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Messages - ARMs

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126
Yeah thats what i'm talking about but i what i want is some way to translate the Byts in the field file somet hing i can understand and convert it back so i can put it in the filed file.

127
How you do cacualate and seperate Encounter probablilty and Encounter ID?

the first 6 bits represent probabilty while the last 10 bits represent the Battle/Encounter ID.

What i'm asking for is maybe a formula of some sort?   I'm puzzled as to what these bytes mean 8A 18.

God I hope someone understands what i'm trying to say.

128
Archive / Question regarding Materia selling.
« on: 2007-06-12 22:15:33 »
Argh I can't seem to find the data to drop the price from selling a mastered materia.

I know that it cost 70 times as much as when you bought the materia.
Does anyoen know the formula for selling materias, so that my search for it is easier.  And where the location of the data might be at?

129
Thanks alot for you help.   I'm searching for the changes now.

130
ok i'll see if i can get people to give me a hand again with a configured 1.02 patched exe and a 9999 break patch.   

on thing though do you remember aproximately where the tweaked data is at.   Vetek ( probably mispelled it) said that even patched with the break 9999 the exe file doesn't ocntain the ofsets that you posted up on your other 9999 topic.

131
I would but I have no clue where the offsets are.   And theres tons of data in the EXE file.  not to mention the size form the original and patched ones size is different.

I got the files from help form a few people but I dont have to PC version still sadly.

Edit:  oops my mistake I have the oringinal exe file that came straight form the cd and the 1.02 patch that hasn't been configured.   I can't find the break 9999 patch and i probably can't patch it since FF7 PC is not on my comp.

132
Archive / Re: Feild model conversion's
« on: 2007-04-11 07:17:39 »
Wow You guys have done some amazing job.  I"m gonna need to get the PC version one of these days.

133
dziugo I don't really know what you said cause i'm bad with definitions.   But I do know alittle programing.   I have created custom AI's in scene.bin and I have done a few things in the field scripts.   

I even did a few things with RPGmaker 2000 a few years back where I attempted to recreate FF7 battle system and a bit of Xenogears battle system in it.  It was successful,  but somewhere I messed up on elemental damage calculation and with the move form windows melenium to XP I had problem with rm2k and lost interest in rm2k.

So do i just need to tweak a few things to get the 5th digit to appear or do i need to add a couple of lines of codes to get the 5th digit to appear?  And would you be kind enough to post the hex values of th PC version that is being tweaked to break the 9999 limit and a couple of values surrounding it.   Right now i'm onlying aiming to break the 9999 damage and not the HP/MP.

134
Hi again and well I found how to remove the damage limitation but now I have the problem of getting the 5th digit to appear.

I been trying for hours and at this point it seems quite hopeless.   Are there any information about the opcodes?   Or is there any more accurate information about breaking the damage and HP/MP of the PC version?   

As i have stated before I no hacker or programer but i was able to manage scene.bin, kernel.bin, AI scripting and Field Scripts(to an extent) with information form the wikky and terence machanic faqs.

I really think I can do the damage break if I had more information about the damage break from the PC version.

PS.   In dziugo's topic about the break 9999 limit he give a link to another related topic but the link is dead.

135
Does anyone have some more information about manually breaking the 9999 damage?  I still don't have PC version of the game, and I dowloaded the 1.02 patch.  It came with the exe file and a configuration file.   I tried to look up the offset and the EXE file doesn't have that offset.    Also someone said that he has FF7 PC with the 1.02 patch and it was patched with the 9999 break patch and still it doesn't have the offsets.

Please help.

136
Archive / Re: Yuffie successfully converted into FF7
« on: 2007-04-03 02:43:20 »
Ah sorry I just learn things as i go alone.   I didn't read up on stuff that I haven't tried to learn.

137
Archive / Re: Yuffie successfully converted into FF7
« on: 2007-04-03 02:13:51 »
wow you guys did some great job on those mods.   I'm wondering if those idividual files are larger then the oringal files though.   Its most likely bigger but I can hope.   Cause i want to put them in the PSX version of the game and hope the game don't crash cause well I doubt the PSX got much memory.

138
Nice of you to take some interest in the PSX version.   Akari is right.   And field files are in the field folder.   

I dont know if people has checked one of my other thread but is there any way to compress the DAT file?

Files to compress Scene.bin and Kernel.bin was perfect even for the PSX version but I'm having issues with compressing DAT files even though it says that It compresses the exact same way as square did it in its readme file.   I"m talking aobut LZS 1.20.   Is there a newer version?

139
Yeah I know thats how it works but i'm just saying I don't have a PC version so theirs no way I can patch what I don't have.    And i can't get any of the HEX value information from ff7.exe to compare with the SLUS file from the PSX to see if any thing matches.   If anyhting matches I like to mess around with it and see if the damage limit and HP limit is there.

I'm just hoping the data is not in any of the DAT files.   I manage to do some of the stuff i wanted but there is no way to compress the file back for the PSX.   the file normally has over 240 extra bytes of data when compressed back even if I didn't mod any data.

140
The link in the Great ff7 faq didn't work so i googled for the patch.   Unfortunately that didn't help me at all, since I dont' have the PC version to patch.  The link that was provided in this thread didn't show the hex values.   It just showed offsets.

It might now work but I'm just trying to check if anything matches in the SLUS file and tinker around with it if any values match.

141
Hmmm i foudn something very interesting or wierd.    Ok I started with clean PSX DAT file.   I decompressed it with LZS 1.20.    When i compress the file the file size increases.  When i decompress the newly compressed file the new uncompressed file is also larger then the uncompressed original file.

The data appears to be the same except it adds an extra 14 bytes of 00's

This extra 14 bytes of 00's is somehow adding an extra 243 bytes of data when compress.   Theres no way those zeros could add that much of data when compressed so are there any programs out there that will compress the PSX version.   The PC version might have extra data that the PSX version is not using.

142
Hello, I like to attemp to do this on the PSX version.   I don't have the PC version so i can't compare anything.   So I'm asking for someone to send me a 1.02 version of ff7.exe or post Hex values of the surround areas of ff7.exe that is being modded.

143
Archive / Re: HP & MP Main Menu Texts
« on: 2007-03-26 06:31:59 »
Hi since you guys are on the subject of FF7.exe.   I was wondering if you anyone know the equivalance of FF7.exe for the PSX version.

144
Thanks again.   I managed to understand what the first part of the file is now and I have no trouble navigating with the pointers now.  Even the scripts are beganning to make sense to me even though i wont be able to use some of the opcodes like 16 for a while.   I probably shouldn't be messing with the if codes anyways heh.

If I need more help i'll be sure to ask.

Edit:   Hi again I need alittle help once again.  Ok so I did some editing and I tried to compress it the file size is too big for me to put back in the PSX version.   I tried compressing the file before when I haven't modified any data and I still get the same problem.   My only hope now is try compressing with QHIMMLZS.DLL but I can't find it anywhere.   I couldn't find it here and I coudn't find it on google. 

Please help.

145
Thanks guys/gals!!!!!  alot easier to understand now.   Heh time for me to get to work and test the opcodes out.


Well I do have one more question.   How do i read this memory layout.   There is a small rectangle and a larger rectangle that is double the size.       The small rectangle should indicated that its only 1 byte long right.   And the large rectangle should be 2 bytes long.     So what does the [B1 / B2] stand for?

Opcode: 0x16
Short name: IFSW
Long name: If (Signed Word)

Memory layout
[ 0x16 ][ B1 / B2][           A         ][         V         ][   C   ][   E   ]




146
Wow it's still too complicated for me to understands since thats a program.   

I suppose I should have mentioned that I did everything by using a hex editor.  I have nearly no knowledge of C++ or C or anyother programing language. 

In the other parts of FF7,  like kernel, scene.bin, text, etc.  it was easy since the pointers tell you how far you have to jump to get to the beganning of any script.   And the pointers was always 2 bytes.

In the field scripts DAT file its 4 bytes long.   And the last 2 bytes always seems to be the same.   Even if i ignore the last 2 bytes and only use the first 2 bytes.   It points me to areas that doesn't seem likes it the beganning.   

I just need to find a way to seperate the scripts.  Then i think i'll be able to figure nearly everything out with the information from the wikki. 


Well maybe i'm not making any sense.  I think the bolded area is the pointer.   Can someone tell me how to use this or make any sense out of it, or am I totally off and the pointers are located somewhere else?



Offset      0  1  2  3  4  5  6  7   8  9  A  B  C  D  E  F

00000000   00 50 11 80 54 A7 11 80  8C B1 11 80 A4 F0 11 80   .P.€T§.€Œ±.€¤ð.€
00000010   DC F0 11 80 C0 F3 11 80  F0 F3 11 80 02 05 18 0F   ÃœÃ°.€Àó.€ðó.€....
00000020   9A 21 02 00 00 02 00 00  00 00 00 00 68 69 72 6F   Å¡!..........hiro
00000030   6B 69 00 00 63 6F 6C 6F  69 6E 31 00 64 69 63 00   ki..coloin1.dic.
00000040   00 00 00 00 63 6C 6F 75  64 00 00 00 65 61 72 69   ....cloud...eari
00000050   74 68 00 00 62 61 6C 6C  65 74 00 00 74 69 66 61   th..ballet..tifa
00000060   00 00 00 00 72 65 64 00  00 00 00 00 63 69 64 00   ....red.....cid.
00000070   00 00 00 00 79 75 66 69  00 00 00 00 63 61 69 74   ....yufi....cait

147
Instead of creating another thread I mgith as well ask it here since its related to the question earlier.

Ok so i manage to find the DAT file i was looking thanks to your Advice.   I'm reading the wikki's discriptions of the Fields DAT file, and in the script section I'm having trouble trying to figure out what it means under "Event Script Subsection." 

I managed to understand "Event Script" "Dialog Subsection" and "Akao blocks".   And i even managed to figure out where the Dialog section seperates from the event script.

So if anyone can spare some time could you explain how i can use the pointer table at the beganning of the file to determin where each script starts and ends?

I tried reading and reading it over and over but I can't make any sense out of it.   

I tried using the knowledge i learned about the Kernel, scene.bin, and text editing to figure this one out but this ones pointer is just wierd.

148
Scripting and Reverse Engineering / Re: Battle Arena
« on: 2007-03-20 22:00:52 »
halkun I think you did the jumpmap list, so I like to ask you if you remember which of the dat file contains the data for the Battle Square.   I like to mess around with the battle arena but I'm having a hard time finding it.

149
could someone tell me where clouds, cids,  and other characters Limit data is located at?  It doesn't appear to be in the Attack section of kernel.bin.

And does anyone know where the Lucky 7777 data is at too?


150
I guess i must have type it wrong what i ment was that.  The enimies in star ocean did have more dexterity and strengh and HP and Magic strenght.  But other then that I saw nothing new from them.  They didnt' have new moves they don't attack differently.  They just attack more frequently.  Like lets say in Earth Mode the AI may stay their doing nothing for 3 to 5 seconds but in the Harder difficulty they perform an Action every .5 to 2 seconds.

I didnt' change much of the enimies Elemental weakness.  But i'm sure nearly all bosses and enimies have them.  All you can do is either double the damage or cause instant death.  I really dont like to cause Instant death as that would make the game extremely easy.  Then thier are death attacks that you can use.  Some enimies are so strong you have to used magics like slow and stop mini and frog just to kill them to get armors or other things from them.   Even demi magic is useful now.  Magics is what causes most of the damage untill i get a hold of championship belt or curse ring because i normally play threw the game with rune blade. 

So yeah you can exploit thier weaknesses to make it easier on you.  And you actually have to fight the bosses cause i got rid of every bosses weakness to poison.   That was totally cheap how nearly every boss wasn't immune to poison.

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