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Messages - Vegeta_Ss4

Pages: 1 [2]
26
Seriously, isn't there someone who can help me?

Which version of Black Chocobo are you using?

27
Hi, I feel so stupid. I have been trying to load my BC edited save into ePSXe all day. How, may I ask, is this done? What I have been doing is exporting (and using 'Save As') it as a .mcr file and putting it in the 'memcards' folder. I then open ePSXe, select 'config', select 'memory card', and choose the one I want. When I try to use the 'continue' it gives be a bunch of empty spaces. I also tried the PSXMemTool....

EDIT: Hmm... I'm going to try editing a file and then opening the Emulator. Then I will start a new game. The reason I am going to try this is because earlier today I did see a minor change in a new game. The only thing that changed was an available weapon, Ultima.

EDIT 2: I guess there is no such luck. Do I need to have reached a certain point or something (Which I highly doubt.)

EDIT 3: Victory is mine!

Great news that you have solved that out! Please share the solution, maybe there are other users having the same problem that can be solved the same way too.

28
FF7 Tools / Re: [RELEASE] FF7tk
« on: 2012-03-23 15:06:48 »
I think this will write a very important page in the ff7 devel. I'm glad to be part of this so promising project, and you will have me coding side by side as always.

I encourage all the community to help and form part of this project. One of the more promising goal is to been able to dev universal global toolkit that embrace all the scenarios.

Welcome FF7tk Toolkit!

29
I will try to clarify this.

Don't those Qt resources just control UI text? I meant supporting savemaps for non-English releases.

Qt lang resources control GUI text translation, which have any influence over savemap or program the behavior.

You answered my question indirectly. You talked about 'supporting different languages' - I assumed you meant that different releases had different savemaps. Evidently not.

I think what you really wanted to ask is about Black Chocobo region compatibly. In that case I confirm you that region handler is hard coded. But all the different game regions share the same savemap (only the header change).

30
CHOCO NEWS
  • Checkout our new domain name: http://www.blackchocobo.com (Thanks to Eslava)!
  • New Website Design! (I hope you like it)
  • Wiki Savemap Updated: Fixed wrong info and table layout!

31
Savemap Info
----------------------
0x0C22
0x02: Chocobo in Highwind. When Party rides on Highwind with Chocobo (0x0FA1=0B), this value is set to "ON".
ON:  Chocobo exist in Highwind stable. If Chocobo is not enabled, Chocobo not displayed but breeding staff is served as Chocobo exist.
OFF: Chocobo not exist. If map switched to Highwind c*ckpit, Chocobo returns to world map.

0x0C22
0x02: Set ON when you actually ride on the chocobo. And if you take the highwind mounted on chocobo you are still riding the chocobo, so bit value is the same (1=ON).

So bit means if you are riding or not a chocobo. If you are on the highwind game engine check the value to wherever or not display the chocobo in the stable. If you aren't in highwind, but you are riding chocobo in the worldmap, bit value will still be 1.

Here some screenshots. As you people know, a picture is worth a thousand words.


|     0x0C22=0x40      |      0x0C22=0x42      |       0x0C22=0x42     |


32
@Asa
What a great job you do on that! Very well done Asa!

I'm taking care of Savemap documentation. This will give to Chris more time to the projects.

33
I'm using FF7 PC US and PSX US to do my tests.

Messing with 0x0FA1 value ends in what i call a "Junon Cannon Ride" :evil: as you can see in this video:
https://docs.google.com/open?id=0ByLHLlOpmLhZMWM0N2JiY2MtMTY5Zi00Nzk5LTg4Y2QtZjU0ZDc5ZTdkNzQ3

I used Asa's Chocobo.mcr Slot 3

0x0C22: 0x04
0x0C23: 0x10
0x0FA1: 0x04 (i have only changed this value)

So i think 0x0FA1 byte really has something to do with "ride on" thing, not only choco ride i guess. :-o


Svn rev 615 is out:
-Savage Chocobo proper label on Location Tab (Gui & Lang change)
Please check if my translations are correct.

34
FF7 Tools / Savage Chocobo Wiki Doc.
« on: 2011-12-25 18:40:57 »
BC Wiki Update! Please correct me if i'm wrong:

0x0C22    1 byte    Chocobo display value on world map (LBS).
Ex: Savage Chocobo (0x01) + Black Chocobo (0x20) = 0x21

0x00: None
0x01: Caught savage chocobo
0x02: Unknown/Unused
0x04: Yellow
0x08: Green
0x10: Blue
0x20: Black
0x40: Gold
0x80: None???

0x0F64    8 bytes    Caught savage chocobo's coordinates on world map


0x0C23    1 byte    Vehicle display value on world map
0x00: None
0x01: Buggy
0x02: Unknown/Unused
0x04: Bronco
0x08: Unknown/Unused
0x10: Highwind
0x20: Unknown/Unused
0x40: Unknown/Unused
0x80: Unknown/Unused

35
It seems I found "Caught Savage Chocobo" value.
0x0C22 : 0x03 (0x02 + 0x01), 0x0C23 : 0x02
No ID & Coordinates required, It will be automatically put on the same coordinates of Party.
 ↑ Sorry, this is wrong. I forgot I changed another value.
Seems effective only on Disc 1. It is necessary to check more, but I don't have a time.
....

Asa i'm checking your research and i see that you have done a great job, congrats. I'm doing some testing by my self too, so i will stay in touch.
Tomorrow i will update the BC savemap wiki with the last discovering.

Best Regards!

36
FF7 Tools / Re: FF7 File Reconstruction Project!!
« on: 2009-11-10 00:55:46 »
I will vouch for him, he put in many hours of work getting the spreadsheet to where it was. He should have access, halkun PM me if you have any questions

Yeah vegeta is the one who made most of the additions, dont let his post count fool you.

yea vegeta is good, if it was not for him i would only have half of battle.lgp done :), i would also like access.

Thank for back me up guys :-). Everything is back to normal now and the misunderstanding has been solve.:wink:

Now let's get to work :-P

37
FF7 Tools / Re: FF7 File Reconstruction Project!!
« on: 2009-11-09 13:45:38 »
I ask the people that know me or had saw me working on this project to please express it, because i have been left behind due the number of my posts, and i think that the effort and hours that i dedicate it to this project are more valuable than a bunch of statistics numbers in my profile.

Cordially, Vegeta_Ss4

38
FF7 Tools / Re: FF7 File Reconstruction Project!!
« on: 2009-11-08 12:29:49 »
Someone mess up the psx table :x, i'm trying to fix it up...

Fix it.

Now waiting access permission.

halkun please login google spreadsheets, and moderate the users that are working in this project.

i think you can designate mods in spreadsheets to help you out.


39
I have encountered this warning when i tried to compile the Release 0.5b with mingw on win32 OS.

Code: [Select]
>make all
gcc -Wall  lgp.c -o lgp
gcc -Wall  unlgp.c -o unlgp
unlgp.c: In function `main':
unlgp.c:163: warning: implicit declaration of function `mkdir'

I have fixed adding the following line in file unlgp.c in order to prevent that warning:

Code: [Select]
int mkdir(const char *pathname, mode_t mode);


Just before the main function. So finally the result will be:
Code: [Select]
int mkdir(const char *pathname, mode_t mode);

int main(int argc, char *argv[])

That's All. I hope you find useful this info.

Bye.

40
FF7 Tools / Re: FF7 File Reconstruction Project!!
« on: 2009-09-01 18:09:10 »
i have been working hard filling the enemys data on psx and pc battle.lgp. I hope I have done a good job.

If you need anything PM me guys.

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