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: DLPB on 2013-09-18 19:24:28
Ah that's easy done!   But I'd prob do it for hext.  Do you use 1998 English game?  My change of the entire game fixes that minigame and its issues and also changes power and energy levels and even placements.  But it's being released with Reunion.
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: ThunderPeel2001 on 2013-09-18 19:30:51
Ah that's easy done!   But I'd prob do it for hext.  Do you use 1998 English game?  My change of the entire game fixes that minigame and its issues and also changes power and energy levels and even placements.  But it's being released with Reunion.

No, I use the 2012/Steam version. Ah well. I'll just wait for the next release :) Thanks!
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: DLPB on 2013-09-18 19:31:33
No you could still use one of my tools to do it... HextLoader.  I will sort something for you tomorrow.
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: genesis063 on 2013-09-23 20:56:13
The only gripe so far I have is that when trying to get the Coordinates.  One colemn is shorter then the others so you can't copy down the full value.
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: DLPB on 2013-09-23 21:25:12
Explain what you mean?  I am sure I can easily add in a better copy method too.
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: genesis063 on 2013-09-23 21:44:17
Like one of the borders is shorter so it only displays like three numbers or some such like that.  It's something to show than tell but unfortunately I am at work and cannot provide one.
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: DLPB on 2013-10-01 17:47:05
Like one of the borders is shorter so it only displays like three numbers or some such like that.  It's something to show than tell but unfortunately I am at work and cannot provide one.

Are you still at work?  :P  ;D  Send me something when you can.
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: genesis063 on 2013-10-05 01:57:13
My apologies wrong one.
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: DLPB on 2013-10-05 02:48:20
That shows as 0 bytes.  Are you sure that was uploaded right, and that it is using public link and folder in dropbox?

Also, you should save to png.  It is lossless and much smaller.
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: genesis063 on 2013-10-05 03:50:00
Sorry about that didn't realize.  This should be it now:
https://www.dropbox.com/s/99ixjawtmihmo9s/discrepancy.png
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: DLPB on 2013-10-05 03:53:09
Sorry about that didn't realize.  This should be it now:
https://www.dropbox.com/s/99ixjawtmihmo9s/discrepancy.png

That read out is completely wrong... triangles and so forth cannot be that high.

You must be using a foreign ff7.exe?  Otyugh is mainly for English 1.02.  If you use it on foreign exe, some parts of the program will not work right (because they will be reading incorrect locations).
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: genesis063 on 2013-10-05 04:06:29
hm weird I am using the English version.  Including screen shot of the main menu:
https://www.dropbox.com/s/c32hhdjf33omb7b/screen%20of%20game.png


Edit worst comes to worst I'll just transfer the coordinate locator on  my laptop and send it to me desktop.  I believe I set it up right I usually follow the readme's really well.
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: DLPB on 2013-10-05 04:14:53
That says 1.0.9 English, not 1.02 that is used with Aali's driver?
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: genesis063 on 2013-10-05 04:25:58
Well they come out with updates they just recently came out with #5.


Edit I think I understand what went wrong I forgot to put it into admin but now the format looks a little better and alot different then what I sent.  Sorry for the false alarm.
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: DLPB on 2013-10-05 04:30:42
Well they come out with updates they just recently came out with #5.

If they are messing about with the exe then that would explain it.  In that case, this program will only work properly with 1.02 English.  That's the 1998 game, not the rereleases.  You should maybe consider converting your rerelease to the 1998 version (which most mods here support.)

edit.  you should always run as admin.

and, if you are using rerelease, I'd still convert it.  Some of the mods here only support 1998 version.
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: genesis063 on 2013-10-05 04:33:08
I do but the only thing is I can't seem to get the any CD to work.  I believed I followed all the steps however it keeps asking for disc three.
Title: Re: Otyugh 1.5 (FF7 Trainer)
Post by: DLPB on 2013-10-05 04:34:55
Send PM to Kranmer :)  Or on the relevant thread. I am sure that can be dealt with.
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: DLPB on 2013-10-18 18:50:21
1.6 is released.  Added a Freeze EXP option, application remembers last position, and a help menu bug should be fixed.
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: Bosque on 2013-11-02 21:20:47
Just reporting in to say the Freeze Exp option works perfectly, thanks for adding my request!
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: DLPB on 2013-11-03 00:57:13
Just reporting in to say the Freeze Exp option works perfectly, thanks for adding my request!

You are welcome.
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: bobby678 on 2013-12-21 14:13:54
Hey

I would like to request for a all limit break option to be added on this program please

thanks
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: DLPB on 2013-12-21 15:05:11
Hey

I would like to request for a all limit break option to be added on this program please

thanks

You can already set limit breaks using this program and Otyugh is finalized :)  Sorry  :P
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: bobby678 on 2013-12-21 17:13:12
Hey

when i tried to give cloud his level 4 limit break using this program

it did not work at all

it kept on saying, i do not think so when i tried to give cloud his level 4 limit break

thanks
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: DLPB on 2013-12-21 22:07:40
Ahh you mean that.  You need to max out the limit counter (lim 1-1, 1-2 etc) and number of battles a character has had.  These control when a new limit can be learned.  Then go into battle.  After that you will learn all his limits and can then give him level 4.
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: bobby678 on 2013-12-23 12:13:26
Hey

how does the Teleport thing work on this program

do i need to move into a another screen before the move to battle thing beings

thanks
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: DLPB on 2013-12-23 12:30:42
It will only happen from field probably.  You select battle then choose battle and right click select update. When you want to return to field, you select return to field and end battle before it takes effect.  Warning though, it's very buggy in there (not from my side).
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: bobby678 on 2013-12-23 21:26:31
Hey DLBD

when i choose to battle unlimite weapon on your program

he won't die at all

is that 1 of the bugs you were talking about

thanks
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: DLPB on 2013-12-24 00:39:51
Quite possibly.  I have no idea what kind of effects will happen when you choose to battle at times you were not meant to :)
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: bobby678 on 2013-12-26 23:15:47
Hey DLPB

I really love your program alot

I would like to request if you could add a easy cat-sith slot option on this program please

and would it be poissble if you could add the turks party members in the members section on this program please

thanks
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: DLPB on 2013-12-27 07:32:37
This program is finalized.  I am not taking any further requests at this time.
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: Bosque on 2013-12-28 22:45:34
Hey DLBD

when i choose to battle unlimite weapon on your program

he won't die at all

is that 1 of the bugs you were talking about

thanks

Ultimate Weapon's HP is set by a variable that is initialized after you meet it in the story. If you haven't yet, it's set at 0, and "death" in this game is defined by the target's HP reaching 0. If it's already at 0, then it won't die.

Simply heal it first, then kill it.

(I think I was the first person to report this in this forum)
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: genesis063 on 2014-02-09 05:31:36
Sorry for the necro post but something odd is happening.  The program is still saying that the game is up when it is not.  I cant get new coordinates to pop to reflect where I am.  I'm going to try to restart and hopefully that fixes it but thought you should know if no one mentioned it.
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: DLPB on 2014-02-09 15:20:57
Sorry for the necro post but something odd is happening.  The program is still saying that the game is up when it is not.  I cant get new coordinates to pop to reflect where I am.  I'm going to try to restart and hopefully that fixes it but thought you should know if no one mentioned it.

This can only happen when you have something in the task bar called "Final Fantasy VII", like a folder or something.

Otyugh uses the program NAME to locate the game.  It can be done by exe name, but that would mean more messing for me :P

Make sure that the only thing open called "FINAL FANTASY VII" is the game.  And only the game.
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: chickenshank on 2014-02-10 20:13:28
First I gotta say I love your program when I can get it to work.. I registered just so I could ask you a quick question I hope you can answer for me.

I recently installed the game on a new computer (old really, running xp pro sp3) and no matter what i do i cant get ff7.exe to run as "Final Fantasy VII" instead it just says "DEFAULT". So now your program wont work for me. Do you have any ideas/suggestions? Any help would be greatly appreciated! :)
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: DLPB on 2014-02-10 20:21:04
You need to use 1.02 exe with Aali's driver.  In the future I may add ability for this to find the game by exe name.
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: Zyniess on 2014-05-06 22:13:34
Hi DLPB,

I know that you did this several months ago, but I got a question if you don't mind?

I tried to run this trainer (any many others), installed Aalis Drivers and set it on custom, with everything as it should be. Mods and stuff work finde though. But i jus can't get any trainer to work - and i especially want yours to work  :cry:

To specify: the trainer shows, if the game is not running (or at least, the FF7 main folder is open or not) and brings strange stats of "my" game, like wrong gil-amount and stuff. When I try to quicksafe (ctrl+s), there comes an error (Access violation at address 00405134 in module 'Otyugh.exe'. Read of address 009AB348)

Do you have any idea, why all the trainers won't work?? Could it be any language-files issue, because I got a non-english version of the game??

Thanks for an answer previously.
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: DLPB on 2014-05-06 23:11:20
See first post.
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: Zyniess on 2014-05-06 23:22:38
So every mod works for several languages, but trainers?  :-\

Didn't thought the language files would be a problem. But thanks anyway.

P.S.: Finally made it work now, with renaming the languagefiles  ;D Everything works fine, thank you for that awesome trainer  :D
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: Raziel80 on 2014-06-11 23:18:44
Hi DLPB. Speed Up Summon (Summon animation will be 4x faster). Can you do same for FF7 PSX?
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: DLPB on 2014-06-11 23:34:23
Hi DLPB. Speed Up Summon (Summon animation will be 4x faster). Can you do same for FF7 PSX?

Nope.  This speed up is simply a custom change to the fps rate when a byte using a summon animation is active.  To achieve the same thing in PSX you would need to do something similar but recoding psx code.. and I have no idea where to begin with that.  I can only code for Windows.

 
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: Raziel80 on 2014-06-12 19:15:04
Nope.  This speed up is simply a custom change to the fps rate when a byte using a summon animation is active.  To achieve the same thing in PSX you would need to do something similar but recoding psx code.. and I have no idea where to begin with that.  I can only code for Windows.

 
Thank you for answer
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: Mirrorman95 on 2014-06-23 13:27:27
Error (509)
This account's public links are generating too much traffic and have been temporarily disabled!

Can you please provide an alternate mirror to download from?
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: DLPB on 2014-06-23 16:36:07
Are you saying that Dropbox have terminated me? lmao... I don't host anything that large.  What a joke.  Apparently, it will be back tomorrow at some point.  I guess I'll have to start using google drive for any files above 50KB.
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: Covarr on 2014-06-23 17:36:23
Even small files can burn through traffic if they get a lot of downloads, and dropbox's limit for public downloads is rather low.

MediaFire is typically the most reliable for files under 200MB. For greater than 200MB, there's not much out there that can be counted on to stay up a long time, sadly. I don't really recommend Google Drive because sometimes their website's download button doesn't actually work right, for whatever reason.
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: Kaldarasha on 2014-06-23 20:10:10
I would say Mega is a good alternative to google drive.
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: Covarr on 2014-06-23 20:37:48
Mega is certainly fast, but it's still too young to speak to its long-term sustainability, especially given its connections to Kim Dotcom, which makes it a high target for folks like the RIAA and MPAA.
Title: Re: Otyugh 1.6 (FF7 Trainer)
Post by: DLPB on 2014-06-23 22:39:32
I'll reupload this soon, along with other files.
Title: Re: Ochu 1.7 (FF7 Trainer)
Post by: DLPB on 2014-06-28 22:48:54
1.7 released.

Code: [Select]
Latest Change:
Jun-28-2014 v1.7

1. Range error bugs fixed.  This may have caused a slow response to save states, and crashes.
2. Save state byte range corrected.
3. Tab orders corrected.
4. Tool changed name to Ochu (even though Otyugh is the correct name for monster)
Title: Re: Ochu 1.7 (FF7 Trainer)
Post by: DLPB on 2014-06-30 21:32:11
Because this trainer locates the game based on the Window name...  it will err if a folder is called FINAL FANTASY VII.  In the future, I will make the trainer load only by FF7.exe or FF7_En.exe process names.

For now, make sure that a folder called FINAL FANTASY VII is not open when using Ochu.
Title: Re: [FF7PC] Trainer - Ochu (1.8)
Post by: DLPB on 2014-08-31 22:00:39
New version out.

Code: [Select]
Latest Change:
Aug-31-2014 v1.8

1. Ochu searches for process names ff7.exe and ff7_en.exe.
2. Current map name displayed on Coords page.
3. Field2 added to Coords page.  Useful for Young Cloud coords.
4. Ochu cannot be opened twice.
5. Delay when loading save states increased to 3 seconds.
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: DLPB on 2014-09-07 14:55:23
Code: [Select]
Latest Change:
Sep-07-2014 v1.9

1. Memory logger added. Shows actual address, savemap address, field var address.
2. Countdown timer display fixed.
3. Delay for savestates tweaked.
4. Slight GUI change.
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: Xplodzion on 2014-09-22 16:33:24
This is a great tool, but i'm running into a little issue, it won't let me change the FPS for some reason, when I enter edit mode and change the fps, the game seemingly ignores the change completely, I have vsync turned off incase that was messing with it but still no use, i'm also using tifa's bootleg if that makes any difference?

EDIT: Nevermind I realised I forgot to click update!
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: oglsmm on 2014-11-15 17:53:01
Is there an updated link for this?
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: DLPB on 2014-11-15 18:04:13
The link on first page works :)
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: oglsmm on 2014-11-15 23:58:25
The link on first page works :)

Hmm I get the following.

(http://i.imgur.com/Ffb8IZg.png)
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: DLPB on 2014-11-16 20:27:43
Does anyone else get this?
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: Kaldarasha on 2014-11-17 03:31:23
I can download it, but chrome detects it as malware. Firefox do work. I think it's an issue with the browser, which has some problems with the Mega page. Steam for example can't successfully link to that page.
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: selius on 2014-11-23 07:21:54
is there a way to make a hotkey to force game over option
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: DLPB on 2014-11-23 10:10:53
probably, but why not just press the button?
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: clumba on 2014-12-25 16:08:35
Hmm I get the following.

(http://i.imgur.com/Ffb8IZg.png)

Same problem.
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: darkalex on 2015-01-05 20:00:45
is there anyway to get sephiroth to start at level 1 with normal stats? he's too op making the game too easy.
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: Vgr on 2015-01-05 20:26:46
You can't do that with Ochu. You'll need Wall Market for that.
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: darkalex on 2015-01-06 06:38:38
Hmm alright thanks I'll give it a go.
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: imagelesskink on 2015-02-21 01:21:27
I had the steam release and it worked fine until I installed bootleg. Now Ochu won't recognize Final Fantasy VII when it's running.

The name on the task bar is Final Fantasy VII but in the task manager it's just ff7.exe. Could that be the problem? If it is, is there a way to fix it?

EDIT:Running in administrator mode worked.
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: DLPB on 2015-02-21 01:34:43
edit
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: imagelesskink on 2015-03-01 21:24:15
Could you add Lucky Cait to this as well? For some reason nothing YAMP-related works for me no matter what I try.
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: DLPB on 2015-03-01 21:42:47
Could you add Lucky Cait to this as well? For some reason nothing YAMP-related works for me no matter what I try.

Use Reunion and select the option on its own, if you want that. Use HextLaunch that is installed with it.
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: Zara9 on 2015-03-01 22:56:29
hey

what does the lucky cait mod do anyways, just curious

thanks
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: DLPB on 2015-03-02 01:20:40
hey

what does the lucky cait mod do anyways, just curious

thanks

Google it / search Qhimm
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: DLPB on 2015-03-19 02:13:44
Fixed a huge bug with the "add all items" option. Don't use it with the current version as it will break your game.

Will upload fix after checking for any other errors.
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: ateno on 2015-03-27 13:48:57
Thanks for the awesome trainer! I played FFVII a long time ago, and just somehow have this urge to play it again, but having quite limited time.

Just curious, do you have an ETA when the fix for add all items will be released?
Title: Re: [FF7PC] Trainer - Ochu (1.9)
Post by: Bobby on 2015-03-29 18:44:44
Not sure if it's been reported yet, Dan, but the summon speed up doesn't take effect when summons are triggered by Final Attack materia. At least for Phoenix, anyway. Regardless, I love this trainer.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2015-04-06 22:50:32
2.0 released.

Code: [Select]
Latest Change:
Apr-06-2015 v2.0

1. Main stats added for characters (originally was just stat bonuses)
2. Add All Items bug fixed
3. Update to Faster Summons
4. Save States now save the Temp Var Bank

See main post for download link.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: Zara9 on 2015-04-06 22:55:37
Hey DLPB

when are you gonna instant attack for all party members and instant limit breaks to your trainer
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2015-04-06 23:16:26
Hey DLPB

when are you gonna instant attack for all party members and instant limit breaks to your trainer

I won't add instant attack for party members because I am guessing the effort is not worth it, but instant limit breaks is possible.  If you'd requested this yesterday, I may have added it today.  Due to other projects, it will be a while until I revisit Ochu.

Then again...  the trainer already allows you to make Limits happen.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: masamunex on 2015-04-29 18:39:51
when i set the limit to 255 my character starts the fight and gets ko instantly and the limit disappears very strange
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2015-04-29 20:09:40
You're going to have to elaborate.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: Zara9 on 2015-04-29 20:17:22
Hey DLPB

your trainer does not work when i try to use it on genesis063 sephiorth story mod with his special ff7 exe file

so how can i make your trainer work on genesis063 mod then
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2015-04-29 22:16:47
Hey DLPB

your trainer does not work when i try to use it on genesis063 sephiorth story mod with his special ff7 exe file

so how can i make your trainer work on genesis063 mod then

If he has edited the executable in such a way to break something, I am not sure you can.  But what happens?  "does not work"  doesn't tell me enough.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: seruji on 2015-06-19 14:27:09
Hi! I would like to thank you for your trainer. Is perfectly working, but....only if I put the english version. The reason I post here is because I would like to play with a spanish friend and she wants to play in the spanish language with your Ochu v2.0 trainer. I tried but it says something like "Range Check Error". Is there a way to solve it and play it in spanish using this awesome trainer? Thank you in advance and hope to recieve an answer from you.

I'm using the Steam version (http://www.subeimagenes.com/img/ff7-steam-1354059.jpg)
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2015-06-19 14:46:31
Quote
Ochu is a FF7 trainer.  It is compatible with the English game, both the original 1998 release (1.02 only) and 2012/2013 re-releases

First post.  It is only for the English version, or a version that uses the 1.02 English executable.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: seruji on 2015-06-19 15:50:49
Thanks for the clarification. I read that before. It's a shame that the language makes the problem here...
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2015-06-19 19:25:41
Thanks for the clarification. I read that before. It's a shame that the language makes the problem here...
It's more the fact that the entire executable is different so the addresses would all need to be found and replaced.  A lot of messing about.  However, I did see a Spanish executable that was based on the English 1.02.  Someone round here may know, make a thread and ask for it.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: StormEye on 2015-06-24 00:53:16
Thanks for the wonderful trainer.

I came around to playing this game again after so many years.

I want to ask, would you mind explaining how you were able to get the Tifa's limit break to only roll 'Yeah'? I sometimes play this on PSP, and was wondering if I would be able to simulate this on PSP, if it is simple memory changing.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2015-06-24 01:19:22
The changes to the hex are all in plain text.  You can see them in the HL_Files\hext_in folder.

I didn't create the Tifa reels, that was done by Dziugo, who is very competent with assembly.

As per first page:

Gypt/Lucky Tifa/Default Run/No Dialogue Box
   Dziugo
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: StormEye on 2015-06-24 04:06:02
The changes to the hex are all in plain text.  You can see them in the HL_Files\hext_in folder.

I didn't create the Tifa reels, that was done by Dziugo, who is very competent with assembly.

As per first page:

Gypt/Lucky Tifa/Default Run/No Dialogue Box
   Dziugo

Thanks for the reply.

I will look into it.

Again, thank you for the wonderful trainer.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: Ryudo on 2015-06-28 06:48:18
Thanks for the amazing trainer. It works flawlessly with the latest Steam version.

Loving the various functions like being able to Save anywhere, Item Lock, Encounter Rate manipulation, Animation editing, etc.

On top of that you also made it remember the settings someone used on the trainer, making it very easy to re-use it the next time you play the game. Awesome stuff, way more advanced than a common trainer.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: israelssilva1989 on 2015-07-05 04:56:40
final fantasy 7 not detected
using USA steam lastest version

forget it, i just solved
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: thorsepicpecs on 2015-07-09 08:54:11
Is there no option to edit Vincents stats? Also very good trainer. I love it.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: Ryudo on 2015-07-12 18:36:00
Can someone tell me the Chocobo stats on the editor?

Here's what I have so far

Spt (Sprint - Chocobo's dashing speed when pressing circle?)
Max (Sprint - Max sprinting speed?)
Spd (Speed - Minimum speed I'm guessing)
Max (Speed - Maximum speed?)
Stam (Stamina - Chocobo's stamina)
Acc (Acceleration - Chocobo's acceleration)
Co (Co-Op - Chocobo's obedience)
Int (Intelligence - Helps with Auto mode)
Per (Seems to be related to the Stable number a Chocobo is located in. Starting from 0)
PC (?)
Won (Races won?)
Sex (Chocobo gender)
Typ (YEL(LOW), BLU(E), GRE(EN), BLA(CK), GOL(D))
Mate (N, or Y, no idea what this does. Assuming it means whether the chobo is from breeding or not)
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: genesis063 on 2015-08-24 04:22:08
Hey guys sorry for the necro but it seems it doesn't work on windows 10.  It's set to admin and tried different things.  So far nothing seems to work.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2015-08-26 20:35:52
There's also nothing I can do to help since I don't have win10.  Surprising that it would fail though.  Might be compiler issue. 
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: genesis063 on 2015-11-06 07:08:26
Sorry to necro post but I figured out my issue.  The weird thing is even though the windows says Final Fantasy 7 since I renamed my modded one as not to conflict with the old one and use with 7th Heaven as my mod mainly is.  So you will just have to use the old ff7 launcher to get coordinates unless you can program something in that allows for differently named exe launchers.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2015-11-06 07:59:14
The latest ochu does not use window name at all.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: genesis063 on 2015-11-06 16:12:42
So it relies on the exe name?  Is there anyway anyone can code it to allow for custom name ones when they use 7th Heaven?  If not I'll just use the default one to get my coordinates as I can confirm it still works on windows 10.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2015-11-06 16:53:45
Yeah, it looks for ff7.exe or ff7_en.exe
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: Zara9 on 2015-11-09 15:54:16
hey

does this ff7 trainer work on 7th heaven at all
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: genesis063 on 2015-11-10 00:56:06
If you have it use the exe mentioned then yes.  My modded exe named as something else will not be supported.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2015-11-10 02:28:06
Is there any reason you can't just name it ff7.exe / ff7_en.exe ?

this should still work fine.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: genesis063 on 2015-11-13 00:38:08
the only reason is that I have had trouble trying to create a hex document with the changes so the exe wouldn't matter.  Plus with 7th Heaven which is what the mod is used in people like to keep their stuff unchanged hence why I changed the name.  If you know a way though is there anyway you can post a guide about it?  I would like to incorporate it in with the iro so people can use any exe.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: Kaldarasha on 2015-12-06 11:26:23
I have a question (or better I have an idea):
Would it be possible to edit the model's light and ambient shader in realtime?

What I would like to do is to test the working of these shaders. Ultimatly I could make with enough information light sources as in FFIX.

A second question: is it possible to bind a model to a characters location? It would great to  add simple point shadows. It helps a lot to bind the models to the environment.

Atm. I'm only interrested if it would be possible in theory, because I have until chrismas very very limited time to  spend in FF7.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2015-12-06 11:30:35
I've no idea about second question - but if it isn't there already, it's very unlikely to be easy to add in assembly.

As for first question - it's not really relevant to this program, as it is a trainer. But I'm not sure if it can be done. I mean, I'd expect it can - that there are values somewhere that you can edit.  But I have no idea where they are.  A better person to ask would be Aali.  He's done work with the graphics.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: KnifeTheSky77 on 2015-12-06 22:55:54
@DLPB I'm interested to know what decisions you would have made with the FF7 remake, just have SE's art dept pickup Team Avalanche's work?

I think the slightly deranged, malnourished look makes sense for Cloud, given the end of crisis core
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2015-12-06 23:33:38
Well, this isn't the thread, but I detailed some of what I'd do here:

http://forums.qhimm.com/index.php?topic=14179.msg198182#msg198182
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: Kisai on 2015-12-08 05:52:57
What exactly does the Fort Condor values do? I thought maybe I could catch up on a battle I missed, but that doesn't seem to be the case...
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2015-12-08 11:20:58
You can speed it up past how fast it used to limit you. By using the normal speed controls it has.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: Kisai on 2015-12-08 13:36:05
You can speed it up past how fast it used to limit you. By using the normal speed controls it has.

No, I didn't say the Condor Speed checkbox. I said the Fort Condor values.

(http://i.imgur.com/GGVlVYq.png)

I've been experimenting with them in the hopes of catching up on a battle I missed, but it doesn't seem to affect the Fort Condor flag values at all. I mean, it does, but not in any sensible way. On my current save file, I have a battle I can go to, and if I beat it, I earn a Megalixer, the reward for battle #4. I missed a battle, so if I hadn't missed it, I would've gotten 5 Hi-Potions, the reward for battle #5.

When I try to mess with the values, like say, set battles to "4" in the hopes it'll put me on battle #5 and get me caught up, it doesn't do that. I often still get the reward for battle #4, implying that changing these values doesn't seem to affect the Fort Condor flags at all. However, there are times in my messing with the values before a battle that I've received a prize of 3 Ethers, which is the prize for battle #3. It seems like it might be possible to affect the Fort Condor flags, but how that might be, I'm not sure.

I also don't recall ever losing a battle, so I'm not sure why the "wins" and "battles" don't match up. I notice that as soon as you accept a battle, the "wins" variable goes up, but the "battles" variable stays the same. Then after finishing a battle, the "battles" variable goes up. This almost makes me wonder if "wins" and "battles" were accidentally switched in the Ochu trainer, but I noticed if I choose to let them fight on their own, the "battles" variable goes up, with "wins" staying right where it is. On the other hand, if I lose a battle, the "battles" variable also stays the same for some reason.

In short, I'd like to change the Fort Condor flags so that I'm caught up on the battles, but I'm not sure if it's possible. At least, not with the Ochu trainer. I wonder if the only purpose to these values in the Ochu trainer are similar to the snowboard, Speed Square, and G-Bike values: simple scoreboards. You can get a message from the guy at Fort Condor about how many battles you've lost. But considering I have changed the outcome of the reward, it makes me wonder if what I want is still possible.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2015-12-08 13:39:35
It's quite possible they're switched as an oversight.  I'll look into this later.  :)

As for Fort Condor, it might work based on other variables.  Look at Ochu's memory logger and see what variables change when you take certain actions and let me know.

I'm pretty sure these are just stats - which is why I added them there. To do more you are likely going to have to edit the save map.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: Vgr on 2015-12-08 14:44:55
I was under the impression that the Fort Conder battles were based on the Game Moment (as Makou calls it), e.g. after Kalm you get the first battle, after the buggy you get the second one etc (these are just examples, I don't know exactly when a battle is meant to happen). Based on that you'd probably need to alter your game progression to get to the earlier fights.

While I'm pretty sure that's the case, I can't confirm that's really it, so that's just a guess.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2015-12-08 14:46:47
Yeah, it could be.  In which case, just edit the game progress value instead.  Keep a look out for it. The change will also show up in the mem logger.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: Raziel80 on 2016-01-30 13:14:23
Hello. I want to ask 3 questions.

from previous posts:
Speed Up Summon (Summon animation will be 4x faster). Can you do same for FF7 PSX?
Nope.  This speed up is simply a custom change to the fps rate when a byte using a summon animation is active.

1) You mean your trainer has speed up function? and when a byte using a summon animation is active your trainer makes game faster?

2) I want to make sense work to the upper limit 65535 for PSX. But I I need to know address in FF7.exe and hexadecimal values in this address. Do you know this?

3) I want to extend time in menu to 999hr for PSX. But I need to know address in FF7.exe and hexadecimal values in this address. Do you know this?
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2016-01-30 14:25:29
I have no idea how R3000 works so I can't help you with code.  The speed up option is not a change that will work with the PSX option because it's a personal fix and relevant only to the PC version.  It's not something you can just add to PSX with a byte change.

For 65535 - search for 32767  (the current Sense limit)  - and you'll find it eventually. It should also be 4 bytes and not two.

For 999hr , search for 99 hr 59m 59s in seconds.  And then change to 7F EE 36 (36 EE 7F) , which is 3599999 seconds .  In PC there are 6 identical entries. You'll also need to change a byte or two and the menu placement of numbers so the menu displays it.  Not sure how you'll go about finding that on PSX.

I'm too busy to give any additional help :)

PC addresses:

Code: [Select]
#extend time to 999hr
6CA1F6 = 7F EE 36
6CA1FF = 7F EE 36
6CA246 = 7F EE 36
6CA24F = 7F EE 36
6CA2B0 = 7F EE 36
6CA2B9 = 7F EE 36

{increase sense limit to 65535
5CA115 = FF FF 00 00


Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: Raziel80 on 2016-01-30 17:42:20
For 65535 - search for 32767  (the current Sense limit)  - and you'll find it eventually. It should also be 4 bytes and not two.

You mean I need to search for FF 7F 00 00 ?

For 999hr , search for 99 hr 59m 59s in seconds.

I need to search for 3F 7E 05 ?
Do you have any suggestions where they can be?
Which files can have this indicators?
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2016-01-30 18:10:19
The menu files for PSX (.mnu?) deal with time, I think.

I don't know ff7 psx...  so I have no idea on the rest.

Yes, search for FF 7F / FF 7F 00 00 assuming it's that way around on psx.  Or use debugger to search for decimal.

And for time, 359999.
Title: Re: [FF7PC] Trainer - Ochu (2.0)
Post by: DLPB on 2016-02-19 02:50:55
It's that time again.... update time.

I am updating most of my programs in some fashion or other in the coming days.

Ochu:
Issues with certain items and selections not being loaded or saved fixed.
Better memory logger.  Temp bank logging also added.
Ability to change any savemap or temp bank byte on the fly.
Option to allow chocobos on the world map (so you don't need to keep capturing one).

BoxFF7: An icon, and latest correct character widths.

DLPB Tools:
Line 1 is no longer going to be reserved.  It's been annoying me.
HextLaunch option to remain open and continue scanning in case game closes and reopens.  Most useful for FF8 Steam with Roses and Wine.

Roses and Wine:
Update for one music that ends too quickly.
Possible update to add the full sound effect version of The Extreme.
Latest RaW.dll added to installer.
Installer updated.

Reunion:
R04d is around the corner. I have also started serious work on Weapon and Soldier Quest.

M3UtoFile: Various changes.



Title: Re: [FF7PC] Trainer - Ochu (2.1)
Post by: DLPB on 2016-02-22 04:56:38
2.1 released.

Code: [Select]
Latest Change:
Feb-22-2016 v2.1

1. Memory logger perfected.
2. Ability to change the Savemap and Temp Bank in realtime.
3. Fixed issues with certain options not being loaded/saved.
4. Ctrl-A selects all log text.

See main post for download link.

Also check the help file for information on changing the Save Map and Temp Bank addresses in realtime.

Still to do:

Make save states easier to share.
Add 3rd field coordinate.
Title: Re: [FF7PC] Trainer - Ochu (2.1)
Post by: Raziel80 on 2016-02-22 22:26:24
Hello. I want to ask one question. What is you do, to make - Default Run (Character runs instead of walks as default).
I want to know values. Can you tell me?
That was great idea to make summon animation run faster.

Sorry, I could not contact you by another way.
Title: Re: [FF7PC] Trainer - Ochu (2.1)
Post by: DLPB on 2016-02-22 23:31:03
The summon speed option was removed from this as of the latest release due to conflicts with Reunion R04 (which has ability to speed up game already).

As for value, since you are using PSX code it won't help you. It's not got any equivalent in that way, and I am way too busy :)  Use a debugger and simply get cloud to walk / run - monitor what values change. 

Also, this thread is for bug reports only.
Title: Re: [FF7PC] Trainer - Ochu (2.1)
Post by: sithlord48 on 2016-02-23 13:13:10
Quote
The summon speed option was removed from this as of the latest release due to conflicts with Reunion R04
why, what if i only want to ochu and i dont use reunion??
Title: Re: [FF7PC] Trainer - Ochu (2.1)
Post by: DLPB on 2016-02-23 17:22:24
why, what if i only want to ochu and i dont use reunion??

It's tough ;)  I can't use the other option anymore because it means more work and it would result in game crash if you used it with R04.  It's also not really the sort of thing a trainer should be doing.
Title: Re: [FF7PC] Trainer - Ochu (2.1)
Post by: DLPB on 2016-02-25 08:07:29
I'm finally getting around to making the field / world map coords correct (16 IDs - corresponding correctly to the IDs like in Makou)  - and sorting the Savestates out and jumping to new area correctly.  Also going to try adding jumping to and from world map.
Title: Re: [FF7PC] Trainer - Ochu (2.1)
Post by: DLPB on 2016-03-01 17:49:14
I'm redoing save state part of game.  It should mean less crashes - but it will mean all existing save states won't work with next version.  I'm also adding jumps to and from the world map.
Title: Re: [FF7PC] Trainer - Ochu (2.1)
Post by: DLPB on 2016-03-04 01:50:46

The fort condor wins and battles are indeed the wrong way around.  Corrected for next Ochu.
Title: Re: [FF7PC] Trainer - Ochu (3.0)
Post by: DLPB on 2016-03-09 09:48:58
Updated.

Code: [Select]
Latest Change:
Mar-09-2016 v3.0

1. Memory logger updated.
2. Save-states perfected. Old States will not work with 3.0.
3. Fort Condor battles/wins fixed.
4. Battles can be ended immediately (short-cut is Ctrl-E).
5. Code optimized and simplified.
6. Full Field and World Map coordinate read/write.
7. Char2 table dispays Cid's record and totals.
8. Window will flash red when Game Progress changes.
9. More information in read-out (including battle ID / battle scene ID).
10. Information read-out is also displayed on main title bar.
Title: Re: [FF7PC] Trainer - Ochu (3.0)
Post by: Trudovah on 2016-03-09 23:41:35
Is there a way to give the characters all their Limit Breaks or to have them activate quickly during battle? I have been playing around with the trainer (love it btw, great work!) and I have not been successful at doing this at all.
Title: Re: [FF7PC] Trainer - Ochu (3.0)
Post by: DLPB on 2016-03-09 23:45:03
Hmm yeah - during battle is different.  It's a bit annoying.  It copies a number of vars from the field / savemap to battle temp area, then copies them back after battle.  It's another example of how FF7 was shoddily coordinated.  Different teams all having to dance around the fire.

I'll add a button to "mod" doing as you request.  But I really can't start adding all and sundry twice because of the effort involved.  It may be a bit of time though, because I'm now working on Reunion again along with other progs that need an update.

An easier way would just be to set them in Char1 table before battle.  (set Lim to 255).
Title: Re: [FF7PC] Trainer - Ochu (3.0)
Post by: DLPB on 2016-03-10 00:02:12
Also, Battle code doesn't have an ounce of logic. it has numerous values that get updated and then interfere with one another (this is true of all battle values like HP / MP and so on).  All it really ever needed was one Byte from savemap that it could continually check and update.  It doesn't even use  that because, as I said, the original team worked alone and were obviously given information on the kind of data they'd be saving.

This engine needs scrapping and totally remaking.
Title: Re: [FF7PC] Trainer - Ochu (3.0)
Post by: DLPB on 2016-03-10 02:15:24
I lied.  I've added it.  Redownload.
Title: Re: [FF7PC] Trainer - Ochu (3.0)
Post by: Trudovah on 2016-03-10 11:37:14
Tested new Limit Break button....works PERFECTLY! You'll have to press it for each turn to reload limits, just as an FYI for other users!
Title: Re: [FF7PC] Trainer - Ochu (3.0)
Post by: DLPB on 2016-03-10 12:04:18
I suppose in future I can add a real time version of it so you don't need to - but that will suffice anyway for now.
Title: Re: [FF7PC] Trainer - Ochu (3.0)
Post by: shigu on 2016-04-25 19:16:22
Is the Steam Version 1.0.9 working with this? I run Ochu and after 2-3 seconds the program just completely freezes, just Ochu though, FF7 seems unaffected.

Thanks
Title: Re: [FF7PC] Trainer - Ochu (3.0)
Post by: Zara9 on 2016-09-11 20:12:06
hey DLPB

is the Move to field/world teleport thing safe to use on your ochu ff7 trainer
Title: Re: [FF7PC] Trainer - Ochu (3.0)
Post by: DLPB on 2016-09-14 20:50:02
As long as you understand field script, there won't be an issue.  But you'll need to understand that without placing the main char in the correct place - often with correct vars and game moment, the game may become stuck or not behave properly.
Title: Re: [FF7PC] Trainer - Ochu (3.1)
Post by: DLPB on 2016-09-17 11:37:51
Updated.

Code: [Select]
Latest Change:
Sep-17-2016 v3.1

1. Ctrl - E (end battle) is fixed.
2. A bug that caused a hang in Ochu is fixed.
3. All main Save Map changes will always be logged.
4. Specific address logging added to Memlog.
5. Window will correctly flash red when the Game Progress value changes.
6. All tables and the Memlog are updated at around 60 times a second.

Oh - and another bug was also fixed. When selecting to load a save-state in an area that won't allow it, Ochu then refused all future requests to load a save-state.
Title: Re: [FF7PC] Trainer - Ochu (3.1)
Post by: Zara9 on 2016-09-17 11:49:38
Hey DLPB

can you add in a always fill limit break bar on your trainer please
Title: Re: [FF7PC] Trainer - Ochu (3.1)
Post by: DLPB on 2016-09-17 11:53:20
Hey DLPB

can you add in a always fill limit break bar on your trainer please

I am not taking any requests, but that option is there already for battle.
Title: Re: [FF7PC] Trainer - Ochu (3.1)
Post by: Zara9 on 2016-09-21 21:07:09
Hey DLPB

i do not see the fill all limit bar on your ouch ff7 trainer at all
Title: Re: [FF7PC] Trainer - Ochu (3.1)
Post by: DLPB on 2016-09-21 21:10:53
See help file. The option is there. In fact it's even listed on first post.
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: DLPB on 2016-11-17 08:13:51
Updated

Code: [Select]
Latest Change:
Nov-17-2016 v3.2

1. User can add save-state files from anywhere on their computer.
2. Game Progress indicator still had a bug that has now been fixed (I hope).
3. Disc number will be updated automatically when the Progress table is changed.
4. Highlighted tables will correctly deselect when entering View Mode.
5. Search option added to the Mod teleport section.
6. Save-state section now shows current selected item ID.
7. Battle information displays both scene and formation.
8. Disc number is displayed.
9. Certain tweaks are not available with Reunion R04 and above.
10. No Command Box tweak has been removed.
11. FMV tweak has been removed.
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: lionheart82 on 2017-04-11 10:16:44
So. -_- am i the only morron here who doesnt know how to use this trainer? i dl it, unzip in generic folder, then copy its contents to ff7 main directory, then close 7h and all ff7 main dir windows that are open and it allways gives me message ff7 not detected. i went through thread, didnt find instal(as its 7z obviously) or any how to use info? im not using aalis driver bc whenever i tried in the past it messd ff7+7h installation and i had to redo all. i have both ff7 and ff7_en exes, my install folder is
F:\SteamLibrary\steamapps\common\FINAL FANTASY VII\
Windows 7 32 bit btw.

Help?

Edit: nvm i just didn't have the game active and playing.
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: Crezwell on 2017-07-25 21:05:26
Is there a way for your trainer to activate unlimited mp istead of hp?
Can there be a way to add only master (magic/summon/command) materia?
Your trainer is awesome by the way
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: DLPB on 2017-07-25 21:35:39
It's a lot of extra work to do things that you specifically want.  The best way to do that is to use Black Chocobo save editor and add one MSC materia.

MP being unlimited I may add at some point, but it won't be for a long while.
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: Crezwell on 2017-07-26 13:35:43
Thanks man, appreciate it.
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: WildWaldWolf on 2017-07-30 10:13:28
Hello there!

First things first: i love what you did here, and i love the fact that you're seemingly still at it! Thank you so much!

Still, there would be one little request. As far as i know, there is only one trainer that actually affects the growth-rate of materia. Sadly, it does not seem to work for the steam-version at all. So...may i ask you if there is any possibility to build it into your trainer? Let's say...an option that simply puts the growth rate of any weapon/armor to x2/x3? Or...would it even be possible to increase/max out the number of slots? I know that black chocobo is able to max out the materia, but there is no fun in that in my humble opinion - i just love to level it up a little faster than normally. Would it be possible to do something like that? I'd be extremely grateful for that!

And...is there any way to affect the enemys HP? I remember something like a cheat-module-code for the PS2 that was able to set the HP of the weapons (or maybe all enemies) on a 3x or even a 10x-scale - to make up for all the strong cheats going around the world. :D

I'm looking forward to any reply. :) And thanks again! :)
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: DLPB on 2017-07-30 15:54:41
Im not really taking requests and i have 100 other things to do. I may consider some things but honestly youve likely got a long wait.
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: WildWaldWolf on 2017-07-30 16:08:33
Allright, no problem at all! Still thanks for your answer! :)
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: WildWaldWolf on 2017-07-31 17:20:39
Hey guys! I got a private message as reply to my post - im sorry but i cannot reply to those atm, propably because of being new to the forum. :( It should be possible to write me a mail though. :)
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: DLPB on 2017-07-31 17:24:50
Basically, I said that if you want to donate something to me I will do as you request within 3 days.  If not... you have a long wait (perhaps never depending on how I feel about the additions), since I am prioritizing a number of projects.   8-)
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: WildWaldWolf on 2017-07-31 18:37:26
About how much would i have to donate? I actually wanna support the improvement of cool tools like this one, but sadly i'm quite tight on cash atm. Still, what is the usual way to donate here?
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: DLPB on 2017-07-31 18:38:25
I leave it up to people to decide how much.  Generally, I don't think 10 dollars is asking too much. Seems fair.

Donations can be by paypal - link on first post.
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: WildWaldWolf on 2017-07-31 18:49:32
Allright, that seems fair to me too! In this case, im going to do it right away. :) This is really cool, thank you! :)

I made 12 dollars out of it. I'm really sorry, i'd prefer to be way more generous, but i'm really in a tight spot at the moment. I hope you still get the good intention! I really appreciate your work, since FF7 is my favorite game by far und you make it worth playing once more. :D
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: DLPB on 2017-07-31 18:56:52
I will have it for you within 3 days.  If you have any other things you want me to consider, now is the time.  I can't promise to add the extra ones, but I will look at it.
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: WildWaldWolf on 2017-07-31 19:00:09
Tell you what, i'll donate you the missing 3 bucks to make it 15. I hate to be greedy, it won't kill me and i'm really looking forward to it. This way, you might be able to buy some cool little game on steam or something like that! Thanks again! :)
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: DLPB on 2017-07-31 19:07:38
Thanks :)  It's well appreciated.  You'd think donations happen all the time, but I can assure you they are rare.  If only everyone who used Roses and Wine had donated 1 dollar.... haha.  :evil:

Speaking of wine.... that's usually an item I buy  8-)  I only play old games really.  I have no console and can't get in to most modern games at all. I finally finished Medievil for PS1 the other day.
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: WildWaldWolf on 2017-07-31 21:35:48
A nice glass of wine is always a good idea! :D
I love those old retro games myself - and it's awesome to see an active and productive community like this one working on them so many years later. I'm sorry to hear that you're kind of lacking true support. But i really hope it doesn't demoralize you and you keep on the awesome work! :D

By the way: Seems like i can send PMs now. :)
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: Zara9 on 2017-08-01 22:56:41
hey DLPB

when i use your ff7 trainer, it does not show any save states on it, so what could be wrong with the save state section on it then
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: DLPB on 2017-08-02 19:08:09
You need to add some states.  I think it comes without any with latest version.  You have to create them.
Title: Re: [FF7PC] Trainer - Ochu (3.2)
Post by: DLPB on 2017-08-03 19:38:13
Crezwell, I am adding your MP request.  I have also added a HP one.  The HP one will only affect allies. But MP lock will affect everything.

So, if you are out there.  A nice donation from you would be appreciated as well. Ha!  ;D
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: DLPB on 2017-08-04 00:32:17
See first post for download link.

Code: [Select]
Latest Changes:
04-Aug-2017 v3.4

1. Optimization of ini saving.
2. Tweak addition of Max materia slots, Lock battle ally HP, Lock battle MP.
3. Tweak 2 tab added. Gain AP, Enemy MaxHP, Enemy Level added.
4. Day, hour, minute, second readout when time box is selected.
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: WildWaldWolf on 2017-08-06 08:19:15
Guys, i really must say that this trainer is by far the best that could happen to this game. :D The donation was completely worth it. :)
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: DLPB on 2017-08-06 13:46:08
 8) Thanks!
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: Zara9 on 2017-08-06 14:49:57
Hey DLPB

can you fix up your ff7 trainer so i can load up the save states where every i am in the game

insted of letting the save states load on the field or world map only

thanks
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: DLPB on 2017-08-06 15:21:23
Unfortunately, that can't be done.
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: desh on 2017-08-08 21:06:58
how to save your update edit in ochu to ff7?
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: Zara9 on 2017-08-15 07:25:28
hey DLPB

i would like to request for this trainer to have non stop limit breaks on this trainer, what i mean is to fix the always break option to have a on and off switch on your trainer insted of always backing out of your ff7 game and press the limit break button each time
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: DLPB on 2017-08-15 14:14:22
I'll certainly consider it for next release.  But that be way off most likely.
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: Kimsiudog on 2017-08-31 06:19:28
cool trainer, like it
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: herrstein on 2017-11-21 23:44:03
Im having a major problem with the trainer:
Steam version ff7, windows10
Ochu loads and works for about 4 seconds then it freezes and is crashed. tried running in several compatibility mode and always as administrator
Im really looking forward to playing ff7 with increased speed.

Anybody know how I can get it to run? please
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: herrstein on 2017-11-22 00:56:26
I just tried ochu with a regular old non steam version and the same thing happens :(
Title: Re: [BETA] Ochu (FF7 Trainer)
Post by: skobel24 on 2017-12-28 21:04:02
So the trainer works really well for me for the most part. However, on the tab that has the FPS's listed, I'm unable to adjust them. I thought there was a way to speed up the gameplay, but I'm wondering if I'm thinking of a different trainer now. Are the FPS actually editable?
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: Covarr on 2017-12-29 15:38:40
It is, it just isn't intuitive. I can't remember how it's done, but it involves right clicking, I think? Something like switching to edit mode, changing the FPS, then applying the new FPS.
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: skobel24 on 2017-12-29 21:19:21
Right clicking the values gives the option of copy, save, and delete. None of which allow me to edit them.

Edit: Nevermind, I got it. Had to press F1 to enter edit mode. Thanks for the help!
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: DLPB on 2017-12-30 01:43:48
Yeah, it's all done with tables and editing those.  Or you can use The Reunion and use the speed up short cuts.  I wouldn't say it's hard to understand though... you just enter edit mode, alter the table, and right click save.  The saving part with right click makes it fool proof so you dont go editing by accident. I suppose I could always add "press enter" to add the edit from the table.

If not using tables, the GUI etc would be way bigger and all over the place.
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: Dakaa on 2018-01-16 07:03:26
What's the option to turn off random encounters except boss fights?
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: hay on 2018-01-17 10:32:24
Ochu is magnificent. I think it'll change the modding scene forever. So many great ways it can be used. You should elevate it's concept from being a trainer to a pretty realized memory editor. It's mad.
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: DLPB on 2018-01-17 12:02:59
Thanks!  It's just a slightly more advanced trainer with a basic debug tool.  Does the trick.
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: hay on 2018-01-18 00:05:25
I've always enjoyed a good trainer, but Ochu offers a lot more goodies for mod development than actual "training" :v
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: Chrysalis on 2018-01-24 23:02:00
Same issue really, how do I enter edit mode so I can adjust FPS?
Title: Re: [FF7PC] Trainer - Ochu (3.4)
Post by: DLPB on 2018-01-24 23:05:48
there is a help file.
Title: Re: [FF7PC] Trainer and Debug Tool - Ochu (3.4)
Post by: Chrysalis on 2018-02-02 17:03:12
yes I found it now, but I will post the info for those who want it here.

Double click in the UI, puts in edit mode.

However I cannot get save states to work, I tried what it says in the help file but nothing happens.
Title: Re: [FF7PC] Trainer and Debug Tool - Ochu (3.4)
Post by: hay on 2018-02-02 17:18:30
yes I found it now, but I will post the info for those who want it here.

Double click in the UI, puts in edit mode.

Except the help.rtf file you can also use F1 button.

However I cannot get save states to work, I tried what it says in the help file but nothing happens.
Completely nothing happens? I usually get at least an error when nothing works.
Title: Re: [FF7PC] Trainer and Debug Tool - Ochu (3.4)
Post by: Chrysalis on 2018-02-02 17:25:17
yeah nothing happens at all.
Title: Re: [FF7PC] Trainer and Debug Tool - Ochu (3.4)
Post by: Raziel80 on 2018-02-06 15:59:23
Is it possible to make Ochu support a FF7 PSX PAL English version?
Title: Do you have a tool like this for FF8, because i really wanna change my FPS to 25
Post by: Firelawa on 2018-02-11 05:21:02
Do you have a tool like this for FF8 so i can change the battle FPS to 25 I used this tool for FF7 and i'd like to get the battles running in 25 FPS in FF8 too. I know it speeds up the game and I'm fine with that.
Title: Re: [FF7PC] Trainer and Debug Tool - Ochu (3.4)
Post by: DLPB on 2018-02-12 21:21:42
Raziel80 - Nope. It's a 100% different thing.

Firelawa: and nope.

Sorry, but this is your lot from me I am afraid :P
Title: Re: [FF7PC] Trainer and Debug Tool - Ochu (3.4)
Post by: broc325 on 2018-02-23 15:58:44
So I've tried using this and all it ever does is bring up the interface for MAYBE 15 seconds then closes the game and brings the launcher back up before I can do anything. Then to top it off the .exe disappears and I have to create a new folder and re-download the program. Am I missing something here, because I couldn't find anything in the help file.
Title: Re: [FF7PC] Trainer and Debug Tool - Ochu (3.4)
Post by: Kaldarasha on 2018-02-23 17:37:42
Sounds like a problem of your antivirus program.
Title: Re: [FF7PC] Trainer and Debug Tool - Ochu (3.4)
Post by: broc325 on 2018-03-01 15:06:06
thank you for the suggestion. I added the folder to my anti-virus exempt list and it works just fine now.
Title: Re: [FF7PC] Trainer and Debug Tool - Ochu (3.4)
Post by: Kaldarasha on 2018-03-06 19:58:11
You are welcome.

Dan can you a function to edit the lights?
Title: Re: [FF7PC] Trainer and Debug Tool - Ochu (3.4)
Post by: DLPB on 2018-03-06 20:08:53
It's not really possible... since it's hard coded.  There's no way to edit it properly with option.  Best I can do is just disable the lighting.
Title: Re: [FF7PC] Trainer and Debug Tool - Ochu (3.4)
Post by: Kaldarasha on 2018-03-06 20:25:08
Can't we force the ambient shader to be on and edit its values? I think it is the thing but for the script. It's not that important, but it would have made edits to the light easier. For me is the light a plus of the PC version but it hard to predict from where the light will come with only values.
Title: Re: [FF7PC] Trainer and Debug Tool - Ochu (3.4)
Post by: alaswing on 2018-04-11 17:57:08
will any one make a tool like this, but for ff8?
Title: Re: [FF7PC] Trainer and Debug Tool - Ochu (3.4)
Post by: DLPB on 2018-04-11 20:03:24
Def not me.