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Topics - Gingercat

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Hi all

With renewed interest in FF7 Original due to the Remake starting to be released, I figured it might be useful to let everyone know that the hex-edits mentioned in the past from 2009 still work on the achievement-enabled Steam version, although the patch program mentioned in the thread doesn't work now due to incorrect .exe file sizing.

Specifically:

"Changed two jumps from 0x74 to 0x75(JE to JNE)

0x0063767d(0x236a7d in EXE file) - looks like ANIMATION switch
0x00634992(0x233d92 in EXE file) - looks like SPEED switch"

Changing these two locations in a Hex editor (I used HxD) has had the desired effect even in the newer ff7_en.exe file; whatever changes have been made to it seem to be somewhere after the referenced (0x236a7d and 0x233d92) Hex values, so those locations are still thankfully valid.

The easiest way to apply and remove the edit is to have two copies of the .exe file, one modded and one not, and swap out the name to ff7_en.exe as required for the version needed.

I'm not sure if providing the modified .exe file here directly for convenience would be allowed or not (I'm erring on the side of caution and not providing it without advice), but the edit is easy enough to do.

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Gameplay / Modding in / out Materia commands
« on: 2013-08-06 12:02:19 »
There are two commands I want to erase the existence of; these are "Mug" and "Flash", because they interfere with my gameplay strats and render otherwise excellent materia near-useless (a bit hard to steal from enemies you're also doing lethal damage to, and Flash almost always misses... besides, insta-death is cheap!)

In WallMarket, I can delete the "Materia Type Modifier 2" entry, but deleting the "Level 3" AP requirement sees WM not actually clear the value. It reverts back to its previously-saved value, meaning the Materia is still a 3-star item. This isn't a huge deal, but I'm interested in where else the governing mechanics for how many stars / levels a Materia is "supposed to" have are stored; could be interesting to mess with other ones as well.

Anyone got any tips on how to achieve what I'm after? :)

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I've always been puzzled as to precisely why the Jersey enemy never switches back and forth between its forms. It's always been described as "a bug", never specifically WHAT bug. Reading the AI code recently on the wiki, I saw exactly what the bug is:

AI: Counter - Magical {

    If (Jersey's IdleAnim == Flinch (Lean-to-Left)) Then
    {

(etc)

Whereas the "Physical" counter above it specifies:
AI: Counter - Physical {

    If (Jersey's IdleAnim == Lean-to-Right) Then
    {

(etc)

So the "bug" is evidently the programmer having a Homer moment and putting "Flinch" in there where it doesn't belong.

Is there an easy way to patch this in the enemy AI scripts so that this enemy behaves as intended, and is a bit more of a challenge? :) (I've been reading some of the AI coding topics but it looks like knowledge of direct memory patching is required, unless I'm having a Homer moment myself...)

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Archive / Limit-break idea
« on: 2008-10-20 02:34:43 »
Ok, so it's been found that the damage is found using a signed 16-bit integer right? I'm assuming that this is coded into the exe. Would it be possible to edit this particular property in the exe's raw code so that it is unsigned? Or is that simply too hard to do with an already-compiled exe?

Given the other wonders you guys are able to perform on the executable, I'm wondering if (just for example) the 9999-limit-break patch could rewrite not only what the game considers a maximum for damage dealt, but also the section that deals with damage calculation to change the computation from signed to unsigned.

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Archive / [Solved: Ignore this] Simple Monster Editor
« on: 2008-10-20 02:09:54 »
With WallMarket being such a runaway success (mucho credit to NFITC1, your skills are godly!!), I have another request for the ubertalented denizens of the board: A monster / enemy editor! Basically, my only ideas on this editor at this point are being able to change the HP, MP, Strength (etc) levels and resistances / absorbing of [effect] / [element] of each monster. No intention of changing what attacks they are equipped with; I imagine that while that could get very interesting, it would also be a nasty amount of work.

My primary intention is once I beat the ugly out of Sephiroth on my current file, I'm gonna go through the game again after modifying the monsties to make them much, much harder. More HP (roughly x10 per monster, if not more), more MP, more resistances, stronger base stats... Perhaps slightly higher or lower EXP / AP rewards depending on what I do to the monster.  Maybe even an ending Sephiroth that is stronger (HP-wise) than Emerald or Ruby - He's the end boss, who's basically Mako power personified, so I want him to act like it! :)

I want to make it so I have to really use tactics instead of pretty much just holding down the Enter key to use my characters' over-strong physical attacks or just spam them with various Enemy Skills. (My Magic materias are pretty much only equipped so I can eventually get Master Materias, 'cause I don't use magics at all at the moment.)

While I realise that there are "Hardcore" mods out there that can achieve this, I would like to have control over each aspect (and said mods modify other things that I myself don't necessarily want to, or want to change in a different way). I'm certainly not saying that I don't like or appreciate that those exist; I just want to "go my own way" :)

Testing of this editor would likely happen on a pretty-much completed file like my current one, where I have access to most of the world's monsters.

Going shopping at the WallMarket for modified armors, materia etc has already made my FF7 experience so much better; I love playing with stuff to "improve" it to my personal standards, so it was a godsend. An editor like this would be the sweet tasty icing on the delicious cake that is FF7! (Okay, bad analogy, but it was the best I could come up with on short notice :P). While I don't have the skill to create such an editor myself, I am certainly very good at bug-finding, and I'm really enjoying watching FF7 get pulled down to its skeleton framework - It's fascinating!

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Archive / [Request] Blank movies info
« on: 2007-09-18 23:59:03 »
Hey folks.
I've been looking for about an hour now, but I can't find the patch/mod/whatever which uses a batch file to replace all FMVs with blank ones. I saw it a few days ago somewhere (not sure if it was on here or not), but didn't download it (no time at the time).

Mainly, the reason I want it is to replace the two or three startup movies with half-second long blanks (not the whole lot of them), so there's no need to use a hotkey-skip (which would annoy me as much as having to mash my "OK" button does to skip the ones after the Eidos intro). I don't want / need to skip any others; I'm thinking that mod creators, and those who (like me) love the "I wonder what happens if [I do this action]" credo would like this auto-skip as well.

I've come to dislike that Eidos logo. Why isn't there an in-game "Load"option? Hmmmm... I wonder what would be involved in creating one...

Anyway, any help would be appreciated. Simply deleting the contents of the .avi files in Notepad and saving doesn't work; it causes a nice "ff7.exe has encountered a problem" message.

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General Discussion / Chocobo breeding gone wrong
« on: 2007-09-13 12:17:03 »
Hey folks
Playing the PC version of FF7, and no matter what I do, breeding Class S "great female" yellow and Class S "good male" yellow together with a Carob Nut ONLY produce a green male - Likewise for great male + good female. I've loaded the file to retry 37 (and counting...) times now, thinking "eventually, probability says that it's GOT to be something different".

I've tried changing the PC clock, thinking that might somehow have something to do with the *cough* "random" nature that the breeding is SUPPOSED to have, but I'm just not getting anywhere...

Is there some known issue that can cause this to happen? If so, how do I get around it? I know that breeding isn't supposed to be a sure-fire thing every time, but hey, it's not supposed to be this stupidly tedious either. It wasn't nearly this bad on the PS1.

Anyone got any ideas?

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Hey folks! I just thought of how much I love this game... And hate having to hold the Cancel key to run everywhere... I'm a very run-everywhere kind of person, I like to get there in a hurry.

Is there a way to make it so the Cancel key must be used to walk, and running is the default action?

The only place I can think of this being an actual problem is the marching section of Junon, where you have to try and get good TV ratings; it'd make sense everywhere else. (It'd be FF9-esque in this way and that'd be nice too.)

That'd save me a cramped hand after a while of playing!

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Hey guys. I love the NPC Reconstruction Mod; love it love it love it.

I've had a look around the Net for something that would allow me to modify (or even add new) weapons to FF7 PC, but haven't had any luck. Has there been something like this created, or is anyone able to point me in the right direction?

Essentially I wouldn't mind cruising the world with an 8-slot all-linked Double (or Triple!) growth weapon for each character, with reasonable attack power to compensate for the Materia growth/flexibility... Instead of being hugely powerful with an attack value of, say, 110, it'd be more like 62.

Same sorta deal for Armor items.

It'd be really fun to know how to modify existing weapons to change their various stats, ie slots (linked / unlinked), power, added effects ("drains [cold] but auto-poisons your character, muahaha!!").

Any ideas, suggestions, etc?

PS: My skill-level pretty much consists of being able to follow instructions / use a GUI... Code by itself baffles me, but I can modify it by following instructions. :)

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