Author Topic: [PC] Yet Another Multi-Patcher - YAMP  (Read 156868 times)

Wavedancer

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Re: [Release] Yet Another Multi-Patcher
« Reply #200 on: 2011-08-19 15:15:44 »
Ok. :)

Tenko Kuugen

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Re: [Release] Yet Another Multi-Patcher
« Reply #201 on: 2011-09-19 14:29:05 »
The game does display the rollercoaster runs at 15 fps ( or 30 or whatever I patch ) but it clearly runs at 60 fps speed.
The bike game runs at the desired FPS, whatever I patch, but the rollercoaster ignores it for some reason. Disabling / enabling the framelimiter / vsync of ali's driver / my GPU bears no difference at all

bobby678

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Re: Yet Another Multi-Patcher
« Reply #202 on: 2014-01-20 21:31:04 »
Another misc patch added - LuckyCaitSith. Download it in the first post of this thread

Info:

After applying it to your ff7.exe, you get a possibility to manipulate Cait Sith's "The Slots Limit Break". How to do it?

 - (essential) - activate the limit
 - use <MENU> button to activate/deactivate cheating mode
 - use <LEFT> and <RIGHT> to navigate to the slot you wish to change
 - use <DOWN> to change the current slot

The current slot has a little white box around it (only visible in cheating mode). Entering cheating mode stops the slots and leaving cheating mode activates them again. Screen (why don't you try this combination of slots? :P):


Additional info:

The code has been optimised a little bit so there is 1.3k free bytes left.

dziugo

hey

how do you active this cheat

I am trying to explain the best well i can

because of my autism okay
« Last Edit: 2014-01-20 21:53:38 by bobby678 »

DLPB

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Re: [Release] Yet Another Multi-Patcher
« Reply #203 on: 2014-01-23 11:13:28 »
If you use The Reunion with Aali's driver, you can select cheats in it.

samourai23

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Re: [FF7] Yet Another Multi-Patcher - YAMP
« Reply #204 on: 2018-01-23 07:33:37 »
So I know the latest message in this topic is 4 years old, but the topic itself is 12 years old so since my question is related to it, I thought I could ask it here anyway, I hope I’m not wrong.

So basically, since we never get to deal negative damage (since the game handles healing with a flag) and since we never get to have negative HP/MP either, I was wondering why we were capped at 32767 HP/MP/Damage with dziugo’s 9999 Limit Breaking mod, and not 65535 ?


Thanks for answering! :)

hay

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Re: [FF7] Yet Another Multi-Patcher - YAMP
« Reply #205 on: 2018-01-23 08:14:38 »
Since dziugo is an immortal legend, this is not considered necromancy.

I'm gonna blame it on 16 bit signed integer which caps at 32k. It might work if you convert it to unsigned(if using disassembled C) or you'd have to scan for asm instructions which deal with it and change them(if plowing raw asm). It's managable and can come in flavors. If you feel hardcore enough, slap it with 8 bytes instead, rearrange sh!tload of other things and try to deal No Man's Sky of damage.
« Last Edit: 2018-01-23 08:24:23 by hay »

samourai23

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Re: [FF7] Yet Another Multi-Patcher - YAMP
« Reply #206 on: 2018-01-23 08:32:43 »
But there’s something I don’t understand : dziugo made it so that it’s normally capped at 30000, but we can change it to whatever we want ! For example, for damages, we can go up to 262144, then it does the overflow glitch.

The only thing is it shows messed up numbers. So since the damage can indeed be applied, can’t we just make them show what they are actually doing ? So that if you deal 45718 damage, you see 45718 and not mis91;”1 or something weird like that ?
« Last Edit: 2018-01-23 08:34:15 by samourai23 »

DLPB

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Re: [FF7] Yet Another Multi-Patcher - YAMP
« Reply #207 on: 2018-01-23 09:06:08 »
Yes, you can.  But it will take a great deal of work to recode it in assembly - which is why no-one has bothered. Not to mention damage is just a number... it's irrelevant to good gameplay.


samourai23

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Re: [FF7] Yet Another Multi-Patcher - YAMP
« Reply #208 on: 2018-01-23 09:25:48 »
I don’t know assembly. Could I just make something like “if damage = X, then print X” or something ?

hay

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Re: [FF7] Yet Another Multi-Patcher - YAMP
« Reply #209 on: 2018-01-23 12:51:14 »
You'd need higher level abstraction then. I'm not sure if there's a tool which wraps around low level assembly using object oriented language in comprehensive manner, though I've seen it done for other games like HoMM3. Would be super sweet though.

DLPB

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Re: [FF7] Yet Another Multi-Patcher - YAMP
« Reply #210 on: 2018-01-23 16:04:55 »
I don’t know assembly. Could I just make something like “if damage = X, then print X” or something ?

That sounds easy...   But it isn't.  It's a lot of work to do that in assembly.  We do not have the source code.