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Messages - Raziel80

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26
How to keep HP, HP Max values on, even with battle command menu up in battle? When battle command menu is transparent and has 3 command columns, then HP, HP Max values disappear from battle menu.
Battle command menu transparency: FF7 PC: 0x00dc3cd8: change 00 to 01.
PSX: 80062C94: change 00 to 01.  PSX Pal English version [SCES_00867].
Interested in how to do this for PC and PSX versions.

27
Magic Hammer (v1.12) changes:
added Tab "Field Enc": Field / World Encounters.
Added in "Cheats" tab: "Run by default" checkbox.
Added in "Cheats 2" tab: "Master materia multiplier" and "Sell item multiplier". How to use: The multipliers are updated upon entering the shop. To use a different multiplier, select a value in the combo box, then click on the "Always use changed multiplier" checkbox.

28
White Wind (v1.13) changes:
Hotkeys for Cait Sith limit:
"N" - disable evil flag in Cait Sith limit. How to use: stop first reel with circle button, then press "N" keyboard button.
"M" - stop all reels in Cait Sith limit.
"Right" keyboard button - to the right reel; "Left" keyboard button - to the left reel.
"Up" - next slot;" Down" - previous slot.

Hotkeys for Battle Square reels:
"Ctrl + Up" - next slot;" Ctrl + Down" - previous slot.

Added in "Cheats" tab:
Coin to 10000: Change Coin command default value (600000)
Checked state: Coin to 10000
Grayed state: Coin to 50000
Unhecked state: Coin to 600000

Sense to 65535: Sense increased to 65535.
Small Cait Sith (in battle): Small Cait Sith (size 75%), Mini Cait Sith (size 50%), Very Small Cait Sith (size 25%).

Added in "Other" tab
Reset game time to 0. Read the description in the pop-up message. Hover mouse pointer over the checkbox and an explanation will appear.

29
Awesome tool! Helps with various weird challenge run ideas I have.
Thanks. What OS does the tool run on?

30
White Wind (v1.12) changes:
Tab: Games: added the ability to change slot in the current reel, during "battle square" fight. Also, the trainer shows points that can be obtained for each of the three slots.
Tab: Cheats: added ability to change slots in the reels, in the Cait Sith's "Slots" Limit Break. Also, checkbox "Limit to 4 Slots" can change slots to: 4 Crowns, 4 Stars, 4 Bars, 4 Hearts.
Also, on the "Materia Inv" and "Limits" tabs, the "Show Groupbox" checkboxes are added to display hidden Groupboxes.

31
Magic Hammer (v1.11) changes:
Tab: Equipment: added "Inventory" button to display the Materia menu.

The Materia menu in the right side of the window displays the selected materia in the "Equipment" tab.
Materia menu: button <-- All: Puts all materia of the character (the materia of which is selected in the "Equipment" tab) into inventory. Same function as "Remove all" in materia menu in the game.
Materia menu: button <--: Puts selected materia in the "Equipment" tab to inventory. Same function as "Triangle" button in materia menu in the game.
Materia menu: button <-->: Exchange between selected materia in the Equipment Tab and selected materia in inventory Materia List.
Star pictures display AP needed for each level of the materia.
Star pictures are clickable and give AP needed to reach current level of the materia.

Tab "In-Battle Enemy": HP and MP bars are added to display enemies current HP and MP.
Tab "Battle Stats": displays Battle menu: HP, MP, Limit, Time,  Barrier, Magic Barrier bars of the Characters.

32
Why isn't there a program for opening the memory about the world map?
As far as I know, there is no such program, because not many people are interested in it.

33
How does the game determine which encounters to use on the World map? For example, a game uses a pointer for field map encounters. And what does the game use on the world map for encounters, which variables and pointers are used?

34
I can tell you the addresses on the PC version (0xCFF45C). I don't think it translates directly to the PSX. That points to the data in memory that you're looking for.
Found these pointers for psx. Thanks for the help. PC version has 2 pointers: 0xCFF444, 0xCFF45C and PSX version also has 2 pointers.

I think the memory structure it points to goes something like this:

0x0 - word; overall encounter rate
0x2:0xD - words; 6bit encounter chance/10bit formation value. There's a chance that these can be encountered "preemptively".
0xE:0x15 - words; special formations in same format as above. Checked first in order. I believe they are two preemptive followed by one back attack and one side attack. Those formations cannot be overriden by preemptive, but can go up/down in probability of encountering with preemptive materia.
0x16 - word; probably nothing. Likely an alignment buffer.

It looks like this:
0x00 - byte; may be enabled/disabled, encounter group 1
0x01 - byte; overall encounter rate
0x02 - battle 1 (0x02 - 0x0D - 6 words)
0x04 - battle 2
0x06 - battle 3
0x08 - battle 4
0x0A - battle 5
0x0C - battle 6
0x0E - back attack 1 (0xE - 0x15 - 4 words)
0x10 - back attack 2 (according to the Makou Reactor)
0x12 - side attack
0x14 - attack from both sides
0x16 - word. alignment

0x18 - byte; may be enabled/disabled, encounter group 2
0x19 - byte; overall encounter rate
0x1A - battle 1-6 (0x1A - 0x24 - 6 words)
0x26 - 4 special formations (0x26 - 0x2C - 4 words)
0x2E - word. alignment

35
How to find enemy encounters in current area in memory, during gameplay? I want to find Battle ID and Probability for this battle for each area from field files, but in memory. Each unique area can support up to: 6 Normal battles and 4 Special Formation battles. I found several, but I don’t see how they are connected to each other. I want to add this data to my trainer to see which enemies you can meet in the current area. This data is located in very different places in memory. Maybe FF7 uses some kind of pointers for this?

36
Hi everyone !

I have one question.

If you open scene1 and use the "patch all" feature, does it patch scene2 and the others? or do you need to use it with every scene ?

Hi. No, you do not need to use it with every scene. Buttons "patch all" can patch all scene files (they patch scenes: from scene9 to scene245). They patch all monsters except: 3 weapons (Ruby, Diamond, Emerald weapons) and except monster's parts such as pedestals and other similar, that cannot be targeted.
Do not forget to update the Kernel.bin file with Scene.bin. Example: open Scene.bin in Proud Clod program and press "Create Scene.bin", and on question: Check scene data in Kernel.bin? press "Yes" button and press "Yes" again to correct data in kernel. Use for this: Proud Clod or Hojo.

When i used it the save buttom cannot be used, does it autosave ?

Thanks all
Yes it saves scene files after you click the "patch all" button. The Save button turns off so as not to overwrite the data again of the currently opened file, because the data in the currently opened file has not been updated, you need to open file again (or click on the file in the list on the left side of program) to open updated file.

37
When I try to launch Black Chocobo (v1.9.91) it displays error: An entry point to the CancelIoEx procedure was not found.
When I try to launch Black Chocobo (continuous release) it displays error: Black_Chocobo.exe is not a win32 application.
Black Chocobo (v1.9.90) works on Win XP. Can you do support for Win XP (32 bit) ?

38
How to multiply / divide the number of gained limit bar units, during fury/sadness, by 0, 3, 4, 6, 8 and not overwrite next instruction?
Code: [Select]
FF7_EN.exe+1DF2A2 - D1 E1                 - shl ecx,1   - multiply by 2, once  -> instruction for fury
FF7_EN.exe+1DF2BF - D1 F9                 - sar ecx,1   - signed divide by 2, once  -> instruction for sadness


39
FF7 Tools / Re: [PC] Trainer and Debug Tool - Ochu (3.4)
« on: 2019-11-26 10:49:51 »
Can you add options to the trainer such as: move the location of the battle command menu to the left, so as not to overlap the current HP, and make the battle command menu transparent? Or can you send me a text file on how to do this? (FF7 2012)

40
How to move the location of the battle command menu to the left, to not cover current Health points? How to make the battle menu transparent? For PC and PSX versions.
Answer to my questions:
1) To remove battle command menu borders and background:
0x0091C3E8: change 01 to 00

2) transparency for all menu and battle command menu background:
0x00dc3cd8: change 00 to 01

3) To move the location of the battle command menu to the left:
Battle Command menu Window X-coord (2 bytes): 0x0091C3D8, original value 0x0090
all battle menu commands X-coord (2 bytes): 0x006DE734, original value 0x009C
limit battle menu command X-coord (2 bytes): 0x006DE4CD, original value 0x009C
if Coin command is equipped, Coin command X-coord (2 bytes): 0x006DE685, original value 0x009C
if Coin command is equipped, Throw command X-coord (2 bytes): 0x006DE6CC, original value 0x009C
Command menu red arrows X-coord (2 bytes): 0x006DE7D9, original value 0x0098

Still have a questions, how to make only the battle menu transparent?
How to prevent current HP and Max HP values ​​from disappearing in the battle menu when the battle command menu occupies two or three columns?

41
0x5DD53D and 0x5DD540
Thanks a lot. Can you help also find out same addresses in RAM for Premium Heart, because this is a bad formula: (1 + [Limit Level * Limit Units / 16]) / 16, for ultimate weapon. It would be nice, if value 1 or value 16 near Limit Units (Limit Units / 16) , in the formula could be changed.

Seems to have found values ​​for the formula:
 Limit Units / 16: value 16 is at the offset 0x005DD56A
second value 16 is at the offset 0x005DD580
value 1 is at the offset 0x005DD583

42
The DP modifier starts at 0x1DC916. Changing that 7 will change the divisor for the kills, but it can only be powers of 2 (1, 2, 4, 8, 16, etc). A little further down at 0x1DC93D is the instruction C1 F8 04 which is the /16 and the following instruction at 0x1DC40 is 83 C0 0A which is your +10.
How are these instructions ("C1 F8 04 which is the /16" and  "83 C0 0A which is the +10") displayed in RAM(virtual addresses)?

43
If you want details  you'll need to be more specific on what exactly you want it to do.
A7 formula for Death Penalty: (10 + [Character's Kills / 128]) / 16, which of these values (10, 128, 16) can be changed in the exe file? The formula is somewhere in the offset 0x1DC920 in the FF7.exe: in bytes, it's around here: 24 99 83 E2 7F 03 C2 C1 F8 07 8B 15 0C CE 99 00. Where does the formula begin and end? For example: The value 128 in the formula can be changed, if you change 07 at offset 0x1DC929. 128 is bit 7, which means (0x80=128), is it true? Can the values ​​10 or 16 in the formula be changed?

44
How can be edited the formula for ultimate weapons for Death Penalty and Premium Heart? How does the formulas look like in bytes in the .exe file?

45
Releases / Re: [FF7PSX PAL-Eng] Lucky Tifa patch
« on: 2019-11-16 03:39:34 »
Hi, is it possible to get this patch for the US version of ff7? i'v looked everywhere for this patch for the psx but the closest i'v found is this one for the pal version and the others are for pc only.

Any help on this would be greatly appreciated.
Done. But I have not tested the patch enough. Tested in just a few battles. But, since it works in several battles, it should work.

47
I have a few questions about Fury and Sadness statuses.
For fury status:
1) What values display accuracy that changes after fury or darkness statuses?
2) What values display decreased accuracy by 30% during fury status?
3) What values ​​represent a double increase in the filling of the limit bar during fury status?

For sadness status:
1) What values display defense that changes during sadness status?
2) What values display increased defense by 30% during sadness status (or damage reduced by 30%)?
3) What values ​​represent a double decrease in the filling of the limit bar during sadness status?

48
I get this error. And the details are as follows.
at ProudClod.Form1.EnemyNames_Header(Int16 sceneindex)
at ProudClod.Form1.Load_Scene_Names()
Perhaps something wrong with names, but I'm not sure. Do you use the English version of the game? Have you changed the names of the enemies? Do you use English letters when changing the name of enemies?

I'll try to continue and update Kernal.bin
As I know, the Kernel.bin update is designed to check scene data in Kernel.bin.

Quote
Lucky, I made a backup file first.
Always back up files, because many things can go wrong, when you are editing a lot of data in the game.

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if I can get the program to work. If I continue, then nothing appears on my Proud Clod page. None of the battle formations are there. Scene.bin also had it's file size decrease to only 8kb rather than 272kb.

Hard to say, I can only guess. Proud Clod description says:
Quote
Included .dat file (ProudClod.dat). This file contains all the display characters and battle script addresses and their values. If you decide to change the character set, update this file. If this file is not present in the same directory as ProudClod.exe, then PrC will use the standard FFVII display characters. Also, disassembly will not display functions of known address values.

As for "always miss" issue. You are saying that Barret can hit with his second weapon. Have you changed weapon's elemental attacks in Wallmarket?

Quote
Was it "Miss if not dead"?
It is for Phoenix down, if the target is alive, then the attack will miss. If you set this property for weapons, then you can get constant misses for attacks.

49
Does it work on Windows 7? Would Compatibility Mode help?
If Bahamut can work without Compatibility Mode, then you do not need Compatibility Mode. Run Bahamut as administrator.

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After I tried your program, Proud Clod just crashes.
You unpacked scene.bin and after editing made a new scene.bin file using SceneReader?

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I didn't do anything wrong? Or did I not wait long enough? Nothing was happening. It starts loading, then the bar stays in one place.
What version of the scene.bin and kernel.bin you are using, PC or PSX?

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I was going to try this in order to fix my in game bugs from Proud Clod (always miss).
Maybe your characters have too low stats or enemies have very high stats. Did you changed enemies evade, speed, luck? Because all this stats can increase miss from normal attacks.

According to the Battle Mechanics FAQ by TFergusson:

Df%: Calculated from your Dex and equipment.  This is the chance you have
       of evading a Physical attack.  The higher it is, the less chance you
       have of being hit with evadable Physical attacks.  It is also used as
       a factor to improve your chance to hit with Physical attacks.

Dex: Primary Stat Value.  Affects the rate your Turn Timer increases.
       Higher Dex also affects both your accuracy and chance to evade with
       Physical attacks.

Lck: Primary Stat Value.  Affects the chances of earning Lucky Hits (100%
       chance to hit a target with a standard Physical attack), Lucky Evades
       (100% chance to evade an evadable Physical attack - doesn't work
       against Lucky Hits) and Critical Hits (double damage used with most
       Physical attacks).

  Lvl: Primary Stat Value.  Increases the effect of almost everything you do.
       Helps improve your physical damage, magical damage, chance to hit with
       magical attacks, chance to land critical hits, chance to steal, chance
       to manipulate, etc.  Also affects your current stat growth and the
       effect of certain attacks.

50
What properties does FF7 store in 6 bytes of item data in battle? And in the magic attack/ summon/ En.Skill, command attacks in battle?

Answer to question: 6 bytes Item data in battle:
0 - unknown
1 - Item Id (2 bytes)
2 - Item Id
3 - quantity
4 - Targeting Data
5 - properties; 01h - Can't be sold; 02h - unuseable in battle;  08h - Can't be thrown.
If slot is empty then: 0 - 00; 1 - FF; 2 - FF; 3 - 00; 4 - 00; 5 - 0B.


8 bytes Magic / Summon / En.Skill data in battle:

0 - Magic Id (Attack ID)
1 - mana cost
2 - for magic: uses for "all" ability (How many times can be used) / for Summon: uses (How many times Summon can be used) / for E.Skill: unknown
3 - 4x (quadra magic) 0 - disabled; 1 - enabled;
4 - uses for "4x" ability (How many times can be used)
5 - Targeting Data
6 - some property; (02h - disabled;) / for magic: 10h - '"all" arrow for magic
7 - added ability; (00h - Nothing; 01h - Absorb MP; 02h - Absorb HP; 08h - Steal As Well; 10h - Extra Cut; 20h - Turbo MP1; A0h - Turbo MP5; E0h - Turbo MP7)


6 bytes Command data in battle:

0 - Command Id
1 - Cursor Action
2 - Targeting Data
3 - some property; 02h - disabled; 10h - "all" arrow for command
4 - uses for command "all" ability (How many times can be used)
5 - added ability; (00h - Nothing; 01h - Absorb MP; 02h - Absorb HP; 08h - Steal As Well; 10h - Extra Cut;)

Cursor Action with Command Id:
Spoiler: show

Cursor Action with Command Id (2 bytes)
0701h Attack
0102h Magic
0203h Summon
0304h Item
0705h Steal
0006h Sense
0B07h Coin
0508h Throw
0009h Morph
000Ah D.Blow
000Bh Manipulate
000Ch Mime
040Dh E.Skill
0711h Mug
0012h Change
0013h Defend
0614h Limit
0815h W-Magic
0916h W-Summon
0A17h W-Item
0018h Slash All
0719h 2x-Cut
001Ah Flash
001Bh 4x-Cut
00FFh None


Cursor Action (information from WallMarket)

00h Obey Command Target Data
01h Magic Menu
02h Summon Menu
03h Item Menu
04h E.Skill Menu
05h Throw Menu
06h Limit
07h Obey Weapon Target Data
08h W-Magic Menu
09h W-Summon Menu
0Ah W-Item Menu
0Bh Coin Menu

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