Author Topic: [PSX/PC] Save Editor - Black Chocobo (v1.15)  (Read 1000911 times)

Asa

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #575 on: 2011-12-24 09:44:54 »
It seems I found "Caught Savage Chocobo" value.
0x0C22 : 0x03 (0x02 + 0x01), 0x0C23 : 0x02
No ID & Coordinates required, It will be automatically put on the same coordinates of Party.
 ↑ Sorry, this is wrong. I forgot I changed another value.
Seems effective only on Disc 1. It is necessary to check more, but I don't have a time.

Edited
I had mistaken,
"0x0C22 : 0x01" is "Caught savage chocobo"
Worldmap Location "Unknown" is Coordinates & ID of "Caught savage chocobo"
Its ID is "4".
Showing tutorial depends on 0x0C22 : 0x01 & tutorial seen flag.

Savage Chocobo MCR file (FF7 International)
Slot 1 is Chocobo exist. Slot 2 is original.

And, "0x0C22 : 0x01" works on all disk.

 Regards,
« Last Edit: 2011-12-25 15:29:33 by Asa »

sithlord48

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #576 on: 2011-12-24 13:32:28 »
did some test and the key item "key to sector 5" dont work when you add it instead of looking for it but it shows up in your key items but it dosnt work so is that a glitch or am i wrong?

its possible that there is also a main progress value that has to be greater then a number or maybe even another bit somewhere that also needs to be toggled.

Vgr

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #577 on: 2011-12-24 18:41:52 »
There is a field script that prevents Key Items from being used whenever possible. The menu thing is just a display.

Edit : As for the GP, it already exists.

Vegeta_Ss4

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #578 on: 2011-12-25 06:16:59 »
It seems I found "Caught Savage Chocobo" value.
0x0C22 : 0x03 (0x02 + 0x01), 0x0C23 : 0x02
No ID & Coordinates required, It will be automatically put on the same coordinates of Party.
 ↑ Sorry, this is wrong. I forgot I changed another value.
Seems effective only on Disc 1. It is necessary to check more, but I don't have a time.
....

Asa i'm checking your research and i see that you have done a great job, congrats. I'm doing some testing by my self too, so i will stay in touch.
Tomorrow i will update the BC savemap wiki with the last discovering.

Best Regards!

sithlord48

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #579 on: 2011-12-25 14:34:29 »
i coded all the 0xc22 stuff last night but i didn't seam working correctly so i scraped it all, vegetta plz note its Z_15 we need to shorten by one (woot only two bytes left for that one) .  ill try to get on making it work  but i got way distracted by trying to get my other ps3 controller paired up and working correctly with my computer, something about my controllers tell the driver they have dead batteries.

Vegeta_Ss4

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Savage Chocobo Wiki Doc.
« Reply #580 on: 2011-12-25 18:40:57 »
BC Wiki Update! Please correct me if i'm wrong:

0x0C22    1 byte    Chocobo display value on world map (LBS).
Ex: Savage Chocobo (0x01) + Black Chocobo (0x20) = 0x21

0x00: None
0x01: Caught savage chocobo
0x02: Unknown/Unused
0x04: Yellow
0x08: Green
0x10: Blue
0x20: Black
0x40: Gold
0x80: None???

0x0F64    8 bytes    Caught savage chocobo's coordinates on world map


0x0C23    1 byte    Vehicle display value on world map
0x00: None
0x01: Buggy
0x02: Unknown/Unused
0x04: Bronco
0x08: Unknown/Unused
0x10: Highwind
0x20: Unknown/Unused
0x40: Unknown/Unused
0x80: Unknown/Unused
« Last Edit: 2011-12-25 20:24:22 by Vegeta_Ss4 »

Asa

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #581 on: 2011-12-26 12:46:49 »
@Vegeta_Ss4
Since I could not check other versions, I always worried about my results.
However, your research relieved me. Thank you.

Vegeta_Ss4

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #582 on: 2011-12-26 21:30:03 »
I'm using FF7 PC US and PSX US to do my tests.

Messing with 0x0FA1 value ends in what i call a "Junon Cannon Ride" :evil: as you can see in this video:
https://docs.google.com/open?id=0ByLHLlOpmLhZMWM0N2JiY2MtMTY5Zi00Nzk5LTg4Y2QtZjU0ZDc5ZTdkNzQ3

I used Asa's Chocobo.mcr Slot 3

0x0C22: 0x04
0x0C23: 0x10
0x0FA1: 0x04 (i have only changed this value)

So i think 0x0FA1 byte really has something to do with "ride on" thing, not only choco ride i guess. :-o


Svn rev 615 is out:
-Savage Chocobo proper label on Location Tab (Gui & Lang change)
Please check if my translations are correct.
« Last Edit: 2011-12-27 01:18:11 by Vegeta_Ss4 »

Asa

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #583 on: 2011-12-27 10:13:58 »
@Vegeta_Ss4
Yes, I was surprised when I got to know it. Once I had investigated it a little.
Why no menu access on Wutai continent bridges? # 16
If proper value (but wrong value for game) is set, it can take Midgar Sister Ray on board Highwind.

@sithlord48
I wrote as "Savage Chocobo", but I don't know its right English name. Please check it.

chacyung

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #584 on: 2012-01-01 17:44:25 »
WOW, up to version 1.9.51 huh ??
Awesome ^.^

Campingtroll

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #585 on: 2012-01-03 14:25:44 »
Can you post a psp save already done at the beginning with everything and max lvls plz
(v)
(-.-)
(><)   <------ bunny
^ ^

Vgr

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #586 on: 2012-01-03 14:42:44 »
With Black Chocobo you can create a new save and add in everything you want. You also need a CFW and CWcheat to implement your save.

Campingtroll

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #587 on: 2012-01-03 14:48:22 »
well i bought the game off playstation network and my psp is not modded

Vgr

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #588 on: 2012-01-03 14:49:06 »
Then you can't have an edited save on your PSP.

Campingtroll

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #589 on: 2012-01-03 14:54:20 »
well it just says "This File Does Not Have An Updated Checksum.It will not work on your PSP."
and i am using a vmp
« Last Edit: 2012-01-03 14:56:41 by Campingtroll »

sithlord48

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #590 on: 2012-01-03 16:31:24 »
this is the only way to get it back on an unmodded psp/ps3

http://www.youtube.com/user/sithlord48#p/a/u/0/XtyEMFjYWUI

next time read the user guide.it would have shown you this FAQ. i don't have a psp so i can't make you a psp save.
« Last Edit: 2012-01-03 16:33:08 by sithlord48 »

Asa

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #591 on: 2012-01-12 08:59:18 »
Savemap Info
Chocobo info 0x0FA0 Modified : 2012-1-14
======================
Addition for Chocobo
Code: [Select]
0x0C20
00 / 01 - 06 Which stable's Chocobo was taken out. The stable is displayed empty, but still occupied.
00: Chocobo can be taken out even if another Chocobo is exist on world map. - (* Glitch)
Not 00: Chocobo cannot be taken out even if no Chocobo is exist on world map.

(* Glitch)
(1) Chocobo Color Glitch: Chocobo color priority is given to a younger value. If Black (0x0C22: 0x20) is taken out when Yellow (0x0C22: 0x04) is on world map. Party will rides on Yellow.
(2) Riding Double Chocobo Glitch: If Owned Chocobo is taken out from stable when Wild Chocobo is exist on world map, it makes that Party rides on Wild Chocobo and Wild Chocobo rides on Owned Chocobo.
These glitch occurred even if Chocobo ID=0. But they are not serious problem. (1) will be cleared when Party returns to Chocobo Firm with Chocobo. (2) will be cleared when Party rides off and rides off again.

----------------------
0x0C21
0x01 Enter direction to Chocobo Farm & Show send/release Wild Chocobo option when riding off.
ON:  Right of ranch / Show option
OFF: In front of cage / Hide option
Set to "ON" after buying chocobo stable.

----------------------
0x0C22
0x02: Chocobo in Highwind. When Party rides on Highwind with Chocobo (0x0FA1=0B), this value is set to "ON".
ON:  Chocobo exist in Highwind stable. If Chocobo is not enabled, Chocobo not displayed but breeding staff is served as Chocobo exist.
OFF: Chocobo not exist. If map switched to Highwind c*ckpit, Chocobo returns to world map.

----------------------
0x0F2A:
0x04 Chocobo Tutorial ON / OFF = Seen / Show

----------------------
0x0FA0 Wild Chocobo Type
Value is set when Chocobo is caught and used after Chocobo is sent to cage
00 = Not displayed in cage
01 = Wonderful
02 = Great
03 = Good
04 = Fair
05 = Average
06 = Poor
07 = Bad
08 = Terrible
Over 08 = Choco Billy's rating window not displayed

Chocobo_Glitch.mcr (FF7 International)

======================

Addition for 0x0C23
Code: [Select]
0x0C23

0x02: Leaving town with Buggy (for Junon, Costa Del Sol & Corel Prison). When Party rides on Buggy (0x0FA1=06), this value is set to "ON".
ON:  Party will be riding on the Buggy when leaving those town.
OFF: Party will be walking.
----------------------
0x20: Behavior of Party returns to world map from inside of Highwind ("Go" selected for Pilot's query)
ON:  Highwind is flying in the air
OFF: Party and Highwind are on the ground with their coordinates.
This value is set to "ON" when party rides on the Highwind (0x0FA1=03 or 0B). Changing this value doesn't make sence, because 0x10 and 0x20 will be re-set to "ON" when loading c*ckpit field.

======================

0x0FA1: Ride on vehicle and party leader appearance
Code: [Select]
0x0FA1 (0x0FA2 is 00 or 02)
00=Cloud / Ancient Key (0x0FA2: 02)
01=Tifa (Leader Tifa. ignored when loading slot) / Ancient Key (0x0FA2: 02)
02=Cid (Leader Cid. ignored when loading slot) / Ancient Key (0x0FA2: 02)
03=Highwind
04=Wild Chocobo
05=Tiny Bronco
06=Buggy
07=(?)
08=(?)
09=(?)
0A=Diamond Weapon
0B=Ultima Weapon
0C=Condor (fooked, cannot move)
0D=Submarine (0x0FA2: 00=world map, 02=underwater)
0E=Goldsaucer
0F=Rocket
10=Rocket Launching Pad
11=Gelnika (0x0FA2: 02)
12=Underwater Reactor (0x0FA2: 02)
13=Owned Chocobo
14=(?)
15=(?)
16=(?)
17=(?)
18=Crater Barrier (fooked, cannot move)
19=Ancient Forest
1A=(?)
1B=(?)
1C=Sunken Red Sub (0x0FA2: 02, After Gray Sub gotten)

2B=Highwind with Chocobo (When Owned Chocobo is exist on world map / many values applied, but this value is used in game)

Others value or vehicle not exist
World map: Ruby Weapon, Highwind w. Chocobo, Sister Ray of Junon/Midgar
Underwater: Emerald Weapon, Underwater Reactor

Thank you for Vegeta_Ss4 and his suggestion
« Last Edit: 2012-01-14 01:24:18 by Asa »

Asa

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #592 on: 2012-01-12 09:06:14 »
0x0F90 is not Emerald? Weapon's coordinates
They are  Landmark Poles of Turning Snow Area.

Code: [Select]
0x0F8C - 0x0F8F: 1st pole (4th, 7th, 10th....)
0x0F90 - 0x0F93: 2nd pole (5th, 8th, 11th....)
0x0F94 - 0x0F97: 3rd pole (6th, 9th, 12th....)
1st 2Bytes = X Coordinate, 2nd 2Bytes = Y Coordinate.
Values will be ignored when loading slot.

0x0F9F: Pole Number/Where address will be overwritten by next pole (cycling 00, 01, 02, 00, 01, 02... )
00: 1st pole address
01: 2nd pole address
02: 3rd pole address

0x0F9C: 2Bytes, 00 00 - FF 0F: Map rotation angle. xx yx: if y > 0, y will be chaned to 0.
This value is Camera angle and rotation of normal world map

0x0C1E: 0x20 ON/OFF = Hide/Show Turning Snow Area Tutorial

0FA3:  Unknown. It seems this value is mixture of Number of pole and Party direction and walking steps or coordinates.
Value will be ignored when loading slot.
« Last Edit: 2012-01-12 09:30:05 by Asa »

Asa

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #593 on: 2012-01-12 09:23:38 »
Getting Vehicle
Red Sub Tutorial info Modified / 2012-01-14
Code: [Select]
Gray Sub (Put on initial place)
Set Sub ID to 13 (Coordinates will be ignored)
0x0B90: 00
0x0B94: 03 00
0x0B96: 2A 00
0x0C1E: 0x04 ON/OFF = Hide/Show Gray Sub Tutorial
0x0EF4: 0x08 ON, Enable Gray Sub & Disable Red Sub
0x0EF6: 0x04 OFF Disable Red Sub (Ignored if "0x0EF4: 0x08 is ON")

Gray Sub (Simple)
Set Sub ID=13 and x-y coordinate
0x0EF4: ON
-----------------

Red Sub (Put on initial place)
Set Sub ID to 13 (Coordinates will be ignored)
0x0B90: 00
0x0B94: 03 00
0x0B96: 36 00
0x0F2A: 0x02 ON/OFF = Hide/Show Red Sub Tutorial
0x0EF4: 0x08 OFF Disable Gray Sub
0x0EF6: 0x04 ON Enable Red Sub
All value required to show tutorial

Red Sub  (Simple)
Set Sub ID=13 and x-y coordinate
0x0EF4: 0x08 OFF
0x0EF6: 0x04 ON
-----------------

If Sub enabled before Sub mission

Gray already enabled before Gray Sub mission
Both of mission completed or failed, game progression is stopped, still can choose mission start again.

Red already enabled before Gray Sub mission
Completed => No problem, Red will be exchanged to Gray
Failed => No problem and Party still has Red Sub

Gray or Red already enabled before Red Sub mission (Gray mission failed)
Dog never get out of the way.
=================

Buggy (Put on initial place)
0x0B90: 00
0x0B94: 03
0x0B96: 10 00
0x0C23: 0x01 ON Enable Buggy
0x0C23: 0x02 ON Ride on Buggy when Party leaves Corel Prison, Junon & Costa Del Sol
0x0F29: 0x20 ON/OFF = Hide/Show Buggy Tutorial
=================

Tiny Bronco (Put on initial place)
Set Tiny Bronco/Chocobo ID=5 (Coordinates will be ignored)
0x0B90: 00
0x0B94: 03 00
0x0B96: 28 00
0x0F2A: 0x04 ON/OFF = Hide/Show Tiny Bronco Tutorial
All values required to show Tiny Bronco tutorial
=================

Highwind (Put on initial place)
0x0B90: 00
0x0B94: 03 00
0x0B96: 29 00
(Very simple)

Warp on world map (to the point after exiting town or event)
Code: [Select]
Set values
0x0B90: 00
0x0B94 2bytes: 03 00
0x0B96 2bytes: followings

00 00 = <Party Coordinates (?)>
01 00 = Midgar City <@>
02 00 = Kalm <@>
03 00 = Chocobo Farm <@>
04 00 = Mythril Mine 1 (Grassland side) <@>
05 00 = Mythril Mine 2 (Junon side) <@>
06 00 = Fort Condor <@>
07 00 = Junon <@>
08 00 = Temple of the Ancients <@>
09 00 = Old man's House <@>
0A 00 = Weapon Seller <@>
0B 00 = Mideel <@>
0C 00 = Materia Cave - Mideel <@>
0D 00 = Costa Del Sol <@>
0E 00 = Mt. Corel <@>
0F 00 = North Corel <@>
10 00 = Corel Prison (Buggy and others value required)
11 00 = Gongaga Village <@>
12 00 = Cosmo Canyon <@>
13 00 = Nibelheim 1 (sea side) <@>
14 00 = Rocket Town <@>
15 00 = Lucrecia Cave <@>
16 00 = Materia Cave - North Corel <@>
17 00 = Wutai <@>
18 00 = Materia Cave - Wutai <@>
19 00 = Bone Village <@>
1A 00 = Coral Valley Cave <@>
1B 00 = Icicle Inn 1 (Icicle Area side) <@>
1C 00 = Chocobo Sage's House <@>
1D 00 = Materia Cave - Round Island <@>
1E 00 = Sub in Underwater w. its Coordinates 1 (Sub required)
1F 00 = Gelnika (Sub required)
20 00 = <Party Coordinates (?)>
21 00 = <Party Coordinates (?)>
22 00 = <Party Coordinates (?)>
23 00 = <Party Coordinates (?)>
24 00 = Cargo Ship from Junon to Inside Ship (can re-battle w. Jenova/glitch when Tifa or Cid leader)
25 00 = Cargo Ship from after Event to Costa Del Sol <@>
26 00 = Cargo Ship from Junon to Costa Del Sol <@>
27 00 = Cargo Ship from Costa Del Sol to Junon <@>
28 00 = Tiny Bronco Initial Place (Tiny Bronco required)
29 00 = Highwind Initial Place (Highwind required)
2A 00 = Gray Submarine Initial Place (Sub required)
2B 00 = Nibelheim 2 (mountain side) <@>
2C 00 = Mt. Nibel 1 (Nibelheim) <@>
2D 00 = <Party Coordinates (?)>
2E 00 = Mt. Nibel 2 (Rocket Town side)
2F 00 = Icicle Inn 2 (Great Glacier side) <@>
30 00 = Great Glacier <@>
31 00 = Rocket Launching Pad <@>
32 00 = <Party Coordinates (?)>
33 00 = Camera closing to Diamond Weapon (after it, Party Coordinates applied)
34 00 = <Party Coordinates (?)>
35 00 = <Party Coordinates (?)>
36 00 = Red Submarine Initial Place (Sub required)
37 00 = Ancient Forest <@>
38 00 = Sub in Underwater w. its Coordinates 2 (Sub required)
39 00 = Coral Valley <@>
3A 00 = Forgotten Capital <@>
3B 00 = Crater (Highwind required)
3C 00 = Turning Snow Area of Great Glacier (North) <@>
3D 00 = Turning Snow Area of Great Glacier (West) <@>
3E 00 = Turning Snow Area of Great Glacier (South) <@>
3F 00 = Turning Snow Area of Great Glacier (East) <@>
40 00 = Turning Snow Area of Great Glacier (Cave Rock) <@>
41 00 - FF 00 = Turning Snow Area with Party Coodinates (Glitchfull)
Party coordinates will be ignored in many case.
<@> - They can be use like Black Chocobo's save location warp for field map
« Last Edit: 2012-01-14 01:25:02 by Asa »

sithlord48

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #594 on: 2012-01-12 12:24:11 »
thanks for the info. i'll look in to adding it some point soon unless vegetta beats me to it , since i've been slacking on this project. to secretly and slowly work on another project that will be needed for future development.

Vegeta_Ss4

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #595 on: 2012-01-12 18:44:51 »
@Asa
What a great job you do on that! Very well done Asa!

I'm taking care of Savemap documentation. This will give to Chris more time to the projects.

Asa

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #596 on: 2012-01-14 01:28:03 »
Thank you. But, I had mistaken.

0x0F2A 0x02 = Red Sub Tutorial

0x0FA0 Wild Chocobo Type
Value is set when Chocobo is caught and used after Chocobo is sent to cage
00 = Chocobo not displayed in cage
01 = Wonderful
02 = Great
03 = Good
04 = Fair
05 = Average
06 = Poor
07 = Bad
08 = Terrible
Over 08 = Choco Billy's rating window not displayed
« Last Edit: 2012-01-14 01:49:54 by Asa »

Vegeta_Ss4

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #597 on: 2012-01-15 06:15:57 »
Savemap Info
----------------------
0x0C22
0x02: Chocobo in Highwind. When Party rides on Highwind with Chocobo (0x0FA1=0B), this value is set to "ON".
ON:  Chocobo exist in Highwind stable. If Chocobo is not enabled, Chocobo not displayed but breeding staff is served as Chocobo exist.
OFF: Chocobo not exist. If map switched to Highwind c*ckpit, Chocobo returns to world map.

0x0C22
0x02: Set ON when you actually ride on the chocobo. And if you take the highwind mounted on chocobo you are still riding the chocobo, so bit value is the same (1=ON).

So bit means if you are riding or not a chocobo. If you are on the highwind game engine check the value to wherever or not display the chocobo in the stable. If you aren't in highwind, but you are riding chocobo in the worldmap, bit value will still be 1.

Here some screenshots. As you people know, a picture is worth a thousand words.


|     0x0C22=0x40      |      0x0C22=0x42      |       0x0C22=0x42     |

« Last Edit: 2012-01-16 20:51:10 by Vegeta_Ss4 »

Asa

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #598 on: 2012-01-16 11:17:25 »
Thank you for your point out, I didn't notice it.

Vegeta_Ss4

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Re: [RELEASE v1.9.51]: Black Chocobo - FF7 Save Game Editor
« Reply #599 on: 2012-01-21 04:34:45 »
CHOCO NEWS
  • Checkout our new domain name: http://www.blackchocobo.com (Thanks to Eslava)!
  • New Website Design! (I hope you like it)
  • Wiki Savemap Updated: Fixed wrong info and table layout!