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Messages - gjoerulv

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Tools / Re: [FF9] Save editor - Memoria (
« on: 2017-10-12 18:56:49 »
First of all, I want to thank you for the editor.
I have a doubt. I edit the save (core stats), I put it in the psp with cwcheat and I start to play. But when I level up, core stats return to their original state. Is there any way to make those changes permanent? I repeat that I just want to slightly increase core stats.
Thank you.

I think (I may be wrong) what you want to do is to make you characters lvl 99 and max experience points (maybe lvl 99 is enough). Every time your characters level the stats will adjust accordingly based on certain variables, most importantly what level the character achieves. The save editor can't override this as it's determined by the game code, not the save data. My initial vision with this editor was to include a trainer, that could freeze certain values in memory etc. As of know this is not possible with Memoria.

An alternative would be to make a mod that completely removes levels (each enemy gives 0 exp), and customize a savegame with Memoria as a starting point.

Edit: I can't spell, whatever

Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2017-10-10 09:37:59 »
I sent you a PM, but I think the problem is that you extract from a battle.fs that does not have and battle.fl in the same folder. Same thing when you pack/create a new battle.fs: Both and battle.fl must be in that folder you create battle.fs in UNLESS you extracted all the files.

I updated first post in this thread to hopefully clarify things. Please read if you're confused; I try to explain as best I can, but I suck at explaining lol :P

Tools / Re: [FF9] Save editor - Memoria (
« on: 2017-08-22 08:41:26 »
Has anyone had this same experience, and a fix?

This can't be "fixed" unless you alter the gamecode to not adjust stats when equipping. Every time you equip something different, the game adjusts attack, (m)defense and (m)evasion. However, your core stats like strength etc, will remain in tact.

Episode 6... smh, what the actual fern...

It have to be the worst written episode yet. Teleportation confirmed.

Even though I don't agree with everything, you're right. The quality has dropped significantly.

From the top of my head these are the root reasons of an inevitable downfall of series such as GoT:
1) Adapting a piece of fiction that is not yet completed.
2) Adjusting said piece to mainstream audience.
3) Increasing polarity => more attention from shareholders/etc. => Even more dumbed down content to please mainstream due to influence from more parties.

Also, I'm kinda pulling this one out my ass; haven't done any research, but I think they have a tighter budget now for GoT. Why else only seven episodes for this season?

I like fast-paced shows, but GoT is currently way too fast-paced for my liking. Ep5 is worst one yet.

All this being said, GoT is still one of the best shows out there imo. Damn shame it couldn't keep the quality up.

Completely unrelated / Re: Archengeia the Lorerunner
« on: 2017-07-29 20:54:20 »
Sorry for necroing.
Just wanted to say he is doing a FF marathon on twitch these days.

The steal/morph is 90%+(ish) the same as original game. Sadly I have no list. If you used my patcher you could use ProudClod as a bestiary.

...You would be wasting your spare time trying to check on issues that are almost always a simple user error with the 7H setup (e.g. load order or mod incompatibilities).

Haha too late xP.

I tested applying this mod and Reunion (without Weapon) and was unable to reproduce the error. Everything went smoothly in Mt. Nibel, and other areas I tested (didn't test everywhere).

For people who are only interested in the story mod and this mod, I suggest patching R05c (without Weapon checked) first, then use my patcher without kernel2.bin checked. The story mod will not be 100% this way. There will be 2 scenes in the game without retranslation: Sephiroth's first appearance in the truck, and the scene with Sephiroth and young Cloud in the Mt.Nibel reactor. +A few spells/items descriptions will be wrong.
If you don't care about item/spell/equipment name and descriptions being retranslated, you should use my patch WITH kernel2.bin checked. This way the names and descriptions will match the effect they have but not match how they are named in the field (for example when picking up a retranslated item from a treasure chest).

Edit: However if this is the only bug, then using 7H should be fine if you're willing to deal. It's a small part.
I'll eventually get around to check out 7H but it seems I need to re-install the game to a different location in order to use it.

New threat has lots of new stuff. My mod is a "simple" hard mod, closer to the original. I dunno how compatible it is with reunion: see posts above :P. I don't know if this is a 7H thing exclusively, that is, if you use these mods without 7H it may work. Haven't tested. Will as soon as I've got some spare time.

Maybe I should do some research before I post this, but do you know how 7H works? If it simply replace files you can try open scene.bin with Proud Clod and see if there are any errors in the AI.

If it's a story mod the only thing I see they could do in that scene is to edit Kyuvildun's AI where it displays strings. ie "A Chocobo!", "Caught a Chocobo."
If they altered the length of those strings the AI may point to bad locations in the new enemy.
But that is just from the top of my head, I'll need to look into both 7H and the other mod.

Scripting and Reverse Engineering / Re: Flevel Stuff
« on: 2017-05-18 00:14:01 »
I assume those are bit operators

& = AND
! = NOT
^ = XOR

It's better to look at it in binary
20 = 1 0100
4 = 100

Wiki on operators:

I also assume the IF statement resolves to TRUE as long as the output is not zero. Unless there is some condition. For example (IF variable1 & variable2 = 4) { something happens here if true }.
In this case if variable1 = 20 and variable2 = 4 the statement would be true because 20 AND 4 = 4.

Hmmm, I've never used 7H; I have no idea how it works. If I'm not mistaken it's a mod manager. In that case there seems to be conflicts with other mods, or how the mods are handled.

In any case, there is a problem with scene 581 it seems. I'll take a look at that scene.

There are no problems with that scene as far as I can tell. It works fine in-game with only my mod applied at least. What is the story mod?
There is a new enemy model there that may be causing the conflict. Its ID is 0x01EA. That is the SW* entry in battle.lgp.
You may want to report this to 7H as well.

Tools / Re: [FF9] Save editor - Memoria (
« on: 2017-05-08 09:34:53 »
im dumb and very new to pc and save editing i played ff9 many times and beat it lots. now i just want to have fun and be op plz help i cant figure out how to use this tool.

Help -> Contents

You open a file by going File -> Open...

If you use steam your savefile is here (I assume windows 10):
C:\Users\<your username>\AppData\LocalLow\SquareEnix\FINAL FANTASY IX\Steam\EncryptedSavedData
select the 'SavedData_ww.dat' file. Next select slot and file (you must remember, but could always check in the game if you forgot).
When successfully opened right file, double click the row and start editing. When done remember to save.

Any anime with MASSIVE fanservice. The more tentacles the better.

EDIT (serious):
Berserk 2016... Smh... Forget the awkward 3D animation; the real problem is the screenplay and pacing. Seriously wth? And why drop several arcs?? I'm guessing it's due to budget and they can only do so much with it. Still... Smh...

Even the comic has changed tone drastically. I wish I could go back in time and convince Miura not do as much comic relief (or in the case of Bersek: "comic relief" as it's most of the time not funny, but awkward). I have no problem with normal Puck and Isidro. But chestnut Puck and "comic relief" Isidro can go die.

Yes, there are different level chocobos there. The lvl 16 ones were generally considered the only way of getting that enemy skill by using l4 suicide, but you probably knew that.

Props for investigating the thread for info btw.


Code: [Select]
If ((Chocobo's HP <= [Chocobo's Max HP / 32] + 1) AND (TempVar:ChocobuckleGreens == 1)) Then
     Choose Chocobo's Last Attacker (General)
     Use Chocobuckle on Target
I checked with the AI; the pseudocode above seems to be correct.
Its HP was 130 - 126 = 4.
The condition 4 <= 130 / 32 + 1  is true. If you used a Mimett before it should have triggered.

Completely unrelated / Re: Megaman Music Fans?
« on: 2017-04-07 22:43:52 »
The music of MM2 and 3 are wily... I mean widely acknowledged.

I want to thank everyone who had contributed to this project...

What project you mean? :P

Although I'm not a fan you probably want to check out 10. The SNES+PS1+FF10 is usually within any given FF fan's favs. My fav is probably 6, 7 or 9.

Not a big fan of the 3D remakes of FF3 and 4. I'd actually play the original FF3 over the remake. For FF4, the PsP one seems to me to be the best choice.
The original NES games have not dated well. Even the remakes are kinda a pain to play today. High encounterrates and lack of convenience features really sucks. The SNES games suffer from the same things at a lesser extend.
FF8: A really, really weird game imo. Not bad, just really odd. Many people like it.
FF11... Kinda the same as the NES ones actually, and it's an mmo to boot. What I mean is that it has not dated well, and, as I recall, it's an UI hell.
FF12: Offline mmo.
FF14: Online mmo.
I prefer 12 over 10 but most people do not agree.
In other words: try 10.

The vagueness, and seemingly self-contradicting aspects of Jenova -I think- is deliberate by the writers. If you know exactly how an alien entity works within a story, there is a high probability of it losing its... um exotic flavor, and mystique for lack of better words (by "alien" I don't mean extraterrestrial, but "the unknown"). Which in turn can render the story rather mundane and lackluster. That being said, I like the idea of Jenova not actually being (subjective) sentient, rather some sort of parasite/hive mind/virus (pretty much what hian said). But that may as well be fan-fic from my side.

Yes they are in the caves. All can be obtained as early as you are "allowed" to enter.

EDIT: They are guarded by bosses in case you didn't know.

Thanks, appreciate it. Glad someone likes it.  ;D

It's been a while since I've used it (it doesn't currently work on my computer), so I don't remember what it's called. There should be a attack/action tab in wall marked. The filds should be rather self-explanatory. What I've done to the cure spells is reduce hit-ration from 255% -> 120%. In steam/re-release the kernel is in "...FINAL FANTASY VII\data\lang-en\kernel" folder. If not it's simply in "data/kernel." It's the kernel.bin file.

Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2017-02-06 09:41:19 »
Nice info there!  ;D

If you want to remove it you could use wall market.

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