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Messages - Tonfa

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1
In 1.6.3 I can no longer save the PSX ISOs I work on. It says "invalid archive".

2
FF7 Tools / Re: Official Proud Clod 1.5.0.α_4!
« on: 2013-04-25 11:41:25 »
This came up during editing, I'll just paste some of the relevant e-mail.

"SO Proud Clod is completely fucked in terms of editing enemy steals/drops, it randomly puts values in incorrect places in the scene and does not set drop/steal flags properly. Also it flat out reads the values wrong, the "NOTHING 63" slots are actually "NOTHING 0" and are meant to be as such, using Hojo reads the correct values and I used it to fix everything."

So yeah, the enemy stat page has problems too.

3
FF7 Tools / Re: Official Proud Clod 1.5.0.α_4!
« on: 2013-03-15 11:44:13 »
Using the SYNC command for enemies breaks formations in all scenes including that enemy. This is the source of the reports of wrong enemies even though the lookup table is correct.

Edit: Also, the status-type element table is wrong. The editor claims palmer takes double damage from reflect when it's really sleep.

4
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2010-03-28 00:48:00 »
I am terribly sorry for doubleposting, I searched for the modify button for a while but can't find it.

Is it within Proud Clod's capabilities to assign the designated berserk attack of the monster? This would be immensely useful in editing.

5
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2010-03-27 03:41:24 »
New version, new bugs~

Changes to Animations and Formations tab cannot be saved at all in the new version.

Do love the string insertion, though.

6
1. Is it known where materia stat mods are stored at?

2. Is it known where Vincent limit form stat mods are stored at?

7
Nice work, I was currently doing the limit editing part in my hack...however, I'll have to keep at hacking at the hex for now, as I found a few bugs at a cursory glance.

Minor: Ignore Def, Critical and Force Phys have display glitches that can appear after you hover over them.



Major: The program seems incapable of distinguishing between Critical and Drain HP/MP, as it keeps alternating which of the effects to have checked for a move with one of them when loading up a move. Flip between default Omnislash(or Dragon, etc.) and another move to see for yourself.

Using Windows XP, for whatever that's worth.

8
As a very comprehensive mod I enjoy greatly recently reached completion, I'd like to bring it some attention here in a FF modding community.

Basics of LFT:

- Completely rebalances classes, skills and equipment. The original FFT balance was questionable at best - after more than a year of finetuning the game has a whole new layer of interesting tactical decisions to make.
- Monsters are appropriately buffed and made much more viable as player characters.
- Both of the above apply to the enemies fought as well, of course. Story battles have been carefully tuned to provide varied types of challenges - difficulty is generally on the high end of vanilla FFT scale, but not overly so.
- Chapter 4 Beowulf Sidequest and Deep Dungeon now contain very powerful optional fights for those desiring a greater challenge.
- Various measures have been taken to make facets of gameplay more accessible: Every class has innate Gained JP UP, advanced classes have reduced unlocking requirements, poaching is no longer divided into common and rare items, you do not need Secret Hunt active to enter a fur shop, among others.

LFT Patch
Patcher program
Patch homepage - contains complete changelog and reference documents.

9
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-11-08 10:25:17 »
Yes, that was the cause of my issue. Thought of saving space as well as making Sephiroth playable...oh well. Worked out in the end. The fix worked, though there were added complications after it - WM would crash when I tried to save the reassembled kernel or its pieces, so I made a patch ofthe changes, patched an untouched kernel and saved THAT one instead. Strange. Thanks for the troubleshooting!

10
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-10-30 19:31:28 »
So I update to 1.3.1, boot up the kernel I've been working on and get this.

Code: [Select]
************** Exception Text **************
System.InvalidCastException: Conversion from string ": 86" to type 'Short' is not valid. ---> System.FormatException: Input string was not in a correct format.
   at Microsoft.VisualBasic.CompilerServices.Conversions.ParseDouble(String Value, NumberFormatInfo NumberFormat)
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToShort(String Value)
   --- End of inner exception stack trace ---
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToShort(String Value)
   at WallMarket.Form1.Load_Growth()
   at WallMarket.Form1.Open_KERNEL(Char kernel)
   at WallMarket.Form1.OpenKERNELBINToolStripMenuItem_Click(Object sender, EventArgs e)
   at WallMarket.Form1.Form1_Load(Object sender, EventArgs e)
   at System.EventHandler.Invoke(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Okay, I can continue...except some parts just refuse to be shown at all. Like character growths.

Code: [Select]
************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '128' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
   at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
   at WallMarket.Form1.CharGrowthList_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ListBox.WmReflectCommand(Message& m)
   at System.Windows.Forms.ListBox.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

What's the deal? Booting up a fresh kernel works and allows itself to be edited without errors, but I don't want to resort to that for obvious reasons.

11
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-05-23 08:52:06 »
Fantastic work, with relatively simple enemy AI editing I finally have all the needed tools for a FF7 rebalancing hack.

There's a bug with it though: If you check/edit a scene (let's use scene 93 in this example - MP, Guard Hound, Smogger), then move to another scene (let's use scene 78 - Mono Drive, Grunt, 1st Ray) it doesn't unload AI scripts that don't exist in the new scene properly. 1st Ray now has Smogger's PreBattle script in the example used. Only one scene can be edited at a time as is.

12
Where are these stored? I have scoured a ton of old posts in search of this knowledge for no avail. It's obvious they have been found and cracked, though, given the Party Mechanics Guide. Would appreciate this information for the purposes of modification.

13
The enemy attack list is now done up to Scene 140. I'll add some more tonight.

EDIT: Really tired, no more progress tonight. However something occured to me while taking a quick look at some attack data.

EDIT2: Ignore this. I fail when I'm tired.

EDIT3: Finished!! Whew.

EDIT4: I need to edit the data inside Kernel.bin to confirm a suspicion I have about 0x0002 for bytes 27-28. However I can't seem to find a program for decompressing kernel.bin...any suggestions?

EDIT5: How can Limit Breaks be edited, and where are they located? They are not in kernel.bin according to Gears.

14
Yes. Values in range 01-3F are status infliction, both positive and negative, you can have an attack that causes Haste and Mini for example.  The higher the value, the higher the accuracy, of course.

15
Quote from: The Skillster

Tonfa: I just has a look at your work, NICE ONE!
Can I integrate this into my spreadsheet?

Genji: Nice find with the Cure Status work!
Genji, If 7F is for curing status's included in the status DWORD, what is 3F - to apply?
Code: [Select]
Spider Web
<AC|IA|TA>--<MP>--------------<TY>--<TG|ID|TD|PW>
 5f ff 00 ff 00 00 ff ff ff ff ff ff 0b 02 11 00    
 ff*3f*ff ff 00 02 00 00 00 00 ff ff                
<RT>--------<----ST-----|-EL-->-----


Sure, of course you can, if it's of any use.

And...I'm not Genji, but value 3F in byte 18 means 100% (or very, very close to 100%) chance of applying status.

16
I have started compiling a list of all enemy attack data, it's complete up to Scene 117 now. We should be able to find out some more things based on this.

http://www.freewebs.com/tonfastuff/FF7EnemyAttackData.txt

I will add more later, my eyes are tired of looking at hex code right now.

17
I suspected as much. Well, it's a great thing we have this data already. Some things:

Quote from: L. Spiro

Tonfa, your data for Escape is wrong, and the four bytes do not relate to camera motions.


Hmm? The four bytes most certainly *do* have something to do with camera motions. I tested them and managed to, for example, get the camera motion normally used by L.4 Suicide to Guard Scorpion's Rifle.

Also, the "Escape" means the Escape technique used by Prowler.

Quote

Quote
but it should be a chance of infliction from 00-3F or 00-7F

- 3F - Inflict Positive Status;
- 7F - Cure Status;
- 92 - Toggle Status (Mini, Toad);
If less than 3F then chance of status infliction (may be)


I noted that this had something to do with status accuracy soon after my first post. 3F is 100% (or very, very near 100%) status infliction from my experience, and can be used for negative statii as well.

Regarding the first byte, it stands for accuracy for most stuff. It is the level modulus for attack type 83.

18
Bytes 9-12 are used for camera movement during attacks. Some examples:

Code: [Select]
01 01 01 01 - Drift Turn
3C 01 3C 01 - Escape
96 00 96 00 - L4 Suicide
9F 00 9F 00 - Matra Magic
D2 00 D2 00 - Beam Gun
D3 00 D3 00 - Search Scope
D4 00 D4 00 - Tail Laser
D6 00 D6 00 - Sinking
D8 00 D8 00 - Silk
E7 00 E7 00 - Sewer/Hot Springs


Byte 18, in conjunction with bytes 21-24 is used for status infliction, as you thought.
Code: [Select]

3F, 00 02 00 00 Slow
3F, 00 10 00 00 Mini
02, 20 00 00 00 Fury


You can have attacks that inflict multiple status, for example changing byte 22 to value 12 makes attack cause Mini and Slow.

Hope this helps. I'll keep on researching the data.

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