1651
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-10-27 20:49:33 »
I've got moar info, now on enemy skills.
Playing around with custom E.Skills, I found that, as you might expect, the 'add 36' rule that applies otherwise doesn't work. Dayum. What to do? Mash the keyboard, of course, until I found an animation that not only worked, but that I could recognize.
I found that 6C looks like grand spark, and that 73 is sewer tsunami. Knowing this, I tried the entire section of attacks that covered. Here's what I found
From this, I worked out that the number to add to enemy exclusive attacks when dealing with Enemy Skills is 2A.
Let me give an example to those who have been reading, but haven't quite followed my (fairly telegraphic) prose: If I want an enemy skill that looks like Dyne's S-Mine, relative animation index 58, or 3A in hex, I need to add 2A in hex to find the animation ID I need to enter into Wallmarket. That turns out to be 64. And what do you know? Setting the Anim. ID as 64, sure enough, makes the Enemy Skill look like S-Mine.
Playing around with custom E.Skills, I found that, as you might expect, the 'add 36' rule that applies otherwise doesn't work. Dayum. What to do? Mash the keyboard, of course, until I found an animation that not only worked, but that I could recognize.
I found that 6C looks like grand spark, and that 73 is sewer tsunami. Knowing this, I tried the entire section of attacks that covered. Here's what I found
Quote
66 Grand Spark - 6c works
67 Bomb Blast - 6d works
68 Northern Cross - invisible? No animation appears, but attack produces its effects
69 Dragon Cannon - crashes game
70 Rolling Fire - 70h works
71 Twin Burner - 71h works
72 Sewer Tsunami - 72h crashes game
73 Sewer Tsunami - 73h works like a charm
From this, I worked out that the number to add to enemy exclusive attacks when dealing with Enemy Skills is 2A.
Let me give an example to those who have been reading, but haven't quite followed my (fairly telegraphic) prose: If I want an enemy skill that looks like Dyne's S-Mine, relative animation index 58, or 3A in hex, I need to add 2A in hex to find the animation ID I need to enter into Wallmarket. That turns out to be 64. And what do you know? Setting the Anim. ID as 64, sure enough, makes the Enemy Skill look like S-Mine.