Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Hikigaya

Pages: [1]
1
Nice to see that you are still improving this wonderful tool.

2
Troubleshooting / Re: [FF7PSX] Removing Barrier Limits.
« on: 2016-08-03 05:10:15 »
Thank you very much for your attention, sirs, I have done it  :lol: :lol: :lol:

It's working perfectly.

3
Troubleshooting / Re: [FF7PSX] Removing Barrier Limits.
« on: 2016-08-02 19:54:29 »
So, i have found the status timer but what i should put on it? 00 ? the handler bits are not stored in any of the BATTLE Directory overlays.....

4
Troubleshooting / Re: [FF7PSX] Removing Barrier Limits.
« on: 2016-08-02 05:16:41 »
Yeah, You REALLY should read the header before.  :-D :-D

So, after hours of work, i have found that the status Timer and Bit are stored in the battle.X File.

Furthermore, following NFITC1 instructions at the old post, i have found 5 strings of 7F 7Fs.

The doubt now is wich one is responsible for barrier and mbarrier?

5
Troubleshooting / Re: [FF7PSX] Removing Barrier Limits.
« on: 2016-08-01 04:40:51 »
Remember, i'm using the PSX version.

And the only statuses that i want permanent are the Barrier ones, but i think that a permanent Regen would be something interesting too, and in this scene,  there's also the permanent Stop problem, 'cause Stop doesn't have a Death Flag like Petrify have, but i think this could be easily added in the Characther AI section of the Kernel right?

So, using the debbuger software i've found some addresses.

Mainly these ones.
these are stored with 32767 Long bytes 
0x01D47C74 
0x01D47C30
0x01D47BEC
these are stored with 196605 Long bytes
0x01CF0108
0x01CEFCC8
0x01CEF888

When i lock these addresses using the debbuger, the Barrier and MBarrier gauges stop decreasing.
But the problem is how to lock then completely in the game, without knowing the correct overlay that load them.

Something noteworth that i found by accident is the fact that you can apply the "Stop-Time-Progression-that-the-Wait-Status -Have byte" to the time gauge, making something similar to a CTB System from Final Fantasy X, but i will leave this to the guys that know assembly and etc, 'cause i think you guys already know this.

6
Troubleshooting / Re: [FF7PSX] Removing Barrier Limits.
« on: 2016-07-31 18:14:26 »
Sorry, next time i will put the question on the correct board.

After a long search through the forums, i have found this.

http://forums.qhimm.com/index.php?topic=13649.msg193233#msg193233

If i could found the overlay where the Status Data is located a simple Hex-editing could do the job, right?

Exactly, Sega Chief, and in my case, i have made some enemies with inherit dispel attacks, this would be a enormous improvement to the modding scene.

7
Troubleshooting / [FF7PSX] Removing Barrier Limits.
« on: 2016-07-30 19:43:25 »
I searched  the forum for some time now and didn't find anything regarding this, so if it already exist, i would like a link of the post.

My questions this time is: There's any way to remove the Time limit of Barrier/MBarrier/Haste and the number of times that the Reflect Spell effect is used like the Reflect Ring do?

And a enormous thanks to the guys that have made the Makou Reactor/Hack7/WallMarket/Proudclod programs. You guys are truly genius.

8
Thanks for the tool release.
This really might be of some help to someone.

9
So, to make "Aero3" and "Cold Snap" Enemy Skills Which respectvely indexes are 5Ch and 5Fh you must do the following?

5Ch - 36h = 26
5Fh - 36h = 29

Is this correct?

10
So, i changed some things on the game, but there is a way to do it without destroying the entire universe of the game?

To make tests, i changed everything concerning treasures up to the first Enemy Skill Materia, where i have put a Morph Materia.
But every time i try to pick the materia the Emulator crashes.

I'm using the Hack7 field editor to edit everything.

11
Thanks pal.
Using MakouReactor Field Editor allows me to edit it.

12
Hi pals.
I would like to know where i can find the data containing the Materias and Treasures that are found in open field.

For Example, the Data regarding player and etc can be found in KERNEL.bin, The Enemy in Scene.bin, the Encounter rates and etc in FIELD.bin

So, i would be very glad if anyone can give me an answer.

Sorry for my bad english, it's not my native language.

Pages: [1]