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Final Fantasy 7 => FF7 Tools => Topic started by: lasyan3 on 2010-09-14 08:09:40

Title: [PSX] Dialogue/Events editor - Hack7 (v3 BETA 3)
Post by: lasyan3 on 2010-09-14 08:09:40
Hack7, FF7 messages & events Editor
Current Version: 3.0 Beta 2

Hack7 is an editor for the messages and the events of Final Fantasy 7 (supports only PlayStation). It is written in C# and is available for Windows.

(http://lasyan3.free.fr/images/ff7/hack7.JPG)

Current features

Downloads
Hack7 (http://lasyan3.free.fr/progs/ff7/Hack7v3b.zip) | Webpage (http://lasyan3.free.fr/index.php?page=ff7-outils&lang=en)

Project todo's

Any feedback is welcomed ^^
Title: Re: Hack7 - yet another FF7 dialog editor [v2.0.8]
Post by: hotdog963al on 2010-09-14 11:37:24
I will give this a test very soon, I've used this heavily in the past.

Great Job!  ;D
Title: Re: Hack7 - yet another FF7 dialog editor [v2.0.8]
Post by: Gemini on 2010-09-14 14:12:20
So, did you also fix all the bugs with messages 29 and 30 in GLDST? I mean the ones about the GP->Gil exchange NPC. Those use a really weird sequence of window and message commands, so resizing them is tricky if not totally anal due to a subcall containing just the message code, while the main has the window code.
Title: Re: Hack7 - yet another FF7 dialog editor [v2.0.8]
Post by: lasyan3 on 2010-09-14 14:47:38
No, I didn't even know this kind of evil messages was existing :-o !
Title: Re: Hack7 - yet another FF7 dialog editor [v2.0.8]
Post by: Gemini on 2010-09-14 14:53:21
This is what happens when I try to fix it with my current scripting rearrangement class:
Obviously, the Gil message is the faulty one. I have no idea why an event call would contain just MESSAGE and not WINDOW or WSIZE, but somebody thought this was smart or something.
Title: Re: Hack7 - yet another FF7 dialog editor [v2.0.8]
Post by: lasyan3 on 2010-09-14 18:57:04
Well,  I didn't try, but when Hack7 find a MESSAGE without a WINDOW or a WSIZE just before, it automatically inserts a new WINDOW command, so this should be no problem.
Title: Re: Hack7 - yet another FF7 dialog editor [v2.0.8]
Post by: Gemini on 2010-09-14 19:31:17
The problem is locating the original X/Y values, since they are like in a faraway function.
Title: Re: Hack7 - yet another FF7 dialog editor [v2.0.8]
Post by: lasyan3 on 2010-09-14 20:04:36
Well, don't scream, but when I add the new WINDOW command, I always set it's X and Y values to the top left corner of the screen (yes I'm lazy).
Title: Re: Hack7 - yet another FF7 dialog editor [v2.0.8]
Post by: Gemini on 2010-09-15 00:32:26
So the newly added windows look like poop? :o
Title: Re: Hack7 - yet another FF7 dialog editor [v2.0.8]
Post by: Overseer X on 2010-09-15 06:19:31
I like it!
Title: Re: Hack7 - yet another FF7 dialog editor [v2.0.8]
Post by: ignitz on 2010-09-15 07:58:33
Very Great :wink:
Thanks
Title: Re: Hack7 - yet another FF7 dialog editor [v2.1]
Post by: crushilista on 2010-11-01 19:45:32
Unhandled exception has occured. Unexpected EOF. I'm a sad panda :/

When it's not doing it, it just plain isn't saving into the ISO.
Title: Re: Hack7 - yet another FF7 dialog editor [v2.1]
Post by: Aeris on 2010-11-02 11:26:27
Unhandled exception has occured. Unexpected EOF. I'm a sad panda :/

When it's not doing it, it just plain isn't saving into the ISO.

what windows OS are you running? and do you have (not sure if this program needs it) .net framework and visual basic installed?
Title: Re: Hack7 - yet another FF7 dialog editor [v2.1]
Post by: sithlord48 on 2010-11-02 15:06:09
any chance that since your rewritting this any way you could do it without .net so that people with out windows can use it....  (yes i know about mono and no i won't install it.)
Title: Re: Hack7 - yet another FF7 dialog editor [v2.1]
Post by: hotdog963al on 2010-11-02 15:25:40
Any chance of getting that field command editor tab back? I really enjoyed using that.
Title: Re: Hack7 - yet another FF7 dialog editor [v2.1]
Post by: crushilista on 2010-11-02 19:19:44
Unhandled exception has occured. Unexpected EOF. I'm a sad panda :/

When it's not doing it, it just plain isn't saving into the ISO.

what windows OS are you running? and do you have (not sure if this program needs it) .net framework and visual basic installed?

I'm running x64 bit windows 7. I have tried to run it in Vista and XP compatibility, as well as administrator mode. I have the newest .net client as well.

EDIT: Found the problem. I remade a new copy of the iso, and this time it actually did the fragmentation thing correctly.
Title: Re: Hack7 - yet another FF7 dialog editor [v2.1]
Post by: lasyan3 on 2010-11-07 08:48:19
any chance that since your rewritting this any way you could do it without .net so that people with out windows can use it....  (yes i know about mono and no i won't install it.)
Sorry for unix users, I know that dotNet is mainly for Windows OS, but visual studio and c# are great! What about using VirtualBox with a Windows guest?

Any chance of getting that field command editor tab back? I really enjoyed using that.
I don't know, I'm already working on another tool dedicated to the field script system, but I don't know when it will be released.

EDIT: Found the problem. I remade a new copy of the iso, and this time it actually did the fragmentation thing correctly.
Great :)
Title: Re: Hack7 - yet another FF7 dialog editor [v2.1]
Post by: hotdog963al on 2010-11-07 12:11:50
Any chance of getting that field command editor tab back? I really enjoyed using that.
I don't know, I'm already working on another tool dedicated to the field script system, but I don't know when it will be released.
I look forward to it!
Keep up the good work  :)
Title: Re: Hack7 - yet another FF7 dialog editor [v2.1]
Post by: crushilista on 2010-11-07 21:51:07
Sadly ran into an other problem. When using this tool, I have an error when I get to the sword and new game continue part of the CD.
Title: Re: Hack7 - yet another FF7 dialog editor [v2.1.2]
Post by: lasyan3 on 2010-11-11 10:47:32
Not anymore with v2.1.2 ;)
Title: Re: Hack7 - yet another FF7 dialog editor [v2.1.2]
Post by: crushilista on 2010-11-11 19:20:59
Thanks for the hard work and dedication friend. I will try this right away. Luck to you in the future.
Title: Re: Hack7 - yet another FF7 dialog editor [v2.1.2]
Post by: Kranmer on 2010-11-14 20:47:09
I tested version 2.1.1 on Xubuntu with Wine +WineTricks and DotNet installed and it seems to work great so thanks for that lasyan (i took the picture the other day but i haven't been around the last few days so that's why i was using the old version), so anyone on linux should be able to run this through wine.
(http://img251.imageshack.us/img251/8617/hack7inubuntuwithwine.th.png) (http://img251.imageshack.us/i/hack7inubuntuwithwine.png/)
Title: Re: Hack7 - yet another FF7 dialog editor [v2.1.2]
Post by: lasyan3 on 2010-11-14 21:00:08
This is a great news :D ! Thanks kranmer!
Title: Re: Hack7 - yet another FF7 dialog editor [v2.1.2]
Post by: crushilista on 2010-11-15 19:40:16
The only thing that would make this better would be to be able to see how the text would look ingame.
Title: Re: Hack7 - yet another FF7 dialog editor [v2.1.2]
Post by: sutebenu on 2011-04-20 20:47:23
I'm actually having some difficulties in using this.
I have downloaded it, opened the Field directory and even created an .ISO file of the disc to use with the dialogue editor and though the locations show up, when I click on one of them nothing shows up on the Messages window, it is entirely grayed out.

Am I doing something wrong? I had tried to look for an faq but no one else seems to be having the same problem as me so I am positive it is something I did/didn't do.
Title: Re: Hack7 - yet another FF7 dialog editor [v2.1.2]
Post by: lasyan3 on 2011-04-28 06:23:10
Hi,

First question, do you try to open the Field folder from the iso, or do you first make a copy of it on your hard disk drive ?
Title: Re: Hack7 - yet another FF7 dialog editor [v3 BETA]
Post by: lasyan3 on 2011-06-07 21:35:38
Time for an upate, finally I release a new version of Hack7 with the event interpreter back !
Title: Re: Hack7 - yet another FF7 dialog editor [v3 BETA]
Post by: hotdog963al on 2011-06-11 10:33:57
Time for an upate, finally I release a new version of Hack7 with the event interpreter back !
Wha-hey, don't need to keep the old version now. :D
You are a hero!
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA]
Post by: Armorvil on 2011-06-11 22:42:04
Amazing, I've been eagerly waiting for this :D

I tried it for a bit, and I have a couple questions. I'm interested in triggering new battles, and making some random NPCs give gil, items and materia to the party. So I've been looking at how those things are handled inside of Hack7. I found these :

- To initiate a battle :

Code: [Select]
BattleStart( XXX );
*XXX is the Formation ID in decimals. With Proud Clod, it's easy to trigger any battle you like, since you can easily convert the right Formation ID in decimals, and add this line.

First question :
Code: [Select]
/*AKAO [0xF2]( 0x00, 0x00, 0x00, 0x29, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 )*/;What are these lines of code for ? Are they important to add, when initiating a battle ?

- To add materia to the inventory :

Code: [Select]
MateriaAdd( Materia.Restore, 0, 0, 0 );
The three 0s are for the materia's amount of AP.
Here is my second question : is Hack7 clever enough to add a Bahamut materia to the inventory, if I type "MateriaAdd( Materia.Bahamut, 0, 0, 0 );" instead ? If yes, I don't know how you managed to make your program turn real words into bytes, but you rock.

- To add gil to the inventory :

Code: [Select]
AddGils( XXX );
This one is easy enough. One only has to type the amount of gil instead of my XXX.

- To add an item to the inventory :

Code: [Select]
ItemAdd( Item.ItemPotion, X );
X being the amount of items.
This one is confusing. Do one always has to attach "Item" to the item name ? Like :

ItemAdd( Item.ItemTurbo Ether, 1 ); ?

Also, since spaces seem to be important, with names that have a space like Turbo Ether, won't there be any problem ?

Final question, regarding the sounds played. In Hack7, whether you hear the materia or the item sound, the code line is always the same :

Code: [Select]
PlaySound( 360, 64 );
But we know that when you obtain a materia, the sound you hear is different from the one that plays when you obtain an item. In Meteor or Makou Reactor (Field editors for the PC version), the play sound calls a different byte to reflect this. So, what gives ?

...I'll eventually answer my own questions through testing if you don't have time to reply, though. But needless to say, it would save your compatriot a lot of time ^^

EDIT:

Just answered one of my questions : there are no spaces inside item names. For example, when you dig the Bahamut ZERO materia in Bone village, the code is :

Code: [Select]
MateriaAdd( Materia.BahamutZERO, 0, 0, 0 );
I also checked the sleeping man's code, and I understand the need to add the "item" particle in front of the names, now. When he hands you the Bolt Ring, the script is :

Code: [Select]
ItemAdd( Item.AccessorieBoltRing, 1 );
So, I guess that Item.AccessoryBoltRing wouldn't work - I bet one would have to add the typo for the line of code to work :P
For armors and weapons, is it Item.ArmorMystile and Item.WeaponWizerStaff ?
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA]
Post by: lasyan3 on 2011-06-12 05:53:29
First question :
Code: [Select]
/*AKAO [0xF2]( 0x00, 0x00, 0x00, 0x29, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 )*/;What are these lines of code for ? Are they important to add, when initiating a battle ?

When you find a line of the form /*NAME [HEX_VALUE] (HEX_VALUE, HEX_VALUE, ...)*/;, it means that the command is not yet fully decrypted (either in the qhimm wiki, either I didn't understand it :-[). But one can still change the HEX_VALUE to make some test, it will be saved.
So I can't tell you if there is some connection between this command "AKAO" and the battles... I think AKAO is linked with sounds, but I'm not sure of anything...

Here is my second question : is Hack7 clever enough to add a Bahamut materia to the inventory, if I type "MateriaAdd( Materia.Bahamut, 0, 0, 0 );" instead ? If yes, I don't know how you managed to make your program turn real words into bytes, but you rock.
I think you probably noticed that when you write "Materia" followed by the dot, a kind of autolist will popup, letting you choose the materia you want.
To fully understand how it works, you should read this short article about C# enums (http://www.dotnetperls.com/enum). One of my main goal when working on the new field events interpreter, was to make editing as simple as possible, which means to avoid byte values when possible. So I used this "enums technique" which make the selection of items, materias, field maps and so on much easier. Glad that you like it :D.

Code: [Select]
ItemAdd( Item.ItemPotion, X );This one is confusing. Do one always has to attach "Item" to the item name ? Like :
ItemAdd( Item.ItemTurbo Ether, 1 ); ?
So, I guess that Item.AccessoryBoltRing wouldn't work - I bet one would have to add the typo for the line of code to work :P
For armors and weapons, is it Item.ArmorMystile and Item.WeaponWizerStaff ?
Yes, it's because "Item." is the type of the parameter of the command "ItemAdd", and ItemTurboEther is the value selected for this parameter.
The case of items is special, because there are many many items : basic items (potions, ethers...), armors, accessories and weapons for cloud, aerith, etc. So I added equivalent "subtype" names to clearly separate all kind of items. But you don't need to "guess" the name of the item/materia/etc. you want to add. Just write the type ("Materia", "Item", etc.) followed by the dot, and the autolist will show you all the possible values you can use.
Note: in the current version, the autolist doesn't filter the values with what you write, it only select the value based on the first caracters you write. So if you write for example "Materia.Baha", it will positions itself on the "Bahamut" value. The next version of Hack7 will introduce a better mechanism : when you will write "Materia.Baha", it will show you the 3 materias (bahamut, neobahamut and zero). It will also be case insensitive.

But we know that when you obtain a materia, the sound you hear is different from the one that plays when you obtain an item. In Meteor or Makou Reactor (Field editors for the PC version), the play sound calls a different byte to reflect this. So, what gives ?
This is strange, because in the PSX version the parameters of the sound command for the potions in the first screen of the game, and the materia restore in the reactor, are the same. Maybe the sounds are stored in the field files in the PSX version, while they are in a common place for the PC version...
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA]
Post by: Armorvil on 2011-06-12 10:20:29
When you find a line of the form /*NAME [HEX_VALUE] (HEX_VALUE, HEX_VALUE, ...)*/;, it means that the command is not yet fully decrypted (either in the qhimm wiki, either I didn't understand it :-[). But one can still change the HEX_VALUE to make some test, it will be saved.
So I can't tell you if there is some connection between this command "AKAO" and the battles... I think AKAO is linked with sounds, but I'm not sure of anything...

I see, thanks. Yeah, Akao was the sound programmer IIRC.

Quote
I think you probably noticed that when you write "Materia" followed by the dot, a kind of autolist will popup, letting you choose the materia you want.
To fully understand how it works, you should read this short article about C# enums. One of my main goal when working on the new field events interpreter, was to make editing as simple as possible, which means to avoid byte values when possible. So I used this "enums technique" which make the selection of items, materias, field maps and so on much easier. Glad that you like it .

This is awesome. I just tried it, and yes, the list of items/materias display :) I'd just have a small request though : would it be possible to add the blank spots following the Guide Book in the item list, and the various blank spots in the materia list ? Since one can use WallMarket to create new materias/items, it would allow the modder to insert these in the field script.

Since you organised the materias alphabetically, I could see Materia#22, #38, #45, #46, #47, #63, #66, #67, #91, #92, #93, #94, and #95 being all either at the top of the list, or at the bottom.

Quote
This is strange, because in the PSX version the parameters of the sound command for the potions in the first screen of the game, and the materia restore in the reactor, are the same. Maybe the sounds are stored in the field files in the PSX version, while they are in a common place for the PC version...

Ah yes, that would explain it. Thanks for the reply :D

EDIT:

For those who would want NPCs to hand items/gils/initiate a battle/trigger a shop/trigger a save screen/whatever : instead of taking the risk to use variables that might be used for something else, there is this code :

Code: [Select]
TalkSet( false );
Inserting it after the message / ItemAdd code will ensure that you won't be able to talk to the NPC again and thus, get the item again :)

And to trigger a shop/the PHS/the save screen, the code is :

Code: [Select]
ShowMenu( MenuType.Shop, X );
X being the shop ID in decimals. You can use Titeguy3's WhiteChoco and count the shops to get the right ID (first one is 0). After typing the dot, a list will come up allowing you to choose what kind of menu will pop up.

Really brilliant. Lasyan3, do you have plans to make Hack7 compatible with FFVII PC ?... ...Also, it would be great if clicking on the message ID (in the message tab) would instantly point you to the Event script that calls said message. For example, if you wanted to edit the event regarding the bald guy in Sector7 who whines that Johnny's gone, you could click on its message (or its ID, which is 073), and the program would directly lead you to E28: oyaji1 S1 "OnTalk" in the Events tab. Right now, it's sometimes a pain to find the event you're looking for.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA]
Post by: lasyan3 on 2011-06-12 15:58:33
Also, it would be great if clicking on the message ID (in the message tab) would instantly point you to the Event script that calls said message. For example, if you wanted to edit the event regarding the bald guy in Sector7 who whines that Johnny's gone, you could click on its message (or its ID, which is 073), and the program would directly lead you to E28: oyaji1 S1 "OnTalk" in the Events tab. Right now, it's sometimes a pain to find the event you're looking for.
I will see what I can do ;). You're right, the tool is missing a search feature.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA]
Post by: Armorvil on 2011-06-12 18:23:28
I have a problem, but it looks like it's not related to Hack7, as I have the same problem with Makou Reactor. I made a few changes, and decided to make the save screen appear in the GI cave, just after Bugen says "We're almost there". Problem is, Hack7 won't let me save. It displays this error message :

http://imageshack.us/f/845/image2zl.jpg/

As for Makou Reactor, it just crashes. The thing is, I could save this same change in the PC version without any problem. Is it because it calculated that the Field folder grew in size and wouldn't fit into the ISO anymore ? I'm also aware that my code might be faulty inside Hack7 (I'm not sure about the "1" as a value after MenuType.SaveScreen), but it also crashes when I write it some other way.

EDIT:

Never mind, it saves now. Apparently, the correct line was :
Code: [Select]
ShowMenu( MenuType.SaveScreen, 0 );
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA]
Post by: halkun on 2011-06-12 21:45:09
lasyan
If you are change the commands names from the wiki to something else, it would be cool to make a table or something so we can convert from one command to another (Or, update the wiki)
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA]
Post by: lasyan3 on 2011-06-13 06:34:07
Halkun,

Do you mean something like this :
Code: [Select]
02 - REQSW - CallEntityStartWait
49 - MENU - ShowMenu
?
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA]
Post by: halkun on 2011-06-13 12:30:26
That will work
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA]
Post by: Armorvil on 2011-06-13 19:03:31
Code: [Select]
TalkSet( false );
Inserting it after the message / ItemAdd code will ensure that you won't be able to talk to the NPC again and thus, get the item again :)

Just as a heads-up, this doesn't work :( Or rather, it works, but if you leave the area and come back, you'll be able to talk to the guy again and get the item again >_<
Any idea how to make NPC's prizes one time only ?
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA]
Post by: halkun on 2011-06-14 05:47:30
Save in a progress variable and the check on entry to the field.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: crushilista on 2011-07-03 22:50:22
Running in administrator mode, yet I still get Access to the path 'd:\dat_ini.dec' is denied.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: lasyan3 on 2011-07-04 06:23:38
Running in administrator mode, yet I still get Access to the path 'd:\dat_ini.dec' is denied.

OOps, I did it again (dat_ini.dec is a file generated for my tests, I forgot to disable it :-[). Should be ok now.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: demeterf on 2011-07-28 05:42:22
Sorry my english:-) 1000Thanks. I can the Hungary pc dialogo copy to the psx:-) This program not support the full Hungary character.: Ő,ő, Ű,ű, Í,. And the TAB key. Can you make when, this character support in this program?
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: Gemini on 2011-07-28 06:59:22
Edit TableAscii.xml and include those characters.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: lasyan3 on 2011-07-28 09:20:31
Yes, and you will also have to edit the graphical font of the game (in window.bin).
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: demeterf on 2011-07-28 11:35:24
Can you write how can I make this? I do not understand it programming.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: Gemini on 2011-07-28 13:56:19
It's just a simple text file... ???
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: Vgr on 2011-07-28 19:37:33
I think he meant the window.bin...
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: demeterf on 2011-07-28 21:30:36
Yes, window.bin
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: Gemini on 2011-07-28 22:12:38
http://wiki.qhimm.com/FF7/Kernel/Low_level_libraries#BIN-GZIP_Type_Archives
Next time, please use the search bar here or the one in wiki.

No idea how that works in Hack7, but there's an option just for it. I'm guessing it's for de/compressing WINDOW.BIN directly.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: DSieg on 2011-08-06 10:43:29
Hi and thanks for this tool.

I've got a problem, for the PSX version :
-Editing the game is ok, it runs very well on emulator (only to test, I own the CDs).
-When I mount the iso on a virtual disk reader (Alcohol) to extract some files, Windows can't open it ("damaged disk").
I tested with the other tools I use, it comes from Hack7, v2 and v3. Once I save the dialogs in the iso, it isn't possible to open it again (for example, I can't access the FIELD repertory on the disk).

I don't know if it really comes from Hack7, if it's not my CD which is dead, or something else...

Thanks.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: lasyan3 on 2011-08-06 11:09:29
Hi DSieg,

It's because sectors in the cd have a kind of CRC to check the data inside, and I don't recalculate it :P. So yes, it comes from Hack7.
But you can easily rebuild those sectors and recalculate thoses CRC by using CDMage.
With this tool, you can use the "Scan for corruption" function in the "Action" menu, so it will check your iso and tell you which sectors are incorrect. Then, use the "Rebuild sector fields" from the same menu. Should be ok (it worked for me right now, my iso was indeed damaged).
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: DSieg on 2011-08-06 11:54:59
Thank you, it's working very well.

Bon courage pour la suite. ;)
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: demeterf on 2011-10-07 06:49:53
Hello! My Hungariyan transalate work fine! I hawe one question. How can I the transalate faster implant in the cd2, cd3? Thanks
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: Vgr on 2011-10-07 09:29:29
Can you be more specific?
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: demeterf on 2011-10-07 21:26:28
Sorry my english. The Field mapp, how can i another ISO implant? Now  the English text will be Hungarian, musst i open In hack7 and the Field mapp. I choise 1 launguage file, open and push save in the iso. But this is slow, i open and save as the all ~750 file? How can i faster implant? Thanks
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: lasyan3 on 2011-10-08 07:34:34
Hi demeterf,
You can use my other tool, MassFieldUpdate, to save multiple files inside an ISO in one single operation.
Is it what you want to do ?
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: DLPB_ on 2011-10-08 11:04:39
One thing missing from this and Makou is the ability to click on a map and get correct x,y,z,t values, so you can place items easily.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: Vgr on 2011-10-08 14:15:22
Unfortunatly. Only Meteor can do this IIRC.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: DLPB_ on 2011-10-08 19:01:45
That is why I just requested it.  8-)
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: Vgr on 2011-10-08 19:04:45
*hint* myst6re *hint*
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: lasyan3 on 2011-10-09 08:38:10
One thing missing from this and Makou is the ability to click on a map and get correct x,y,z,t values, so you can place items easily.

You're right, I'm working on it. I can display the walkmesh, but I still have some difficulties whith placing the field camera.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: myst6re on 2011-10-09 14:17:34
I have exactly the same problem!
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: Vgr on 2011-10-09 14:18:20
Bonne chance vous deux :roll:
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: myst6re on 2011-10-09 14:23:12
Merci
I think we can work together again.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: demeterf on 2011-10-09 15:41:34
Hi demeterf,
You can use my other tool, MassFieldUpdate, to save multiple files inside an ISO in one single operation.
Is it what you want to do ?

Yes! Thanks
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: DLPB_ on 2011-10-09 17:12:04
You're right, I'm working on it. I can display the walkmesh, but I still have some difficulties whith placing the field camera.

You reckon this is how the original item placer did it?  With a tool that used same method?
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: lasyan3 on 2011-10-09 20:50:50
DLPB, what do you mean ? I don't understand your question.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: DLPB_ on 2011-10-09 20:57:49
I mean how did square place the items, how would their tool have worked?>
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: lasyan3 on 2011-10-09 21:39:25
Well, perhaps Square did use a kind of visual editor that allowed them to directly put field models inside the walkmesh (and also generating the appropriates field opcodes), but this is not something I plan for Hack7.
I'm trying to display the walkmesh and the x,y,z values, and also the triangle id when clicking on a part of the walkmesh with the mouse. Well, if one day we (myst6re and I) success to manage this damned camera :x
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: DLPB_ on 2011-10-09 22:10:40
no that's what I meant.. that they used some sort of point click.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: ff7rules on 2011-10-12 11:04:58
Good to see this has been updated alot but im stumped on something. Before to get the battle you wanted to used battle formation numbers now its completely different to that of the very first version anyone got any pointers to them out, thanks.  EDIT Nevermind answered this one myself its Hex to Dec so startbattle 999 is formation 3E7 which is correctly the 5 pyramids that give out ridiculous EXP.
Title: Problem Hack7
Post by: TheJolly on 2012-02-02 16:33:46
Hello everyone! I have a problem with hack7 beta 3.2.When I start hack 7 and choose the folder on the iso FIELD PC and open to any level, for example (Sector 1) I get this error!
Code: [Select]
Information on how to invoke debugging JIT (Just- In-Time) instead of this dialog
are shown in the bottom of the message.

************** Exception Text **************
System.ArgumentException: Access to the path denied.
   in System.IO.FileSystemInfo.set_Attributes (FileAttributes value)
   in Hack7.FrmMain.tvFiles_OpenFile (Object sender, EventArgs e)
   in System.Windows.Forms.Control.OnDoubleClick (EventArgs e)
   in System.Windows.Forms.TreeView.WndProc (Message & m)
   in System.Windows.Forms.Control.ControlNativeWindow.WndProc (Message & m)
   at System.Windows.Forms.NativeWindow.Callback (IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Assemblies ************** ************** loaded
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5448 (Win7SP1GDR.050727-5400)
    Codebase: file: / / / C: / Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
Hack7
    Assembly Version: 3.0.2.0
    Win32 Version: 3.0.2.0
    Codebase: file: / / / C: / Users/Darthboss/Desktop/Hack7.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5446 (Win7SP1GDR.050727-5400)
    Base of code:
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5447 (Win7SP1GDR.050727-5400)
    Codebase: file: / / / C: / Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
    Codebase: file: / / / C: / Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
    Base of code:
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
    Codebase: file: / / / C: / Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Soldier
    Assembly Version: 1.2.0.0
    Win32 Version: 3.0.2.0
    Codebase: file: / / / C: / Users/Darthboss/Desktop/Hack7.exe
----------------------------------------
Puzzle.SyntaxBox.NET3.5
    Assembly Version: 1.4.10.12969
    Win32 Version: 3.0.2.0
    Codebase: file: / / / C: / Users/Darthboss/Desktop/Hack7.exe
----------------------------------------
System.Web
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400)
    Codebase: file: / / / C: / Windows/assembly/GAC_64/System.Web/2.0.0.0__b03f5f7f11d50a3a/System.Web.dll
----------------------------------------
System.Windows.Forms.resources
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
    Base of code:
----------------------------------------
Soldier
    Assembly Version: 1.2.0.0
    Win32 Version: 3.0.2.0
    Codebase: file: / / / C: / Users/Darthboss/Desktop/Hack7.exe
----------------------------------------
mscorlib.resources
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5448 (Win7SP1GDR.050727-5400)
    Codebase: file: / / / C: / Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------

************** ************** JIT Debugging
To enable JIT debugging, you must set the value
jitDebugging system.windows.forms section of the configuration file
application or computer (machine.config).
The application must also be compiled with debugging
on.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</ Configuration>

When JIT debugging is enabled, any unhandled exceptions
are sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

I already changed the string <system.windows.forms jitDebugging="false" />
in <system.windows.forms jitDebugging="true" /> but not change anything please someone help me!
I apologize for my English but I'm not English

Title: Re: Problem Hack7
Post by: TheJolly on 2012-02-03 15:28:11
Please help me!
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: Bosola on 2012-02-03 16:39:14
Firstly, I've moved this thread into the Hack7 general thread. That's where questions about a tool should go.

Secondly, don't double post. If no-one has answered yet, that just means no-one yet has a response. Don't get impatient.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: TheJolly on 2012-02-03 16:43:27
Ok sorry
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: lasyan3 on 2012-02-03 22:33:09
Hi TheJolly,

I think you get this error because you selected the field folder from the iso, which is only accessible for readng. Hack7 needs write access to the file. So i suggest to copy the folder on your hdd, and try again.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: TheJolly on 2012-02-04 08:49:07
Hi lasyan3
 thanks for your answer! I managed to fix the error. I copied FIELD the folder to the desktop as you said and now it works fine :) thanks again!
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: Green_goblin on 2014-03-24 00:34:32
Lasyan3, I want to talk about the WINDOW.BIN editor that your software has incorporated.

I tried to do some experiments, and I noticed that the new WINDOW.BIN file is bigger than the original file. The difference is not huge, but it is bigger.

As you know the file is basically made of 3 gzip files joined in a single file. I tried to do some forensic analysis to understant why the resulting file was bigger than the original one:

File # 1 (tim file, several graphics): The new gziped file is smaller than the original file ¿?
File # 2 (tim file, character map): The new gzipped file is bigger than the original file ¿?
File # 3 (width table for the character map): no problem

¿Any idea of why is this happening? I'm using v3 beta. With version 2.1.2 the resulting WINDOW.BIN file is smaller than the original one and it can be inserted in the ISO with no problems.

Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: lasyan3 on 2014-04-11 20:10:56
Hi Green_goblin,
Well, since the compression function is not the same that the one square used, it's normal to have some minor differences in file sizes.
BUT I admit I found a bug with Hack7, that makes the file of the font twice less ! I'm working on it, I'll tell you when I made the correction asap.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: Green_goblin on 2014-04-11 20:25:26
Hi Green_goblin,
Well, since the compression function is not the same that the one square used, it's normal to have some minor differences in file sizes.
BUT I admit I found a bug with Hack7, that makes the file of the font twice less ! I'm working on it, I'll tell you when I made the correction asap.

That's good lasyan3, I'm glad you are still working on this project.
The Spanish team found some bugs (the characters got stucked in those maps, they couldn't move at all).
Problematic filed maps:

chrin_2
ealin_1
mds7_pb1
mds7_w2
junpb_2
yougan2
4SB (all of them)

By the way, these bugs happen when usin v3 beta, not using version 2.1.2

Also, could it be possible to add some functionality in order to translate the Tutorials? Only MakouReactor can do it, so it would be great if you can do something about it  :)
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: lasyan3 on 2014-04-12 14:06:04
That's good lasyan3, I'm glad you are still working on this project.

Well, to be honest I don't really plan to work seriously on the project anymore (the steal of my laptop didn't help, even if I had not too old backups), I will make an effort at least to repair some bugs but I can't promise I will work again on new features. But hopefully you can still use the amazing Makou Reactor ;)

But since I'm still in contact with a french guy who is still working on the translation, and since he asked me some features (like editing tutorials, menus and world messages), eventually I'll do my best to add those at least.

Anyway, I just uploaded a new revision of Hack7 for your window.bin matter (I didn't put a news on the site neither changed the version since it's a very small debug). Can you test it and tell me if it's ok for you now?

And about the field maps, could you send me one corrupted file so I can analyze the content? Thanks.
Title: Re: Hack7 - yet another FF7 dialog (and events) editor [v3 BETA 2]
Post by: Green_goblin on 2014-04-12 15:07:33
Well, to be honest I don't really plan to work seriously on the project anymore (the steal of my laptop didn't help, even if I had not too old backups), I will make an effort at least to repair some bugs but I can't promise I will work again on new features. But hopefully you can still use the amazing Makou Reactor ;)

But since I'm still in contact with a french guy who is still working on the translation, and since he asked me some features (like editing tutorials, menus and world messages), eventually I'll do my best to add those at least.

Anyway, I just uploaded a new revision of Hack7 for your window.bin matter (I didn't put a news on the site neither changed the version since it's a very small debug). Can you test it and tell me if it's ok for you now?

And about the field maps, could you send me one corrupted file so I can analyze the content? Thanks.

Ok, your new version produces a good window.bin, the original size is 13.266 bytes and with your software I've got 13.189 bytes, not bad  :)

Here you have the source code of MakouReactor 1.5.1 http://sourceforge.net/projects/makoureactor/files/Version%201.5.1/Makou_Reactor-1.5.1-source.tar.gz/download

Maybe it gives you some inspiration on how to edit the Tutorials.

Now let's talk about the other bugs. For instance let's take "chrin_2" (17.484 bytes), inside the Midgar church with Aerith minigame.

Open the file with Hack 2.1.2, make some modifications and save the file. (19.194 bytes)

Then do the same thing with a new "chrin_2" file, but this time using Hack7 v3 beta. (19.066 bytes)

Please find attached all 3 files in case you want to analyze them: https://www.mediafire.com/?ui2q7sl4i34515n

I've taken "chrin_2" because it has no tutorials, maybe the tutorial files are more complicated and need a more accurate forensic analysis.

If you really add those functionalities (Tutorials, word.bin, menu files, etc)  I'll send you some € via Paypal.
Title: Re: [FF7] Dialogue/Events editor - Hack7 (v3 BETA 3)
Post by: Green_goblin on 2014-07-26 15:11:12
Hello again Lasyan3

If you remember, in our last conversation I told you about some king of bug related to the {CHOICE} option, it looks like there is a problem in the way your software handles it. Have you looked at it?

Files with this problem:

ealin_1
chrin_2
i_townw
yougan_2
4sbwy (all of tem)

Regards!
Title: Re: [FF7] Dialogue/Events editor - Hack7 (v3 BETA 3)
Post by: Roden on 2014-10-23 21:03:32
Hey Lasyan3,

Sorry to bring this topic up but can't reply via PM (my PMing ability has been disabled as a new user here I guess)!

The error I get when using Mass ISO Update is "Not supported file [SLPS_010.57]" and some failure messages at UpdateFAT_Init.

As you can see on here: http://www.gamefaqs.com/ps/197341-final-fantasy-vii/data
This is the Japanese FF7 International version (SLPS-01057~60). This version should be the same as the FF7 International re-releases SLPS-91440~3, SLPM-87380~3

As you already support Original Japanese FF7 (SLPS-00700~2) I imagine the change shouldn't be too difficult? :)
Title: Re: [FF7] Dialogue/Events editor - Hack7 (v3 BETA 3)
Post by: meesbaker on 2014-10-24 01:09:26
Hack7 is a useful tool and supports physical consoles but never use the ISO save function but insert the files manually using cdprog.

Hack7 doesnt check for sector sizes but just extends and thus brakes the ISO if a file got larger than the original. ISOs will end up larger than before and with messed up LBAs, use cdprog to insert the files. If a file should really get too large to fit into the sector you get an error message and must delete or shorten some dialogue.

Anyway I think that the latest Makou Reactor release pretty much obsoletes this ;)
Title: Re: [FF7] Dialogue/Events editor - Hack7 (v3 BETA 3)
Post by: Roden on 2014-10-24 02:08:46
Hack7 is a useful tool and supports physical consoles but never use the ISO save function but insert the files manually using cdprog.

Hack7 doesnt check for sector sizes but just extends and thus brakes the ISO if a file got larger than the original. ISOs will end up larger than before and with messed up LBAs, use cdprog to insert the files. If a file should really get too large to fit into the sector you get an error message and must delete or shorten some dialogue.

Anyway I think that the latest Makou Reactor release pretty much obsoletes this ;)
Useful information , thanks! I like Mass Iso Tool for quick testing. What is this "cdprog"? My field dat files are often different sizes (bigger and smaller), how do I put them into an ISO so it doesn't mess up without Mass Iso Tool? I tried using "CDmage" but it wants to "truncate" all the time. And what would be too large? Can you fix the sectors to contain bigger amount of data? PSX ISOs are confusing :P
Title: Re: [FF7] Dialogue/Events editor - Hack7 (v3 BETA 3)
Post by: lasyan3 on 2014-10-24 06:05:43
Hack7 doesnt check for sector sizes but just extends and thus brakes the ISO if a file got larger than the original. ISOs will end up larger than before and with messed up LBAs, use cdprog to insert the files. If a file should really get too large to fit into the sector you get an error message and must delete or shorten some dialogue.

What are you saying? Of course Hack7 (and also Mass Iso Update) check for sector sizes! It also scans the iso for empty spaces and reallocate files based on their sector size. It was designed to allow saving of files bigger than original size. The only thing it doesn't do is recalculate ECC, but CDMage can dot it easily. Why are you saying that it doesn't work?
Title: Re: [FF7] Dialogue/Events editor - Hack7 (v3 BETA 3)
Post by: meesbaker on 2014-10-24 06:43:07
Well I was very surprised the ISOs ended up larger than before without actually using files that were too big to be inserted into the ISO by cdprog normally. First of all this makes creating patches harder when modding as you have to extend your image with zeroes or something first and the patch will more and more cover full sectors of your file.

Secondly I was having some trouble when testing on real PSX when using the ISO save function and I was sure it is due to the new filesize. I must admit that this was guessing and it may be me making a mistake or an interference with the mods I made that play around with LBAs.

Anyway I was having perfect results with Hack7 editing the field files first, then recompress them with fice's tools(hack7 leaves the files bigger than necessary) and insert them with cdprog. This always left me with an ISO that works everywhere and can easily be used to make a patch file.
Title: Re: [FF7] Dialogue/Events editor - Hack7 (v3 BETA 3)
Post by: spy__dragon on 2014-10-24 12:33:58
Well I was very surprised the ISOs ended up larger than before without actually using files that were too big to be inserted into the ISO by cdprog normally. First of all this makes creating patches harder when modding as you have to extend your image with zeroes or something first and the patch will more and more cover full sectors of your file.

Secondly I was having some trouble when testing on real PSX when using the ISO save function and I was sure it is due to the new filesize. I must admit that this was guessing and it may be me making a mistake or an interference with the mods I made that play around with LBAs.

Anyway I was having perfect results with Hack7 editing the field files first, then recompress them with fice's tools(hack7 leaves the files bigger than necessary) and insert them with cdprog. This always left me with an ISO that works everywhere and can easily be used to make a patch file.

Have you tried his program Mass Field Update?

http://lasyan3.free.fr/index.php?page=ff7-outils&lang=en

You can find it in his website and I tested and the fields works in psx real.

Regards.
Title: Re: [FF7] Dialogue/Events editor - Hack7 (v3 BETA 3)
Post by: Roden on 2014-10-24 13:53:39
Have you tried his program Mass Field Update?

http://lasyan3.free.fr/index.php?page=ff7-outils&lang=en

You can find it in his website and I tested and the fields works in psx real.

Regards.
I found Mass Field Update (well Mass Iso Update) works great, especially for testing new builds quickly. All I have to do is click Execute and it adds only the files I want.. Haven't tested on a real PSX though. If it supports FF7i even better :)

How to fix ECC in CDMage though?
Title: Re: [FF7] Dialogue/Events editor - Hack7 (v3 BETA 3)
Post by: Roden on 2014-11-03 12:06:07
Just a heads up, the Mass Field Update tool has been updated and now supports all (most?) versions of FF7. Handy if you have a custom kernel, scene, field models/dat etc. files which you just want to put into an ISO quickly without fuss (Makou doesn't let you import model description settings in the dat for some reason). I also found the ISO it produces is now less prone to errors. Three cheers for Lasyan  ;D

http://lasyan3.free.fr/index.php?page=ff7-outils&lang=en
Title: Re: [FF7] Dialogue/Events editor - Hack7 (v3 BETA 3)
Post by: Green_goblin on 2014-11-03 12:27:36
It looks that there is a new tool (Masterchef) whic can edit the .mnu files.