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Final Fantasy Forums => Tools => Topic started by: Bosola on 2010-03-19 14:08:16

Title: [FF7] LImit BReak Editor (Version 0.3)
Post by: Bosola on 2010-03-19 14:08:16
LIBRE for Final Fantasy 7 is here! No more fiddly hex editing to change the properties of limit breaks!

EDIT - Updated to version 0.3: PC support added!

NOTIFICATION (08/2012): LiBrE does not currently support the 2012 PC re-release. I will work on this for the next version.

Overview:
Features:
Screenshots:

- WinXP -
(http://img163.imageshack.us/img163/6747/libre2.th.png) (http://img163.imageshack.us/i/libre2.png/)

- Linux -
(http://img340.imageshack.us/img340/6177/librerel1.th.png) (http://img340.imageshack.us/i/librerel1.png/)

Choosing a version

This depends on your operating system, really. You have either a standalone Windows Executable that should work for Windows 95+, or a Python File Directory. Python is a programming language integrated into most Linux and OS X distributions. If you have Python 2.5 and the WxPython (a small download) for your operating system, you can just run the 'Libre.pyw' file from either command line or IDLE and work away.

The executable comes as a five megabyte 7z file. The Python version is a mere 15kb.

To run the Python version on Linux, you will need python-wxgtk2.5+ and python-wxversion. You should be able to find these easily with a package manager.

Below:Install the top two packages for Ubuntu
(http://img256.imageshack.us/img256/3240/pywy.th.png) (http://img256.imageshack.us/i/pywy.png/)

Download Links

WINDOWS VERSION 0.3:

Mediafire: http://www.mediafire.com/file/nkvzz4mhfgy/Libre (http://www.mediafire.com/file/nkvzz4mhfgy/Libre) 3 for Windows.zip

Mirror: http://libre-limitbreakeditorforff7.yolasite.com/resources/Libre%203%20for%20Windows.zip (http://libre-limitbreakeditorforff7.yolasite.com/resources/Libre%203%20for%20Windows.zip)

PYTHON FILES FOR PYTHON 2.5 AND WXPYTHON, VERSION 0.2:

Mediafire: http://www.mediafire.com/file/errtiyomriy/Libre (http://www.mediafire.com/file/errtiyomriy/Libre) 3 for Python.zip

Mirror: http://libre-limitbreakeditorforff7.yolasite.com/resources/Libre%203%20for%20Python.zip (http://libre-limitbreakeditorforff7.yolasite.com/resources/Libre%203%20for%20Python.zip)

Bug reports and issues

Fixed in 0.3:
- HP Absorb flag issue resolved
- Can work without loading data

Current issues remaining:
- It's still a bit ugly on certain Windows installations thanks to the shortcomings of WxPython.
- Executable doesn't yet play well with WINE. I need to investigate this, but I suspect it's to do with the dlls that make the program work with the Windows environment. In which case, there's not much that can be done. Confirmed to run in WINE. See Kranmer's post below:


http://www.youtube.com/watch?v=kjymmGvG4B8 (http://www.youtube.com/watch?v=kjymmGvG4B8)

its ububtu 9.10 with the latest version of wine (i think its 1.1.43 or somthing like that) and VC++ redists for 03,05 and 08 installed and then it worked. Please note i havent fully tested it, just wanted to let you know it runs on wine.


Bug reports can be posted here. Or you can email me at the details listed in the helpfile.

Oh, and another thing. Limits that are stored in the KERNEL.BIN probably trump Limit Break attacks in the LIMITMENU.MNU, so you will likely need Wallmarket to edit them all. I need to confirm this.
Title: Re: [Release Version 0.1] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: RoxaSoraX on 2010-03-19 15:49:22
where do i find my MNU file, i searched everywhere and i cant find it. my game works fine as well.
Title: Re: [Release Version 0.1] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: Bosola on 2010-03-19 16:51:14
It is in the MENU directory of the FF7 PSX disk folder.

For instance, try X:\MENU\LIMITMENU.MNU, where X is the letter of your CD-ROM drive.
Title: Re: [Release Version 0.1] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: AngeBleu on 2010-03-19 17:05:27
Can you make a tuto on: How to use Libre for FF7. please  ;)

Thanks in advance.
Title: Re: [Release Version 0.1] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: Bosola on 2010-03-19 17:28:11
Well, it's *very* similar to Wallmarket, and most people with Libre will have it, so I'm guessing that most I would say is redundant. You do the same as you would when editing spells in WM or attacks in Proud Clod - rip the file from disc, set power, algorithms and statuses etc., then use something like CD Mage beta to reinsert the files. Information on what the controls all mean is in the help file.

Here's its contents:

Quote
Libre - Limit Break Editor for FF7 (PSX) : Help File

CONTENTS:
  1. Obtaining and installing Libre
  2. The window layout. What it all means.
  3. Opening and saving, selecting limits
  4. Help and About
  5. Bug reports and feedback
  6. Copyright, disclaimer (IMPORTANT!) etc.

**************************************
 1: Obtaining and installing Libre
**************************************
Seeing as you're reading this, there's a good chance
that you've already downloaded the program.
However,
it's always possible that you'll want another copy,
especially when bugs are fixed. You have two options:

1. Go to the QHIMM forum thread for "Libre: FF7 Limit
Break Editor", or,

2. Visit http://libre-limitbreakeditorforff7.yolasite.com/
for both the most recent and older versions.

Depending on your operating system, you have two choices

1. WINDOWS 95/98/2000/XP/VISTA/7:
 Download the PC executable file, 'Libre FF7 for Windows'.
 Unzip and double-click 'Libre.exe'.

2. ANY SYSTEM with PYTHON and WXPYTHON (Linux and OSX
have the first by default:
 Download the Python directory files. Unzip and run
 Libre.pyw

**************************************
**************************************
 2. The Window Layout
**************************************
**************************************
If you've used NFITC1's WALLMARKET or PROUD CLOD programs,
you should recognize the basic setup. We can split the
controls into top-left, top-right, centre, targetting,
elemental and miscellaneous (at the bottom).

TOP LEFT:

*****
ATK%:
*****
This determines the accuracy of the limit break. Most are set
to 255% by default.

******************************************
Impact / Target Animation / Impact Sound :
******************************************
These are three HEXADECIMAL values, each two bytes
(0-FFFF). These determine the graphical effects of the
hit, the  target's flinching moves and the sound the
attack makes on impact. You should check the QHIMM
wiki for more info.

CAUTION: If you type in an invalid hexadecimal value
(for instance, '11GG'), it will instantly revert to
'FFFF'.

**************
Animation ID:
**************
A single hex value that determines the animation used.
Very little experimentation has been done with this, so
expect lots of glitches in-game if you alter this carelessly.

CAUTION: If you type in an invalid hexadecimal value
(for instance, '1G'), it will instantly revert to
'FF'.

**************************
Camera Single/ Multiple:
**************************
These are two HEXADECIMAL values, each two bytes (0-FFFF).
These determine the way the camera moves during the limit,
depending on whether one or more enemies are being hit.

CAUTION: If you type in an invalid hexadecimal value
(for instance, '11GG'), it will instantly revert to
'FFFF'.

TOP RIGHT:
****************
Status Effects:
****************
These are the active status effects that the limit will
inflict, cure, or toggle. Explanations for each can be
found in Terrence Ferguson's Battle Mechanics FAQ over
on GameFAQs. A few caveats, though:

- in game, if an entity has dual WITHOUT dualdrain, or
  vice-versa, it will crash.
- don't inflict 'opposing' statuses (sad/fury;haste/slow
  etc.)

At the bottom is a 'status chance' control, that goes from
zero to sixty-three. This determines the chance of inflicting
a negative status in 'inflict' mode.

'Status Mode' can have three settings:
- INFLICT: Inflicts status (+ve or -ve) at the rate determined
  by 'Status Chance'
- CURE: Removes statuses. Doesn't miss.
- TOGGLE: Turns the selected statuses on if they're off, or off
  if they're on (e.g. - Mini can cause or cure a 'small' state)

CENTRAL:
*******************
Power / Algorithm:
*******************
Power is a value from zero to 255, that modifies the algorithm
chosen. Algorithms determine how damage is calculated.

TARGETTING:
******************
Enable Selection:
******************
Lets the players choose a target.

*********
One Row:
*********
If the cursor is by default on either enemies or allies, you're
bound by that choice. Summons, for instance, which can't be used
on the party, have the 'One Row' flag.

******************
Start on enemies:
******************
If true, the cursor starts on enemies. If not, it doesn't.
Important if you plan to use One Row (above).

**********
Unranged:
**********
If this is a physical attack, is it short range?

*******************
Start as multiple:
*******************
Does the cursor target the whole group of enemies / allies by
default?

**********
All rows:
**********
Attacks with this property target friend and foe alike.

*****************
Toggle multiple:
*****************
Does the cursor allow you to choose multiple or single enemies?

********
Random:
********
If this is on, the attack will hit a single, randomly selected
target from the group selected. Ahriman's Roulette has this.

MIDRIGHT:
**********
Elements:
**********
Assign the elements of the attack. 'Health' is used by curative
magic. Cut/shout/etc. are elements of particular weapons.

MISCELLANEOUS:
******************************
Additional Effect / Modifier:
******************************
Additional effects are... well, miscellaneous. They include things
like multiple hits (Omnislash) or Vincent's transformations. They
can modify the stats of those hit (like Dragon Force, or Hero
Drinks).

Some effects have a modifer, 'M'. This is set in the '[M]' control
to the right.

***************
Special Flags:
***************
- Affect MP:
  Damage is done to MP rather than HP.
- Drain damage:
  10% of damage is done is drained by the caster/ user.
- Ignore status def:
  Will inflict statuses, even if enemy is immune.
- Drain HP/MP:
  Will drain both HP and a little MP.
- Reflectable:
  Attack can be reflected.
- Miss if alive:
  Most attacks can't hit the dead. Life / Life2 have 'Miss if alive',
  which ensures the opposite: it hits the KOed, but not the living.
- Ignore Def:
  Piercing, i.e. ignores Vitality / Spirit.
- No retarget:
  If the target becomes unhittable between being selected and being
  cast (ie if Tifa was killed before you get to cast Cure on her),
  'no retarget' prevents the usual retargetting of another valid entity.
- Critical:
  Hits are always critical. Omnislash has this.
- Force phys:
  Unused flag that forces attacks to be considered as physical, even
  if magical.

**************
Restore Type:
**************
If your attack restores HP, MP or status, you should set 'Restore Type'
accordingly, though it doesn't really seem to matter.

*********
MP Cost:
*********
It's the move's MP cost.

************************************
************************************
3. Opening/Saving/Selecting Limits
************************************
************************************
When Libre starts, you'll have a file dialog appear that allows
you to select a LIMITMENU.MNU file to work on. If you cancel,
you can still load up a new one, but it won't work until
you select a file.

You can select the limit you want to work on with the drop-
down menubox at the top of the Window. If you switch limits,
then switch back, your changes will still be in memory.

To save, select, uh, save. You need to select a LIMITMENU.MNU
file to apply changes to. You don't have to save to the .MNU you
loaded, but you DO have to save to a pre-existing file. Libre
can't build a .MNU from scratch.

At the moment, 'Load FF7.exe' does nothing. Expect this to
change in the next release.

WARNING: ALWAYS BACKUP THE FILES YOU ARE WORKING ON.
I AM NOT RESPONSIBLE FOR ANY DATA LOSS, BE IT DOWN TO YOU
OR THE PROGRAM. YOU HAVE BEEN WARNED.

NOTE: The 'ALT' limit breaks are the secondary parts of Cloud's
Finishing Touch and Vincent's Satan Slam. Both are actually linked
pairs of attacks.

******************
******************
4. The Help Menu
******************
******************

'Help' just brings up this file. 'About' tells you a little about
the program. There's not much else to this : /

*****************************
*****************************
5. Bug Reports and Feedback
*****************************
*****************************

Being in 0.1 version, Libre's still a very young program. And bugs
happen, even in the simplest of programs. Thankfully, you can
contact me and I can clean up any errors. You can either send me
a PM / reply to the LIBRE thread on QHIMM, or send me an email at

[email protected]

I will answer and respond to emails at my own discretion. Mails in
txt spk or peppered with abusive language get deleted right away.
That said, I DO check my email, so DON'T BE PUT OFF if you notice
a bug. Make sure 'Libre' is in the topic, and include the following:
 - Your Operating System (XP, 7, Ubuntu, Arch, OS X Snow Leopard, etc)
 - Your Service Pack (Windows users) and Window Manager (Linuxers)
 - How you are running Libre (as EXE? Through WINE? as PY script?)
 - What happened, and what you had been doing beforehand
 - Did you cancel any operations?
 - Versions of Python, WxPython etc. used if appropriate

*********************************************
*********************************************
6. The Small Print: Copyright and Disclaimer
*********************************************
*********************************************

FIRSTLY:
I TAKE NO RESPONSIBILITY FOR THE EFFECTS OF LIBRE ON YOUR COMPUTER.
YOU USE THE APPLICATION AT YOUR OWN RISK. IF YOU DO NOT BACKUP FILES
THAT YOU WORK ON, THAT IS YOUR OWN PROBLEM. BY USING THIS PROGRAM,
YOU ACCEPT THIS.

Copyright etc.:
Even though the source is available to view, I still have copyright on
this program. You cannot distribute it without my permission, though you
can modify it for your own use. That said, if you have any suggested changes
either to features or to the code itself, please do email me at the address
above.

Title: Re: [Release Version 0.1] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: Kranmer on 2010-03-19 18:08:45
Wow this is quite a nice program Bosola. And seems to to be working so far (i will try more later i have only tried it once and it seems to be going well)
Also i would like to ask for permission to create a standalone EXE (one that doesnt need external files like DLL's etc) just to make it a bit cleaner (i personally hate having loads of DLL's and EXE's i find it much more easy to have just 1 EXE file)
im not asking for your source code i am just asking for permission to modify your existing EXE.
Title: Re: [Release Version 0.1] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: Bosola on 2010-03-19 19:39:19
Sure thing. How do you intend to do it?
Title: Re: [Release Version 0.1] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: Kranmer on 2010-03-19 19:55:30
Bosola i have done it using Molebox, it allows the merging of external files into a EXE.
Title: Re: [Release Version 0.1] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: Bosola on 2010-03-19 20:11:38
...Any alternatives that wouldn't necessitate a costly Molebox license? I can't afford to pay ~£200 for distribution rights. As for the icon, that's just a matter of making one (that I have the rights to) and passing inclusion as an argument to Py2Exe.
Title: Re: [Release Version 0.1] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: Kranmer on 2010-03-19 20:20:52
well there are other programs out there that can do the same thing (i dont know them all but you could proberly google for them),
I used to use a trial of a program called "Stand Alone Xpress" which had a fully functional trial (it can be used for 9 days but cant be bought any longer since the company no longer exists so the best way to do it is to remove it then reinstall it after 9 days)
And i have heard good things about "BoxedAppPacker" but i havent ever used it,
EDIT- here is a place where people discuss other programs that can merge DLL's and EXE etc
http://stackoverflow.com/questions/336961/packing-an-exe-dll-into-one-executable-not-net
some are free and some cost money, i couldnt get any of the completely free ones to work right (could be my own problem though) but the trial version of PEbundle which is the cheapest of the programs seems to work alright.
Title: Re: [Release Version 0.1] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: Tonfa on 2010-03-20 16:09:04
Nice work, I was currently doing the limit editing part in my hack...however, I'll have to keep at hacking at the hex for now, as I found a few bugs at a cursory glance.

Minor: Ignore Def, Critical and Force Phys have display glitches that can appear after you hover over them.

(http://i114.photobucket.com/albums/n242/Tonfa_Baton/libre.png)

Major: The program seems incapable of distinguishing between Critical and Drain HP/MP, as it keeps alternating which of the effects to have checked for a move with one of them when loading up a move. Flip between default Omnislash(or Dragon, etc.) and another move to see for yourself.

Using Windows XP, for whatever that's worth.
Title: Re: [Release Version 0.1] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: Bosola on 2010-03-20 17:10:27
Another one, too: I've spotted a major flaw that will make limits cost 255 MP if MP cost is touched. I fixed it, but I screwed up, and mixed up the builds. I'll sort it out NOW.

As for the others: I'm on it right now.
Title: Re: [Release Version 0.1] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: Bosola on 2010-03-20 19:04:52
Fixed! It was a really simple issue! And my own silliness!

I'd simply mixed up the two bytes that control the special flags. Meanwhile, because I was using a command called 'SetInitialSize' to alter the sizes of controls, my attempts to use Constrictor to resize were doomed to fail, because that changes the property 'BestFittingSize'. They were both really simple errors.

I've also changed the way the text controls handle non-hex figures. I am also about to have the program close if you don't initially select a file. I'm really sorry - I compiled the wrong build (DERP!) and I made a silly mistake. I'll have the app and python files rolled out within the hour.

EDIT - First post updated. You should have no more errors. Thank you for highlighting this!
Title: Re: [Release Version 0.2] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: Ace on 2010-03-20 21:19:30
I'm very impressed! A job well done!
Title: Re: [Release Version 0.2] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: AngeBleu on 2010-03-20 22:10:37
Where is the limitmenu.mnu ?

I searched into FF7 instalation disk or disk 1, 2 or 3, and I don't find it  :-\
Title: Re: [Release Version 0.2] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: Mendelevium on 2010-03-20 22:12:52
Where is the limitmenu.mnu ?

I searched into FF7 instalation disk or disk 1, 2 or 3, and I don't find it  :-\

It is only for the psx version at the moment, I believe.

it does say "Upcoming PC version support" in the features list.
Title: Re: [Release Version 0.2] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: AngeBleu on 2010-03-20 22:16:32
oh ok !! ^^

But will be there it for PC ?
Title: Re: [Release Version 0.2] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: Mendelevium on 2010-03-20 22:17:22
it does say "Upcoming PC version support" in the features list.

*edit*

I feel kinda mean. Sorry if I passed off that way, I am merely trying to help. ^.^
Title: Re: [Release Version 0.2] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: Bosola on 2010-03-20 22:23:11
Sure, there will be. I know the offset for the PC version, so all I have to do is create another 'path' where the different offset is passed as an argument to the 'loader' and 'saver' modules.

In the meanwhile, you could just make a dummy LIMITMENU.MNU, make the alterations and then copy-paste in a hex editor.

The simplest way to make a dummy file is with Python, using the following code.

>>>f = open('{path to file}LIMITMENU.MNU','wb')
>>>f.seek(0)
>>>n = 0
>>>x = '\xFF'
>>>while n < 6916:
>>>    f.write(x)
>>>    n = n + 1
>>>f.close()

You will now have a .MNU full of FF characters. You'll have to make all limits yourself, though, which would be a pain.

Limits will appear at offset 1324h and end at 1B03h in your dummy file. Limit data starts at 51E0D4h in the PC version.
Title: Re: [Release Version 0.2] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: Auraplatonic on 2010-03-22 16:01:09
This looks pretty sweet :)  Can't wait for the PC compatibility.
Title: Re: [Release Version 0.2] LIBRE - LImit BReak Editor for Final Fantasy 7
Post by: Bosola on 2010-04-08 00:24:33
There's also another issue I've found, recently, that involves the 'HP Absorb' flag not being 'saved' sometimes. It may be simpler just to go for a 'big push' and release a PC-editing version that fixes the bug too. I have a version of FF7 PC... somewhere, and I know the offsets. Now I just have to find the disc, install, and double-check.

Oh, and change the way it starts up, too, obviously (start with all controls disabled). I may also change the delivery system: at the moment, you can download the executable AND the Py2.5 files AND the Py2.6 files, because there are significant differences (for me) between the two versions of Python, but many distros still include 2.5 by default. I may simply go for the option of 'Freezing' one of the 'forks' into a simple Linux and Mac binary. Oh, I might get round to reading up on how to include an icon, too. If anyone wants to suggest a design, shoot.

Other than that, things seem ok. I haven't seen any other bugs, but remember, I provide an email for feedback with good reason.
Title: Re: [Release Version 0.2] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Bosola on 2010-04-24 00:44:55
I will be frank.

I have no idea why the Drain Damage checkbox status is not being 'remembered'. I've been making changes to try and recognize the issue, but none take effect. Unless there's some quirk to the interpreter (reading cached code, rather than what I've written), I have no other ideas left.

The changes to the limit data made when saving DrainDmg status to the buffer should match the changes the 'updater' expects. I haven't misnamed the control anywhere it seems, nor should any setting on the GUI / spacing be causing an issue. Why is that one checkbox not saving data?

If anyone wants to look at the code and suggest anything, I will gladly credit them.
Title: Re: [Release Version 0.2] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Colonel Ramsay on 2010-04-24 01:05:53
wow another great editor :)!
Title: Re: [Release Version 0.2] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Bosola on 2010-04-24 14:52:29
...And now it's working completely fine. For some reason, forcing it to print data (which I did for debugging purposes) seemed to sort things out. I had it print the data being saved and the data being loaded for the special flags, and found the results consistent with what they should be... and the mistake cured itself.

Could some more experienced programmer tell me what the hell is going on?
Title: Re: [Release Version 0.2] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: NFITC1 on 2010-04-24 15:17:17
Oh, and another thing. Limits that are stored in the KERNEL.BIN probably trump Limit Break attacks in the LIMITMENU.MNU, so you will likely need Wallmarket to edit them all. I need to confirm this.

I can mostly confirm that this is true. Data for Vincent's, Tifa's, and Cait Sith's limit attacks including Blade Beam's shockwave (the attack indexes that are less than 128) are retrieved from the KERNEL.BIN. That's how this effect was achieved (http://www.youtube.com/watch?v=gRdLgyBDruk). I just got in a battle with emerald and began that sequence. She can't hit hard enough to kill in one limit chain. I added the "kill regardless of status effect def" to her Final Heaven and that happened.
That's really the only one I tested. I haven't tested Vincent's and Cait Sith's, but I know Tifa's are taken from that.
Title: Re: [Release Version 0.2] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Bosola on 2010-04-24 18:28:36
Well, the error is sorted out, and a few other things have been dealt with too. I think it should work with the PC version, so long as my information is correct. KM says

Quote
By the way, Limit Breaks are (starting at 0x51E0D4 of ff7.exe for the PC and somewhere in MENU\LIMTMENU.MNU for the PSX - I'm at university and don't have my discs right now):

So long as he means 'the first byte of limit data in the exe is $51e0d4', then Libre should work fine. Should. I don't like this business of working without the .EXE itself.

Libre now starts up with a 'blank' array of limits - all data zeroed - and you can then choose to open up a MNU or EXE to your choosing, *or* write a set of limit data from scratch. You can then patch your work to either version, so you *should* be able to extract the limit data from your PSOne patch and apply it to the PC instead, and vice-versa. If you followed the 'rough and ready' PC method explained above, you'd be able to simply copy from your generated file and have LiBrE do the patching.

I may try and hunt down my PC version to test it more thoroughly.

I may also consider freezing the application for Linux.
Title: Re: [Release Version 0.2] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: sithlord48 on 2010-04-24 18:39:05
i would be happy to make you a linux-64bit and 32bit and mac version for you . but i don't know thing one about compiling python. so if you could point me to some docs on this i will get it set up.

slightly off topic , nice to see another kde user, you should learn Qt the language of KDE. and you might want to check out this  (http://kde-look.org/content/show.php/Okteta+Service+Menu?content=120570)action menu i made to open files the hexeditor okteta (sudo apt-get install okteta , on *buntus) its been very useful for decoding the savegames , by saving me time:).
Title: Re: [Release Version 0.2] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Bosola on 2010-04-24 19:23:11
Python doesn't actually compile - freezing the application just bundles a standalone Python interpreter and the app's bytecode.

At any rate, freeze is supposedly quite trivial to use, and will produce binaries that *should* run on any Unix-like OS.

What I really need to do is hunt down the FF7.exe and verify that Libre doesn't mess up the limits on the PC version. Then, port Libre to Python 2.5 and use Py2Exe for the Windows executable. Icons can wait.
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Bosola on 2010-04-25 20:23:09
Libre 0.3 is released; original post updated. I'll see about freezing the app, too.
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: AngeBleu on 2010-04-25 20:46:10
Yeah !!! Cool !! thanks and great job man !!  ;)
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Kranmer on 2010-04-25 23:25:37
nice work Bosola, just wanted to let you know 2 small things.
1 - your about screen for 0.3 still stays 0.2
2 - The program appears to run fine on wine
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Bosola on 2010-04-25 23:44:52
Quote
1 - your about screen for 0.3 still stays 0.2

(http://beyondtherift.com/wiki/images/c/c4/BernardBlack.jpg)

--

So, Wine is fine, huh? I'll have to try this out a bit more...
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Kranmer on 2010-04-25 23:51:13
sorry for the nitpicking just thought you would like to know,
and yes its working on wine, here is proof
http://www.youtube.com/watch?v=kjymmGvG4B8
its ububtu 9.10 with the latest version of wine (i think its 1.1.43 or somthing like that) and VC++ redists for 03,05 and 08 installed and then it worked. Please note i havent fully tested it, just wanted to let you know it runs on wine.
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: sithlord48 on 2010-04-26 12:12:40
since its written in python. is there really a need for running it in wine ? :P
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Bosola on 2010-04-26 12:27:59
It's a little simpler who don't want the extra step of installing all the WxPython etc. etc.
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: ff7rules on 2010-04-26 14:40:50
Quote
1 - your about screen for 0.3 still stays 0.2

(http://beyondtherift.com/wiki/images/c/c4/BernardBlack.jpg)

--

So, Wine is fine, huh? I'll have to try this out a bit more...

Bernard from Black Books lol! He likes his wine.
Nice little editer this Will def be using it in my patch.
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Kranmer on 2010-04-28 18:45:46
Bosola i am looking into compiling this on windows (just to see how its done since i have bearly no experiance in python), what script do you use with py2exe to convert your script to EXE ?
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Bosola on 2010-04-28 20:45:07
The setup script is rather simple, assuming you don't want any special parameters.

Create a py file like the following:

from distutils.core import setup
import py2exe

setup(windows=['Libre.pyw'])


You then invoke it at the command line

C:\blah\directory\with\files> python nameofsetupfilehere.py py2exe

Quite easy. You can leave in the console (why?) by using

setup(console='Libre.py']).

You will end up with a dist and a build directory in your folder. Build is full of junk created as Py2Exe did its work. Dist is your application folder.

The difference between this and the downloadable Win folder is that mine has been packed with UPX for smaller size and faster startup.

You would add an icon by using the following as a Py2Exe script instead:

setup(
    windows = [
        {
            "script": "Libre.pyw",
            "icon_resources": [(1, "icon.ico")]
        }
    ],
)


This will bundle the icon into the app.

Alternatively, you can just run the Python file with Python + WxWindows. Be aware that IDLE etc. will require Libre.pyw to be renamed App1.py in this case. Well, you could alter the other files appropriately, but that would be the quickest way.

I hope that helps.
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Kranmer on 2010-04-28 21:42:16
Ah thanks alot Bosola, i had read a few scrips on the matter but none of them worked right but yours works perfect thanks, i am now going to experiment with special parameters since there does seem to be some pretty interesting ones including one to compile it all into 1 EXE.

EDIT- just tested some more parameters and the bundle_files parameters works pretty well (it gets rid of most of the anonying DLL's and extra files but still leaves libre.exe,libary.zip,w9xpopen.exe,MSVCR71.dll)
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Raziel80 on 2013-03-28 12:21:55
Found small differences between Wallmarket and Libre with Vincents ALT-2 satan slam:
 Wallmarket shows: 90 strength of magical damage, and starts as multiple with attack% 100
 Libre shows: 48 strength  of physical damage, and without starts as multiple with attack% 255
 
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Bosola on 2013-03-28 14:19:23
Then you've found differences in the attack defined in the KERNEL.BIN and the one defined in LIMTMENU.MNU. Attacks in the KERNEL trump those in the LIMTMENU, by the way.
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Lazy Bastard on 2013-03-28 14:38:16
Then you've found differences in the attack defined in the KERNEL.BIN and the one defined in LIMTMENU.MNU. Attacks in the LIMTMENU trump those in the KERNEL, by the way.

Then you should probably change this sentence, in the first post of this thread:

Quote from: Bosola
Oh, and another thing. Limits that are stored in the KERNEL.BIN probably trump Limit Break attacks in the LIMITMENU.MNU, so you will likely need Wallmarket to edit them all. I need to confirm this.


NFITC1 also seems to believe that those values in the kernel override those in LIMTMENU.MNU (or did in April of 2010):

Oh, and another thing. Limits that are stored in the KERNEL.BIN probably trump Limit Break attacks in the LIMITMENU.MNU, so you will likely need Wallmarket to edit them all. I need to confirm this.
I can mostly confirm that this is true. Data for Vincent's, Tifa's, and Cait Sith's limit attacks including Blade Beam's shockwave (the attack indexes that are less than 128) are retrieved from the KERNEL.BIN. That's how this effect was achieved (http://www.youtube.com/watch?v=gRdLgyBDruk). I just got in a battle with emerald and began that sequence. She can't hit hard enough to kill in one limit chain. I added the "kill regardless of status effect def" to her Final Heaven and that happened.
That's really the only one I tested. I haven't tested Vincent's and Cait Sith's, but I know Tifa's are taken from that.


Have you or others discovered something that contradicts your original assumption and that of NFITC1? I was under the impression that KERNEL.BIN still trumps LIMTMENU.MNU...
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Raziel80 on 2013-03-28 16:31:50
said that because, other attacks are  the same. I don't know what formula is right. But it seems satan slam uses magic attack formula from WM.
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Bosola on 2013-03-30 00:52:19
Then you should probably change this sentence, in the first post of this thread...

Yeah, wrote it the wrong way around.


Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Lazy Bastard on 2013-03-30 02:14:17
Yeah, wrote it the wrong way around.

...in this recent post, or in the first post? If so, was NFITC1 also mistaken? I just want to clarify, since I haven't dived into this aspect of FF7 modding yet.
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Bosola on 2013-03-31 22:33:39
In the recent post. The one I just edited to read differently.

Really, you shouldn't be reliant on my advice - I never really did much research into limits, just put together a (badly developed) application for managing the LIMTMENU data.
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Lazy Bastard on 2013-04-01 15:34:58
Ah, heh.

Well, your work is generally quite impressive, so people are going to listen to your advice whether you like it or not :P
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: NFITC1 on 2013-04-01 16:23:35
...in this recent post, or in the first post? If so, was NFITC1 also mistaken? I just want to clarify, since I haven't dived into this aspect of FF7 modding yet.

LIES AND SLANDER!!! I wasn't mistaken at all!! The gun wasn't loade..... oh, wrong defense.

Ahem. I can't speak for the LIMTMENU.MNU file, but I do know that the data in the KERNEL.BIN is the same as what's in the exe. If LiBrE is reporting Satan Slam part 2 as having a strength of 48 then the game doesn't use that data for Satan Slam.

For information that exists in the KERNEL.BIN, it takes its data from there. That's or Tifa, Cait Sith, and Vincent. Yes, that data exists in the LIMTMENU.MNU, but it's ignored because their limits are different.
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Lazy Bastard on 2013-04-01 23:23:50
Ah; makes sense. Thanks for the detailed response.
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: Ansem on 2013-04-02 17:18:34
Sorry to interfere, guys... but regarding ALT-2 Satan Slam in the ff7.exe, is there any possibility that LiBrE glitches up here?

...What I mean is, compare ALT 2 - Satan Slam to Braver. What do you notice?
Also, try changing something in Braver. For example, change the attack power of 48 to whatever insane number you want. Then look back at ALT 2 - Satan Slam. The number will be the same as the one you entered in Braver. I don't suppose this is meant to happen?  ???
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: NFITC1 on 2013-04-02 18:15:49
Probably got a pointer wrong or that's the way the data really is, but it doesn't matter either way. Those two attacks are in the KERNEL.BIN and, like I said before, the KERNEL.BIN trumps LIMTMENU.MNU. Ergo changing those values with LiBrE won't cause the game to act differently.
Title: Re: [Release Version 0.3] LIBRE - LImit BReak Editor for Final Fantasy 7 (PC / PSX)
Post by: genesis063 on 2013-04-07 05:18:43
Not sure if the about is a typo or if the thread is but it says 0.2 in the about section on Libre
Title: Re: [FF7] LImit BReak Editor (Version 0.3)
Post by: Midgarcitizen on 2016-03-10 21:10:50
I have problem running Libre.exe file.  I'm using windows 10 i get this error from the log:

Traceback (most recent call last):
  File "App1.pyw", line 4, in <module>
  File "wx\__init__.pyc", line 45, in <module>
  File "wx\_core.pyc", line 4, in <module>
  File "wx\_core_.pyc", line 12, in <module>
  File "wx\_core_.pyc", line 10, in __load
ImportError: DLL load failed: The specified module could not be found.

Does anyone know what happen?  Any help is appreciated.
Title: Re: [FF7] LImit BReak Editor (Version 0.3)
Post by: genesis063 on 2017-06-07 21:43:56
Seems like this will not work no matter what for windows 10.  If you have a PC that runs fine with it use it and send the edited exe over to your main computer.  If some one got it to work a guide would be much appreciated.
Title: Re: [FF7] LImit BReak Editor (Version 0.3)
Post by: Jordancyre on 2017-08-07 19:47:03
@Midgarcitizen & genesis063

I was able to get it to work on Windows 10 by adding msvcp71.dll into the directory you extracted the zip file into.  I had the same error you did.

Title: Re: [FF7] LImit BReak Editor (Version 0.3)
Post by: genesis063 on 2017-09-18 00:56:13
Sorry for the necro post but wanted to finally confirm it launches on windows 10.  Didn't do anything different so give it a try yourself.