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Final Fantasy Forums => Gameplay Modding => FF7 Gameplay Releases => Topic started by: Sega Chief on 2020-01-17 20:12:19

Title: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-01-17 20:12:19
[FF7 Randomiser & Game Tuner: Godo]

Main Program[v0.4.4]
Download (https://mega.nz/file/GtNn1SAZ#VN66qblW98pZ0qaSvW2wTiI1p0lbCasykr6tquWd9ns)

Auxiliary Program - Field Script Add-on[v0.2.0]
Download (https://mega.nz/#!20ElXSIJ!xbTIv3LlYUz_-hCTjkBuxhFDc73W0Qn7FhknmeqwhDE)
* This tool is in Alpha and targets the game's flevel; it's based on Iros' 7h Program and complies with the licence that tool is supplied under.


[Feature List]
Spoiler: show

~~Features Overview~~
Below is an overview of each feature offered by the mod, broken down into section.
More detail of the changes can be found on the respective feature's page.

Randomisation Options
   + Attack Data (Spells)
   + Item Data
   + Weapon/Armour/Accessory Data
        + Materia Data

        + Character Stat Growths
        + Limit IDs/Unlock/Gauge Divisor (Damage taken to fill)

        + Character IDs
        + Starting Stats
        + Character HP/MP
        + Equipped Weapon/Armour/Accessory
        + Equipped Materia
        + RNG Table

        + Battle Background
        + Camera

        + Enemy Models
        + Enemy Names/Attack Names
        + Enemy Stats/HP/MP/EXP/Gil/AP
        + Enemy Attack Data
        + Add Random Element to Attacks
        + Add Random Status to Attacks (Safe & Unsafe)
        + Elemental Affinity/Status Immunities
        + Held Items

-) Special Hacks:
   + Enemy Swarm: Fills each formation to 6 enemies (some exceptions).
        + Boss Swarm: Same, but for bosses
   + Disable Escapes
   + Poverty Mode: All fight rewards limited, enemy items removed
        + Spellspring: All MP costs set to 0 for player/enemies


-) Balance Tuning:
   + Stronger Enemies
   + Weaker Enemies
   + Max Drop/Steal Rates

   
-) Restriction Rules:
   + No Physical Attacks
   + No Limit Breaks
   + No Spells
        + No Summons
        + No Items
        + No Materia
        + No Exp
        + No Gil
        + No AP
        + Initial Equipment Only
   

-) Random Seed:
   + Seed is generated when applying changes (always unique)
   + Seeds are collected in a time-stamped catalogue to be reused later


[Installation]
Spoiler: show

~~Installation Guide~~
Instructions
) Before starting, make sure to right-click the .EXE and, in Properties, select Unblock if it appears.
) Whitelist in antivirus if it has trouble running/patching.
) If the randomised files crash on game launch, try a different seed; if problem persists, report it.

Instructions
For PC
) Contained within the Download is the application .EXE file and two folders; Default Files and Output Files.
) Acquire a Scene.bin and Kernel.bin from your FF7 installation and place them in the Default Files folder.

By default, the FF7 files should be (depending on version):

FF7/data/battle/scene.bin (1998/7th Heaven)
FF7/data/kernel/kernel.bin (1998/7th Heaven)

FF7/data/battle/lang-en/battle/scene.bin (2012/Steam)
FF7/data/lang-en/kernel/kernel.bin (2012/Steam)

) Run the Godo application and select the desired options.

////Options
At the top of the application window are a series of drop-down Menus.
Click into one and set the options you want and their parameters (if applicable).
Some of these parameters are %-based, some represent a range (0-25 for instance).


////Quick Options
These apply most of the changes found in the Options forms, with a predefined set of parameters.
It's primarily for speed and convenience, and behaves in a similar way to the earlier non-configurable builds of Godo.


////Profiles
A set of tailored changes that are applied to the game.
Light:
) Base player equipment/spells are unchanged, but the character stats/starting equipment are changed.
) Enemy stats are changed, but not their attacks or Model

Moderate:
) Most spells are unchanged, but Enemy Skills, Equipment, and Items are changed.
) Character stats and starting equipment are changed.
) Enemy Stats and Attacks are changed, but Model is not swapped.

Heavy:
) Player's entire arsenal changed, along with stats, etc.
) Enemy stats and attacks randomised, with Model Swap

Extreme: Changes everything in the character/enemy data with maxed parameters
) All filters are off, everything is randomised (this will likely be unstable)


A seed can also be entered to replicate changes across different users; this requires that the same options be enabled.
If no seed is entered, one will be generated from the current System.Time.
All seeds are recorded into a notepad file within the application folder.

When ready, click Apply. If successful, a message will appear confirming this along with the seed used/created.
If an error occurs, it will appear on screen mentioning the section/location of the error.

Take the files from the Output Files folder and put them back into FF7; the game should be ready to play.
Remember that a New Game will be needed for some of the options to take effect, such as character starting stats.
A pre-existing save file can be used with the randomised files but there may be some visual glitches with the EXP gauge.


For PSX
) You will require a tool to extract files from a CD/ISO/BIN/IMG; CDMage version 1-02-1B5 is recommended.
) Open the FF7 Disc as a M2 track (not the M1 default)
) Extract the Scene + Kernel from BATTLE and INIT folders respectively
) Randomise them as per above steps

) A patch is needed to expand the Scene + Kernel space, available here: http://forums.qhimm.com/index.php?topic=11541.0
) This patch moves the Scene + Kernel to the Movies folder on the disc, allowing for unlimited space
) Once the patch is applied to the disc, import your randomised Scene + Kernel to the Movie folder.
) When prompted, confirm to pad the files with 0s.

Note: The PSX version is more prone to failure depending on what options are selected.
For stability, it is recommended not to use Model Swap and especially not Enemy Swarm.
         
Troubleshooting
) Bug reports should be posted here for visibility: http://forums.qhimm.com/index.php?topic=19468.0

This application was built on .NET Framework 4.7.2 and uses DotNetZip as a dependency;
it will not work on Windows XP or older.

Godo targets folders/files by name; do not rename the folders/files within the application.
The intended folders/files are:
Godo/Default Files/Scene.bin
Godo/Default Files/Kernel.bin

Godo/Output Files/Scene.bin
Godo/Output Files/Kernel.bin

Internal Error Messages
) Valid Directory Required: Make sure that the Scene.bin and Kernel.bin are in the Default Files folder and that all
file and folder names are correct. If so, and using fresh files doesn't help, report as a bug along with options.

) Scene ID: # has failed to randomise: The scene mentioned is skipped and left as default. If using default files and
this error appears, report along with options used. If modded files are used, then just proceed.

) Kernel Section: # has failed to randomise: Same as above, but for the Kernel section. Same rules apply.

) External Windows Error Message: Something has failed within the tool itself, this will be context sensitive to the
message you receive. Report it.


In-game Errors
) Game fails to launch
Sometimes randomised files will not launch with the game; if this occurs, the only way to proceed is to re-randomise on
a fresh seed and try again. This may be due to an inconsistency with the GZipping algorithm or a problem with the assigned
data that hasn't been caught yet.

) Battle fails to load/crashes on swirl: This is a formation problem, and hints at an invalid BattleBG, camera, or similar
issue. Report it as a Battle Swirl crash along with location and options.

) Battle loads but no enemies/characters: This is an invalid Enemy ID has been set to the formation.

) Battle stops but game is still running/no actions can be taken: This is a softlock and can be caused either by an attack
ID being wrong, an animation error, or similar. Context is important so try to describe what happened prior to the crash
and what enemy model was being fought.

In general, any kind of progression-blocking problem should be reported so I can more accurately update the logic/filters
to get rid of problems for the future.


[Changelog]
Spoiler: show


v0.4.4
Fixes
*) Issue where enemies were being allocated vast amounts of HP has been fixed.

v0.4.3
Features
*) Added Boss Swarm option to Special Hacks

Fixes
*) Fixed major issue with items having their data mis-allocated
*) Aeris has been locked from Limit Break reassignment pending tests
*) Enemy Swarm HP reduction no longer applied to bosses
*) Drop/Steal Rate values corrected

v0.4.2
Fixes
*) Formation IDs weren't being updated with Model Swapped ones, resulting in empty battles

v0.4.1
Fixes
*) Exemptions for Enemy Swarm corrected to exclude Icicle Battles
*) Added Max AP under Balancing
*) Checked Item Behaviour and corrected it

v0.4.0
Features
*) No longer required to move files from Default Files to Target Files for a fresh randomisation; this is now done automatically. Default Files are used on every run and randomised files are written to the Output Files folder, overwriting any previous files inside.

Fixes
*) Model Swapping has been modified to only allow 'safe' swaps until AI editing is added (to eliminate a cause of instability in certain swaps)
*) Serious bug where enemy data was being misaligned, leading to unassigned enemies/invalid enemy data (sky-high AP was a sideffect of it as this is where the misalignment occurred).
*) Materia AP reassignment only modifies existing levels, instead of adding new 'empty' ones
*) Some underflow assignment problems for Gil, etc. corrected
*) Enemy Swarm fixed

Balancing
*) Enemy balancing has been re-done; more potent Damage Formulas excluded from the assignment pool in Enemy Attacks
*) Spells now only use Magic-based Formula, and Weapons only use Physical-based formula; this will change when Description generation is added.

v0.3.2
Fixes
*) Parameters for customisation options weren't being initialised properly, resulting in Nulls

v0.3.1
Fixes
*) Profile options non-operational due to an array being set with to the wrong size
*) Confirm button on Challenges form not hooked up

v0.3.0
Features
*) Added UI options to customise the randomisation options
*) Profiles added to quickly generate a pre-defined set of randomisations with parameters from Light to Extreme
*) Quick Options retained from previous versions to randomise sections

Fixes
*) BattleBG for Final Sephiroth battle removed from the pool (buggy)
*) Supernova excluded from Animation assignment

v0.2.2
*) Escape and Remove now correctly filtered out (wrong IDs were assigned)
*) Magic Pot added to excluded models list (no valid attack anims)
*) Aero-Combatant added to excluded models list
*) Grangalan added to excluded models list (along with Jnr and Jnr Jnr)
*) Icicle formations added to Excluded Scenes list
*) Checks added for stat randomisation to prevent C# data overflow setting stat to 0

v0.2.1
Fixes
*) Materia Section was failing to randomise.
*) Issue in which non-changed models were having their animations re-assigned as if a model swap had occurred, causing soft-locks.
*) Improvement made to animation allocation for greater stability.

v0.2.0
Bugs & Issues
Major
*) Model Filters issue where risky models with multiple idles and hurt animations were being swapped out.
*) Model filters refined and a new option (Risky Swap) added to handle enemies with special requirements.
*) Issue where enemies could have FF assigned as their animation IDs in excluded scenes.
*) Issue where Limit Break ID wasn't skipping Tifa, Cait Sith, and Vincent for assignment.
*) Added some spell animation IDs which could cause softlocks without their special flags to the exception list.
*) No Spells/Summons/Items implementation changed; Menu Commands will now not open their respective Menus.
*) Some Kernel options were improved to reduce likelihood of hard-crash on game launch.

Minor
*) Fixed wrong placement for an enemy in one of the Swarm formations.

Balancing
*) Added rules for the first Reactor and the early battles to reduce risk of unwinnable battles.
*) Refined the randomisation rules for reassigning stats, weapon formulae, enemy attacks, & Exp/Gil/AP.

v0.1.0
Initial Release


[Credits]
Spoiler: show

Thanks to NFITC1 for helping me understand the compression format for both the scene.bin and the kernel.bin; the Wiki resource put together by the community was also enormously helpful.

Special thanks to Uprisen, Strife98, Death_Unites_Us, and iDerek759 for helping to test the mod prior to release; and to Tsuna for spreading the word. Also thanks to AntiqueChrono for running output files through his unit tests.

Thanks to Eswoogi, CalebHart, and others for bug reports & support.


Donations (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=4NQDGBN7KYLLW)
Patreon (https://www.patreon.com/segachief)
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: solid_snake1982 on 2020-01-17 21:50:32
Found a bug pretty early on when morphing fogger encountered an unexpected error and crashed the game.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Merilan on 2020-01-17 22:25:28
I randomly encountered Carry Armor's arms which tried to lift one of my characters, causing a softlock in the battle.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-01-17 22:28:43
Found a bug pretty early on when morphing fogger encountered an unexpected error and crashed the game.

You mean Smogger? It might be that certain models can't be morphed, so if the enemy had one of those models that might be why. Do you remember what the model looked like/or what enemy it was? Either that or it had an invalid item ID set as its Morph.


I randomly encountered Carry Armor's arms which tried to lift one of my characters, causing a softlock in the battle.

I was hoping the arms would be OK; I ran a test where they seemed to operate properly. Maybe one of the arms is safe and the other isn't, I think they link to each other through animation data. If they aren't safe then I'll need to shuffle them out.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Merilan on 2020-01-17 23:23:41
I was hoping the arms would be OK; I ran a test where they seemed to operate properly. Maybe one of the arms is safe and the other isn't, I think they link to each other through animation data. If they aren't safe then I'll need to shuffle them out.

If it helps I think there were two right arms, and the 'center' enemy was a Motorball-type enemy (don't know which one if there are multiple).  I wound up just slowing the battle speed enough so I could run away from them
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: ferriswheel31 on 2020-01-17 23:29:23
Ran into a battle softlock when Tifa uses the Fury Brand limit break. Was running a clean install of FF7 on Steam.

Battle stays focused on this angle and seems to continue indefinitely, with music and party member idle animations continuing as normal. I waited several minutes to see if it would end itself.
https://i.imgur.com/FSilCbn.jpg
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Raikaru on 2020-01-17 23:55:33
Encountered a bug really early on, used Haste and it played the `Escape` spell animation and then broke the battle. Can select one additional attack and then the battle is softlocked. seed info here https://i.imgur.com/qY1qIfy.png

Also would be nice if the randomiser remembered previous settings and potentially a spoiler log generated for things like this? would make some bug reporting easier.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-01-18 01:26:49
If it helps I think there were two right arms, and the 'center' enemy was a Motorball-type enemy (don't know which one if there are multiple).  I wound up just slowing the battle speed enough so I could run away from them

There's a bit of a problem with the filters, I'm going to re-do them and make it a bit stricter.

Ran into a battle softlock when Tifa uses the Fury Brand limit break. Was running a clean install of FF7 on Steam.

Battle stays focused on this angle and seems to continue indefinitely, with music and party member idle animations continuing as normal. I waited several minutes to see if it would end itself.
https://i.imgur.com/FSilCbn.jpg

Yeah, Tifa was supposed to be excluded from getting different Limit IDs because it'll react unpredictably when used. I'll have sorted in the update.

Encountered a bug really early on, used Haste and it played the `Escape` spell animation and then broke the battle. Can select one additional attack and then the battle is softlocked. seed info here https://i.imgur.com/qY1qIfy.png

Also would be nice if the randomiser remembered previous settings and potentially a spoiler log generated for things like this? would make some bug reporting easier.

Ah Exit, I think that spell has a special animation. I'll add that spell to an exclusion list so it doesn't get onto anything.

Can add some memory stuff and a log, but first I'll need to focus on stability.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: KartSeven on 2020-01-18 18:29:34
Hello all, here are a few bugs I noticed since yesterday.

1) Already said on Twitter, but I fought 2 Razor Weeds (or any enemy similar to him) and when I used Ice2, the game softlocks.

2) I fought a part of Emerald Weapon (with head and body only), and game crashes each time the enemy attacks.

3) With one specific randomization option, first battle is against 2 Corneo's Lackey (or 2 Scotch, not sure), and even if I win XP, it's not shown after the battle (as if I didn't win XP at all).
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-01-19 22:19:14
Updated the randomiser to 0.2.0; this should sort out the problems with enemies using AI references on animations along with a lot of other stability issues. Changelog section on the front has the details.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Grabsac on 2020-01-20 00:16:51
I got kernel section #8  (Materia data) has failed to randomise. It doesn't work with any seed. I can supply my kernel.bin file on demand. It should be vanilla. I'm using 0.2.0.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-01-20 12:31:20
No worries, I identified the fault. I'll patch it tonight.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Zara9 on 2020-01-20 12:34:09
hey sega chief

some streamer on twitch said the hellagunner boss fight on this randomizer softlocks the game when the second hellagunner tries to comes down but it does not so it softlocks fight, i think it has to do with the different backgrounds, thats how it is with the motorball fight as well
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: UpRisen on 2020-01-20 13:01:09
changing backgrounds wont have any affect on any fight except for Safer Sephiroth i believe. The problem was with one of the boss fight filters but the update from yesterday should fix it so if you are on twitch make sure the streamers are using the 0.2.0 patch
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-01-20 19:05:52
hey sega chief

some streamer on twitch said the hellagunner boss fight on this randomizer softlocks the game when the second hellagunner tries to comes down but it does not so it softlocks fight, i think it has to do with the different backgrounds, thats how it is with the motorball fight as well

changing backgrounds wont have any affect on any fight except for Safer Sephiroth i believe. The problem was with one of the boss fight filters but the update from yesterday should fix it so if you are on twitch make sure the streamers are using the 0.2.0 patch

I was talking to someone about it, and I think I have a strong lead on what it is. The animation reallocation only checks if the model swap option is on, not if the current scene has models excluded from swapping. So I reckon Reno, Gunners, Motorball, etc. were having their animations shuffled around. If it is that, then I can get a fix for it tonight.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: revenues on 2020-01-20 20:05:11
In my seed Tifa got Omnislash as her Limit Break.
And it broke the game once she used it, as per image: https://imgur.com/a/oiLvs4l
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-01-20 22:02:38
Was that with the latest version, 0.2.0?
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: beefydoom on 2020-01-21 04:48:53
Godo V0.2.0

Doggy casting barrier on Rufus causes some kind of summon effect that softlocks. Might be sephi's supernova summon.


https://gfycat.com/cluelessharmfulharborporpoise
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-01-21 12:05:16
Godo V0.2.0

Doggy casting barrier on Rufus causes some kind of summon effect that softlocks. Might be sephi's supernova summon.


https://gfycat.com/cluelessharmfulharborporpoise


That's the escape/exit animation, it was supposed to be locked off from assignment to attacks. I'll take another look at it.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Eswoogi on 2020-01-21 14:47:26
SegaChief! Legend!

Managed a full run last night with only the 1 softlock we spoke of on twitter - So 0.2.0 is much more stable!

However, I did encounter cloud with a blank limit level 2 - Which wouldn't soft lock, but it wouldn't allow me to do anything until i cycled to another character:

( Image example: http://prntscr.com/qqtyhi )

Then I only encountered 1 other issue, whereas when I got a gameover, the gameover music played, but it was just a black screen that I couldn't close the game and had to restart my PC.

Otherwise, really solid play through last night - Will try the new release today and let you know if I encounter anything else.

Cheers dude.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-01-21 16:39:37
Cool, cheers; I'm working on a UI change at the moment which will allow for the parameters for things to be more user-specified.

Edit: Forgot to update on here, 0.2.1; fixes the Materia Data section and a bug with animation assignment for non-swapped models when Model Swap is on.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Eswoogi on 2020-01-22 15:19:27
Hey SegaChief! Nice one, thanks for the response!

Couple of notes from yesterdays run on 0.2.1!

Had a softlock on the Sector 7 tower before it got blown up by Reno - What was weird is that it was a normal enemy, in the right area ( http://prntscr.com/qrckkw ) So it really threw me as to what might have softlocked going up the stairs on the tower? Looks like the enemy just dissapeared after stealing from it and it locked? ( https://clips.twitch.tv/ToughDifferentSheepTBTacoLeft )


Had a softlock on the Egg encounter again just after costa del sol on the world map too - Original Enemy: Grangalan ( https://clips.twitch.tv/BrainyAntediluvianFlyThisIsSparta )


Finally a new softlock which was abit weird - The icicles in Gaea cliffs - This was a weird one, as I could get past it, but only if I killed ALL enemies in 1 hit - If i couldn't kill the front row at the same time as the icicle, it softlocked - Example ( twitch.tv/eswoogi/clip/RelievedEnjoyableLocustCoolStoryBro )


However, if I managed to kill them all at the same time, ( https://www.twitch.tv/eswoogi/clip/ClumsyMoldyFiddleheadsSuperVinlin ) the fight progressed as normal, but if I kill ONLY the icicle, it softlocked.

Hope these examples help some! Will do another run today and let you know if I find anything else!

Cheers SegaChief! Legend!
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Eswoogi on 2020-01-22 15:56:40
Oh! And one final thing I forgot to add, it's not a softlock, but maybe a broken animation? Cids HP & MP Drained from 1 attack, but then auto fills back up? May cause locks with other enemies, maybe?

Final Fight on the train heading to corel in disk 2 against the metal Eagle Gun ( http://prntscr.com/qrdc1x )

( www.twitch.tv/eswoogi/clip/LazyFinePineapplePMSTwin )

Cheers! Sorry for the spam swoogDerp
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: adventureacademy on 2020-01-27 01:30:20
Soft lock near costa del sol.
https://clips.twitch.tv/PowerfulOriginalTapirPeanutButterJellyTime
The magic pot seems to try to run away immedietly and then the battle soft locks;
Queued attacks will not go through and unable to run from the battle.

Also had a soft lock on the bridge between costa del sol and the golden saucer.
https://clips.twitch.tv/UgliestExuberantCurryWow
I had seen both asset swaps in different battles and I'm pretty sure the battles went just fine.
I don't know if its something about combining the two enemies together.

Those are the only two issues I've had on the new version.
You are doing great!
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-01-27 21:17:44
Hey SegaChief! Nice one, thanks for the response!

Couple of notes from yesterdays run on 0.2.1!

Had a softlock on the Sector 7 tower before it got blown up by Reno - What was weird is that it was a normal enemy, in the right area ( http://prntscr.com/qrckkw ) So it really threw me as to what might have softlocked going up the stairs on the tower? Looks like the enemy just dissapeared after stealing from it and it locked? ( https://clips.twitch.tv/ToughDifferentSheepTBTacoLeft )


Had a softlock on the Egg encounter again just after costa del sol on the world map too - Original Enemy: Grangalan ( https://clips.twitch.tv/BrainyAntediluvianFlyThisIsSparta )


Finally a new softlock which was abit weird - The icicles in Gaea cliffs - This was a weird one, as I could get past it, but only if I killed ALL enemies in 1 hit - If i couldn't kill the front row at the same time as the icicle, it softlocked - Example ( twitch.tv/eswoogi/clip/RelievedEnjoyableLocustCoolStoryBro )


However, if I managed to kill them all at the same time, ( https://www.twitch.tv/eswoogi/clip/ClumsyMoldyFiddleheadsSuperVinlin ) the fight progressed as normal, but if I kill ONLY the icicle, it softlocked.

Hope these examples help some! Will do another run today and let you know if I find anything else!

Cheers SegaChief! Legend!

Thanks for the clips, useful to see it in action so I can spot potential causes.

Soft lock near costa del sol.
https://clips.twitch.tv/PowerfulOriginalTapirPeanutButterJellyTime
The magic pot seems to try to run away immedietly and then the battle soft locks;
Queued attacks will not go through and unable to run from the battle.

Also had a soft lock on the bridge between costa del sol and the golden saucer.
https://clips.twitch.tv/UgliestExuberantCurryWow
I had seen both asset swaps in different battles and I'm pretty sure the battles went just fine.
I don't know if its something about combining the two enemies together.

Those are the only two issues I've had on the new version.
You are doing great!

I clean forgot about Magic Pot; I don't think it has any attack animations so best it gets put on an exclusion list.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-01-28 13:06:08
Minor update; some fixes and checks added. UI update was supposed to happen at weekend but wasn't able to finish it. Will probably be ready next weekend.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Zara9 on 2020-01-29 22:46:24
hey sega chief

when people use the different battle background option on your ff7 randomizer program, hellagunner and motorball bosses are invisable
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: renegadeofunk on 2020-01-30 00:17:03
Thanks so much for doing this Sega, I always thought an FF7 randomizer would be awesome! I've mostly just been watching it on Twitch so far and I had a question and a comment:

1. What is the attack where an enemy seems to throw an Ultima Weapon at you? Is that supposed to be a projectile attack with a different model?
2. I noticed that the Kalm flashback battle with Sephiroth/Cloud vs the dragon is also randomized. Unfortunately that means both Sephiroth and Cloud might only be able to do like 50 damage a round so you just have to wait for them to slowly whittle the dragon down. Its a bit frustrating and also throws an RNG wrench into speedruns so I just wanted to mention that.

In any case thanks so much for making this!! Cheers.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: solid_snake1982 on 2020-01-30 08:29:48
Just got a soft lock applying Berserk Status to the Machine Gun enemy in the second reactor. Cant remember the exact enemy name.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-01-30 08:39:49
hey sega chief

when people use the different battle background option on your ff7 randomizer program, hellagunner and motorball bosses are invisable

I'll exclude the BG from swapping for that fight if this is the case.

Thanks so much for doing this Sega, I always thought an FF7 randomizer would be awesome! I've mostly just been watching it on Twitch so far and I had a question and a comment:

1. What is the attack where an enemy seems to throw an Ultima Weapon at you? Is that supposed to be a projectile attack with a different model?
2. I noticed that the Kalm flashback battle with Sephiroth/Cloud vs the dragon is also randomized. Unfortunately that means both Sephiroth and Cloud might only be able to do like 50 damage a round so you just have to wait for them to slowly whittle the dragon down. Its a bit frustrating and also throws an RNG wrench into speedruns so I just wanted to mention that.

In any case thanks so much for making this!! Cheers.

1.
So there are two sets of flags on every attack; Impact Effect & Attack Effect. Impact is for physical attacks, while Attack Effect is for things like spells. If one has a value, typically the other is set as FF. An enemy animation is hard-coded to look for one or the other (or neither sometimes if the animation is designed to be used as, say, a stance change like Scorpion raising its tail) so if it finds FF for Attack Effect, the anim used is the projectile associated with Throw w/ Ultima Weapon. I don't know the specifics behind that, but I've seen it in the past when setting the wrong type of anim for an attack by accident.

I think when it's the other way around, a physical animation finding FF for Impact, then nothing comes out (no sound either as this will typically be FF'd as well).

The reason it happens in the rando is because it currently doesn't have logic set up to re-roll a model if it doesn't have any valid animations for one of the attack types. Instead what it does is assign the anim 03 as a fallback (most models have this anim ID - they have Idle 00, Hurt 01, then their first attack anim which is 03, but not all do and there's no guarantee it'll be the correct type for what's needed).

But there's something I can do to alleviate the issue; I was going to look into setting up an index for valid ranges regarding Impact Effect + Impact Sound, and Attack Effect, then assigning a value to EVERY attack. That way if a wrong anim type gets assigned, it won't matter because it'll find a value rather than FF (while Misc anims don't look for this data at all).

2.
I'll exclude Seph from stat/level randomisation.


Just got a soft lock applying Berserk Status to the Machine Gun enemy in the second reactor. Cant remember the exact enemy name.

Probable cause is either enemy didn't have a Berserk attack assigned, or had a Berserk attack assigned that wasn't in its repertoire (most likely the latter). I'll check it out before the UI update goes out.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: petfriendamy on 2020-01-31 02:37:09
Hey SegaChief! Loving the randomizer; it's fun seeing the weird stuff that can happen with it, haha.

A small thing I wanted to mention though: I just got to the Gold Saucer, and even though I have random initial equipment + materia on, Cait Sith's equipment seems to be unchanged. I'm guessing it has to do with young Cloud using his character slot, but I don't suppose there's any way that could be fixed?
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: renegadeofunk on 2020-01-31 03:36:41
Awesome! Thanks for addressing those couple of points, I appreciate it.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: satsuki on 2020-02-01 13:25:38
Hello.
Is there any way to share source code or add an external langage file ?
I know the tool already works with non us files, but i'd like to translate it in french.
So i you can add a langage selection it'll be great

Thanks for this great tool !
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-02-03 11:11:29
Hey SegaChief! Loving the randomizer; it's fun seeing the weird stuff that can happen with it, haha.

A small thing I wanted to mention though: I just got to the Gold Saucer, and even though I have random initial equipment + materia on, Cait Sith's equipment seems to be unchanged. I'm guessing it has to do with young Cloud using his character slot, but I don't suppose there's any way that could be fixed?

Their stuff is in the .exe. I have their offsets, but I decided not to throw .exe editing into the mix for the time being while the rando is still finding its feet.

Hello.
Is there any way to share source code or add an external langage file ?
I know the tool already works with non us files, but i'd like to translate it in french.
So i you can add a langage selection it'll be great

Thanks for this great tool !

Source is here: https://github.com/Segachief/Godo
I'll look into adding language options when I've got the UI update done.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: satsuki on 2020-02-03 19:12:42
thanks a lot for your work and sharing it
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: petfriendamy on 2020-02-04 03:00:12
Their stuff is in the .exe. I have their offsets, but I decided not to throw .exe editing into the mix for the time being while the rando is still finding its feet.
Fair enough; there's definitely a lot of randomization options to work through already, haha. Keep up the good work!
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-02-04 14:23:49
Should mention here, I've got the flevel cracked and am working on options to target it. Model/Anim swapping (should be much more stable than enemy model swapping thankfully) and Item location randomisation are in reach. Exit points on fields can also be changed but the game script will likely present a serious obstacle to that going smoothly; it'd be softlock city.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Eswoogi on 2020-02-04 18:28:42
Hey SegaChief!

First quick question - Does manipulate materia not work in the Rando, due to model swaps? I can't seem to manip anything so far? 

Found a couple of minor softlocks yesterday too, first one was heligunner (Pretty sure your already aware of this one:)

www.twitch.tv/eswoogi/clip/SpotlessGrossTortoiseDansGame - Can up as Dyne and just locked

And second one was Motorball, which was weird, as I haven't had a softlock on him since 0.2.0:

www.twitch.tv/eswoogi/clip/HonorableWildCheetahLeeroyJenkins

Thanks for all the work on this dude, can't wait for the later releases with Flevel and model swaps!!

Legend <3
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-02-05 09:08:17
Hey SegaChief!

First quick question - Does manipulate materia not work in the Rando, due to model swaps? I can't seem to manip anything so far? 

Found a couple of minor softlocks yesterday too, first one was heligunner (Pretty sure your already aware of this one:)

www.twitch.tv/eswoogi/clip/SpotlessGrossTortoiseDansGame - Can up as Dyne and just locked

And second one was Motorball, which was weird, as I haven't had a softlock on him since 0.2.0:

www.twitch.tv/eswoogi/clip/HonorableWildCheetahLeeroyJenkins

Thanks for all the work on this dude, can't wait for the later releases with Flevel and model swaps!!

Legend <3

If status resistance is on, then it assigns a status weakness and leaves the others off, so mostly enemies will be immune to manipulate. Level difference may also be a factor if stat randomisation is on.

I'm wondering if the build I've used has reintroduced a problem with animation indexing; I'll need to get this UI update finished ASAP as it has the next set of filter improvements in it. The ones I made for 0.2.2 were cobbled together.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: petfriendamy on 2020-02-06 03:58:52
Hey, just ran into an issue with the randomizer. Two enemies that looked like Diamond Weapon showed up in the battle arena (the mandatory battle arena visit before Temple of the Ancients, if that matters), and the game softlocked upon killing them and trying to move on to the next battle. I'm guessing it's because there was no death animation, but I'm not sure? Seed number is 418191.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: satsuki on 2020-02-09 15:50:10
Hello.
I'm trying to use your tool to only disable escape but it don't seems to works, some battle are randomized and i can escape from most of them.

I'm using stock french scene.bin

Thanks
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-02-10 13:49:26
Hey, just ran into an issue with the randomizer. Two enemies that looked like Diamond Weapon showed up in the battle arena (the mandatory battle arena visit before Temple of the Ancients, if that matters), and the game softlocked upon killing them and trying to move on to the next battle. I'm guessing it's because there was no death animation, but I'm not sure? Seed number is 418191.

Might have been, they have an animation which is 'unstable' (the one used for KOs) that's supposed to end a fight when he dies. But if it's not used at KO, then it locks the fight. For that reason, Diamond's model is going on a filter list.

Hello.
I'm trying to use your tool to only disable escape but it don't seems to works, some battle are randomized and i can escape from most of them.

I'm using stock french scene.bin

Thanks

Assuming the structure of the scene.bin hasn't changed, it should work unless the option has been buried under other logic. The UI update out soon should address this, unless the french scene.bin is different in some way.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: satsuki on 2020-02-10 17:43:29
I'll wait for the update ^^

Thanks again
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: renegadeofunk on 2020-02-11 19:41:07
Hi Sega, just wanted to ask if item randomization is in the next patch or if its only the model swaps. Cheers!
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-02-12 15:44:22
Hi Sega, just wanted to ask if item randomization is in the next patch or if its only the model swaps. Cheers!

Item randomisation might be a stretch but not impossible for it to be ready; the trick is finding a reliable way of searching out and replacing the opcodes for it. Materia will probably be fine because it's longer (3 AP values) which are always 0 in the middle of it and the longer the opcode, the less likely false positives creep into the replacement logic. Items though are fairly short and two of the bytes change a lot as it uses 2-bytes for IDs. Text strings seem to be getting found reliably at least, but I'll need to either build a list of all available items, Materia, etc. or set it up to pull all that from the kernel2. Time-wise, I'd be better investing my time into that as it would help with the scene/kernel side of the randomiser in rebuilding strings for changed spells, attacks, etc. to describe their changes in-game.

Model randomisation is mostly finished though, just a question of getting all the Model IDs and Animation IDs into a set of formatted lists. I'm partway through with that. Good thing about field models is that I don't have to really worry about animations this time around, because they'll work with whatever they're given. The PC port actually shipped with some mis-assigned anims that are still in the base Steam version, like Vincent at the Altar after the Jenova LIFE fight.

Edit:
Got the item identification working. If the kernel2 string thing works out then it might be ready in time, but then I probably shouldn't rush it.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-02-13 17:10:18
An update, I got the item randomisation working now to update text when it changes the item ID. That means I can now change the item you pick up and have it display the name of the item along with it. Adding Materia next, but will need to have it identify that separately. But looking promising for item swapping to go out alongside the field model + field anim randomisation.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: renegadeofunk on 2020-02-13 20:54:02
Amazing, thanks for all your hard work!!
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Rascalnicough on 2020-02-17 03:10:28
Having an issue with the Aps fight and thought you might want to know about it.

Here's a video of the lock:
https://youtu.be/ZWBA2djsaOk

Seed: 164047937

I also used your flevel tool.

Really enjoying your work; posting not out of frustration or complaint but in hopes that it can help.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-02-17 08:34:19
Having an issue with the Aps fight and thought you might want to know about it.

Here's a video of the lock:
https://youtu.be/ZWBA2djsaOk

Seed: 164047937

I also used your flevel tool.

Really enjoying your work; posting not out of frustration or complaint but in hopes that it can help.

I've fixed some bugs with the flevel component (and added Materia to it), as for the Godo part I think I've approached model swapping the wrong way. I'm going to set it up so that only safe swaps are allowed which will be a lot more limited, but will at least make it a lot more stable. Then in future I can try and work out some rules (and add AI editing) to make the riskier swaps safe to use as well. There's also a lot of technical problems that I've sorted out (like the Challenge form confirm button not working, some parameters not applying or are applying when they're not supposed to). I also need to get the readme stuff updated. That update will go out hopefully sometime this week.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Nikkolas on 2020-02-18 14:56:38
If it's listed somewhere and I missed it I'm sorry but what do the various Preset options change?
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-02-18 20:13:52
If it's listed somewhere and I missed it I'm sorry but what do the various Preset options change?

They apply certain options and parameters, I'm going to do the readme when I put out the 0.3.3 update; it has a few critical bugs and the like fixed in it.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-02-23 23:38:17
Updated Godo to 0.4.0 on main post.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Vargh on 2020-03-09 00:36:18
Thank you so much for this, it really ggot me back to my childhood. :) I had alot of fun so far with it, got a bug where barret didnt get any lvls so had to do some interesting farming to get past dyson at 170 hp / 10 mp Barret had alot of dmg so with sadness, back row and full limit and w item it was possible. :D Im just randomizing starting gear/stats/stronger enemies and max ap. I cant use elixir for some reason, had a similira bug last seed when i couldnt use ether.  Thank you again for making this, and Im a swede so excuse my grammar. I Have a bug with sneak attack when combining it with slash all materia to.. I will check the forums though, just joined.

Best regards
/Vargh
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-03-09 10:50:02
Thank you so much for this, it really ggot me back to my childhood. :) I had alot of fun so far with it, got a bug where barret didnt get any lvls so had to do some interesting farming to get past dyson at 170 hp / 10 mp Barret had alot of dmg so with sadness, back row and full limit and w item it was possible. :D Im just randomizing starting gear/stats/stronger enemies and max ap. I cant use elixir for some reason, had a similira bug last seed when i couldnt use ether.  Thank you again for making this, and Im a swede so excuse my grammar. I Have a bug with sneak attack when combining it with slash all materia to.. I will check the forums though, just joined.

Best regards
/Vargh

I'll check that the items aren't having their usability flags for menu/battle toggled, that might explain why Ether/Elixir became disabled in some cases.

Slash-All shouldn't work with Sneak Attack, I think that only Green and Red Materia will work with Sneak Attack (same with Final Attack).
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Vargh on 2020-03-09 11:57:39
sneak and slash all did work for about 2 hours of gameplay though, then it stopped. So maybe that it did work was the bug? ;)
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Vargh on 2020-03-09 12:12:13
I will rerun the seed and test to see what triggers some of the bugs. It was not very helpful feedback. ill do better than just, this is wrong please fix next post.
and tnx again
/Vargh
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Vargh on 2020-03-09 13:12:01
Sorry almost spamming.
The ether and elixir bug. Seems to be something wrong with the combat flag aas you said, You can use them using throw materia however that will result in the game crashing.
/Vargh
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-03-09 13:29:34
sneak and slash all did work for about 2 hours of gameplay though, then it stopped. So maybe that it did work was the bug? ;)

Seems I was wrong, Command Materia can link with Sneak Attack. I looked it up.

Sorry almost spamming.
The ether and elixir bug. Seems to be something wrong with the combat flag aas you said, You can use them using throw materia however that will result in the game crashing.
/Vargh

If Throw is wigging out then maybe there's a stray byte out of place for the Command Data segment. Or it might be that changes to weaponry can cause a problem; in either case, I'll do some tests to figure out which it is.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-03-13 12:17:03
Updated the flevel part; it can now randomise items/materia. Some incorrect file references were removed from the model swapper (these caused game to hang when trying to load a field if one was allocated).
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: zeldagirl on 2020-03-13 14:49:04
I really like your work. Hi, I'm new here *)
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Maziac on 2020-03-18 17:00:52
Playing around with this and New Threat Arrange mode, at least the beginning seems to work fine.

Except, I can't use Ethers outside of combat, and a Potion inside combat might be tied into Cait Sith's Transform limit break? It displays a text with the limit pink background that reads: Transform fails!  (I did not randomize any item data. Only starting stats and limit breaks.) and the Disable Escape function doesn't work, at least in the first reactor. But that rule can be enforced manually.

Just realized Vincent is missing from the character stats randomization panel

I'll try another seed now.
- Ok, switching the seed fixed the potion issue but now I can't use Ethers inside combat, they work in battles though.
-- So the Ethers are randomized into another item I think, it plays a party wide smoke effect but does absolutely nothing, it would seem. Antidotes and Echo Drops seem to work as intended. Again, I did not randomize items.
--- The Ethers work after all, but it plays that smoke effect and doesn't display restored MP numbers, also not usable out of combat.

It seems the randomizer over-rides New Threats disabled stat growth, I'll have to randomize the growth then and see if the characters turn out overpowered when rank ups are introduced.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: quantumsource on 2020-03-19 00:23:47
Hi I am noticing some wierd stuff when trying to use the tool. I wanted to confirm I wasn't going crazy so I saved right before midgar zolom toward end of game to run some tests
The defaults for zolam are lv 26, hp:4000 and mp: 348
I tried using godo0.4.2 to only modify enemy hp by +25% (which should make zolam 5000HP)
for some reason when I load the new files its only 4254, and regenerating with same config keeps giving me different values, but not a a static 25% higher in HP.
Am I doing something wrong? Can someone please help me.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-03-22 02:20:26
Playing around with this and New Threat Arrange mode, at least the beginning seems to work fine.

Except, I can't use Ethers outside of combat, and a Potion inside combat might be tied into Cait Sith's Transform limit break? It displays a text with the limit pink background that reads: Transform fails!  (I did not randomize any item data. Only starting stats and limit breaks.) and the Disable Escape function doesn't work, at least in the first reactor. But that rule can be enforced manually.

Just realized Vincent is missing from the character stats randomization panel

I'll try another seed now.
- Ok, switching the seed fixed the potion issue but now I can't use Ethers inside combat, they work in battles though.
-- So the Ethers are randomized into another item I think, it plays a party wide smoke effect but does absolutely nothing, it would seem. Antidotes and Echo Drops seem to work as intended. Again, I did not randomize items.
--- The Ethers work after all, but it plays that smoke effect and doesn't display restored MP numbers, also not usable out of combat.

It seems the randomizer over-rides New Threats disabled stat growth, I'll have to randomize the growth then and see if the characters turn out overpowered when rank ups are introduced.

I think the item flags in the kernel that handle menu and battle use are getting messed with. I guess effects are getting set as well that shouldn't be if Transform was assigned.

First Reactor I set up as an exemption to a lot of the reassignment because it was common for people to load in and get into Game Overs before the first Save Point as solo Cloud (and even with Barret there) + the limited healing options can be a bad situation with randomisation. I guess that means the no escape doesn't get set either though for First Reactor, I'll need to look at that.

Vincent and Cait Sith aren't on the Initialisation options because their data is held in the .EXE; Young Cloud and Seph's starting stats, equipment, etc. are handled in the kernel instead. Their other data is set in the kernel at least.

Hi I am noticing some wierd stuff when trying to use the tool. I wanted to confirm I wasn't going crazy so I saved right before midgar zolom toward end of game to run some tests
The defaults for zolam are lv 26, hp:4000 and mp: 348
I tried using godo0.4.2 to only modify enemy hp by +25% (which should make zolam 5000HP)
for some reason when I load the new files its only 4254, and regenerating with same config keeps giving me different values, but not a a static 25% higher in HP.
Am I doing something wrong? Can someone please help me.

I think it uses it as a range rather than a static value; so it can be up to 25%. I should try and make it consistent as some are statically defined, others are a range.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Maziac on 2020-03-22 14:00:54

First Reactor I set up as an exemption to a lot of the reassignment because it was common for people to load in and get into Game Overs before the first Save Point as solo Cloud (and even with Barret there) + the limited healing options can be a bad situation with randomisation. I guess that means the no escape doesn't get set either though for First Reactor, I'll need to look at that.

Vincent and Cait Sith aren't on the Initialisation options because their data is held in the .EXE; Young Cloud and Seph's starting stats, equipment, etc. are handled in the kernel instead. Their other data is set in the kernel at least.


Understandable, I had to try out quite a few seeds to make it past guard scorpion, anything short of 200 HP gets oneshot by Tail Laser, and his single target attacks hit close to 300.

Come to think of it, with NT the bosses don't seem to be made easier at the beginning, just randomized with 25% modifier (I've watched some people play vanilla randomized and they keep oneshotting most everything in Midgar) but at least some of the random enemies seem quite a bit easier than usual, i was one shotting some of them with 30~ damage attacks.

Whoops I didn't even realize Cait Sith is missing from randomization too, haha. Well, at least I've got those randomized rank-ups for them. So is there any hope to randomize them in the future?
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: NxK on 2020-03-24 12:37:16
I am currently in the process of trying out your Randomiser, which I greatly enjoy. Thank you very much for having made this mod, Sega Chief.

Here is a list of a few things I noticed so far that I felt might not be intentional/that might be glitchy:

1) Limit Breaks: If you randomise Limit Breaks, characters can get the same Limit Break (say 'Dynamite') throughout their whole Limit Break repertoire. Even more so, they can get the same Limit Break multiple times throughout the same Limit Level tier. For instance, Cloud can have Dynamite as his 1-1 and as his 1-2 Limit Break. Would it not be a better idea to not assign the same Limit Break multiple times per character/per Limit Level tier?
2) If you want to randomise Starting Equipment, there is no way to only randomise Weapons and Armor without randomising Accessories at the same time. Whenever you do check "Randomise Weapons and/or Armor", every character automatically starts the game with a random piece of Accessory, even if you did not check the "Randomise Accessories" box.
3) I am not quite sure I understand the "%-Modifiers" that come with various options. For instance, for randomising spells, the default values for Accuracy %, MP Cost and Balance are each 25. Are the "%-Modifiers" applied to the vanilla values of each spell? For instance, if I set MP Cost to 25, does that mean, that each spell will cost between 0% and 25% of what they cost in the unmodded game? So, Life2, which normally costs 100 MP, can cost between 0MP and 25MP? Like this, there would be no way to make spells cost more MP/have a higher accurcacy/have a higher base power than in vanilla agme, right?
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-03-24 13:03:06
Understandable, I had to try out quite a few seeds to make it past guard scorpion, anything short of 200 HP gets oneshot by Tail Laser, and his single target attacks hit close to 300.

Come to think of it, with NT the bosses don't seem to be made easier at the beginning, just randomized with 25% modifier (I've watched some people play vanilla randomized and they keep oneshotting most everything in Midgar) but at least some of the random enemies seem quite a bit easier than usual, i was one shotting some of them with 30~ damage attacks.

Whoops I didn't even realize Cait Sith is missing from randomization too, haha. Well, at least I've got those randomized rank-ups for them. So is there any hope to randomize them in the future?

It should be possible to do, the .EXE just needs to be added.


I am currently in the process of trying out your Randomiser, which I greatly enjoy. Thank you very much for having made this mod, Sega Chief.

Here is a list of a few things I noticed so far that I felt might not be intentional/that might be glitchy:

1) Limit Breaks: If you randomise Limit Breaks, characters can get the same Limit Break (say 'Dynamite') throughout their whole Limit Break repertoire. Even more so, they can get the same Limit Break multiple times throughout the same Limit Level tier. For instance, Cloud can have Dynamite as his 1-1 and as his 1-2 Limit Break. Would it not be a better idea to not assign the same Limit Break multiple times per character/per Limit Level tier?
2) If you want to randomise Starting Equipment, there is no way to only randomise Weapons and Armor without randomising Accessories at the same time. Whenever you do check "Randomise Weapons and/or Armor", every character automatically starts the game with a random piece of Accessory, even if you did not check the "Randomise Accessories" box.
3) I am not quite sure I understand the "%-Modifiers" that come with various options. For instance, for randomising spells, the default values for Accuracy %, MP Cost and Balance are each 25. Are the "%-Modifiers" applied to the vanilla values of each spell? For instance, if I set MP Cost to 25, does that mean, that each spell will cost between 0% and 25% of what they cost in the unmodded game? So, Life2, which normally costs 100 MP, can cost between 0MP and 25MP? Like this, there would be no way to make spells cost more MP/have a higher accurcacy/have a higher base power than in vanilla agme, right?

Long time no see.

1) I think currently it just assigns randomly without checking what was assigned before. What I can do is add each assigned Limit to an array so it doesn't get assigned more than once.

2) I'll adjust the logic.

3) The %-modifier takes the base value and adjusts it up or down; so an MP cost of 100 would be assigned to a range of 75-125. Some of the other modifiers aren't %-based but behave the same way; the modifier is the range for the value.

As far as balancing and assignment goes, it's very rough currently. When I get some time I'll probably need to rethink how it gets done.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: NxK on 2020-03-24 18:14:11

1) I think currently it just assigns randomly without checking what was assigned before. What I can do is add each assigned Limit to an array so it doesn't get assigned more than once.

2) I'll adjust the logic.

3) The %-modifier takes the base value and adjusts it up or down; so an MP cost of 100 would be assigned to a range of 75-125. Some of the other modifiers aren't %-based but behave the same way; the modifier is the range for the value.

As far as balancing and assignment goes, it's very rough currently. When I get some time I'll probably need to rethink how it gets done.

3) Oh, I see. That makes more sense.
As for 1), that would probably be a nice offer as I would like to have non-repeating Limit Breaks for each character. Obiously, my current work-around is checking via WallMarket and reassigning things myself but that spoils the randomisation for me.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Zara9 on 2020-03-25 03:11:22
is this thing safe to use
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Zara9 on 2020-03-25 08:00:24
how good is this program now
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-03-26 09:46:40
3) Oh, I see. That makes more sense.
As for 1), that would probably be a nice offer as I would like to have non-repeating Limit Breaks for each character. Obiously, my current work-around is checking via WallMarket and reassigning things myself but that spoils the randomisation for me.

Fair enough, I'll have it set up at some stage. I'll try to do it over the weekend.

is this thing safe to use

It's unlikely to be 100% stable for a while. Best thing is to save regularly when using it and to re-roll the files if a softlock is encountered.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Maziac on 2020-03-26 20:37:00
I played some more of my NT Arrange random file, and used a Hi-Potion for the first time. Turns out it's messed up too in a funny way. It heals for some amount, but not the flat 1000 that it should. It also applies Reno's secret weapon from the fight in Gongaga, so it permanently paralyzes a character. Works on enemies too, they don't do anything except scripted counter moves and such.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: tmccabeav on 2020-03-28 22:52:56
Hey Sega Chief,

For some reason I can't get the randomized flevel.lgp to work at all as my game won't load with it. I've done other mods for FF7 in the past so I even uninstalled and reinstalled from steam in case something else was messing with it and it's still not working. On start up I get an error box that says, "An unknown exception has occured." and the game won't continue. I'm running Windows 10. Any thoughts on what could be causing this? Thanks in advance.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-03-29 17:35:56
Hey Sega Chief,

For some reason I can't get the randomized flevel.lgp to work at all as my game won't load with it. I've done other mods for FF7 in the past so I even uninstalled and reinstalled from steam in case something else was messing with it and it's still not working. On start up I get an error box that says, "An unknown exception has occured." and the game won't continue. I'm running Windows 10. Any thoughts on what could be causing this? Thanks in advance.

Make sure that the randomiser is completing the process; there should be a green gauge that appears on the bottom and then a pop-up box saying 'done' or 'complete' when it's finished; it's a lot slower than the scene/kernel randomiser. The processed file should be around 120mb in size.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: tmccabeav on 2020-03-29 17:39:43
Make sure that the randomiser is completing the process; there should be a green gauge that appears on the bottom and then a pop-up box saying 'done' or 'complete' when it's finished; it's a lot slower than the scene/kernel randomiser. The processed file should be around 120mb in size.

I'm actually getting a pop up saying, "Completed!" or whatever the verbiage is, with it not actually filling the green bar to completion. I've let it sit for about 5 minutes to see if it finished filling up the bar and it stays stuck. I'll try and let it sit for even longer later today though.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-03-29 23:17:30
If it says Completed then that should be it done, the green gauge is just a visual thing. Another possible cause might be it's not a default english Flevel.lgp being used as the base file.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: NxK on 2020-04-01 11:13:45
One more thing I noticed it during my latest full-game playthrough of the Randomiser (I am currently up to just before the Temple of the Ancients):
No single enemy has dropped any item yet (no enemy seems to hold an item to steal either) even though checking via ProudClod tells me both the Steal and Drop Rates should be at 63/63, which is also what I chose in the Randomiser settings (Max Drop/Steal).
EDIT1: One more thing I noticed: The Balance Auto Tuning Option "Stronger Enemies" seems broken. Every enemy appears to have slightly less than 50% of their HP in vanilla when I set it to 50% stronger enemies.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-04-01 12:36:00
One more thing I noticed it during my latest full-game playthrough of the Randomiser (I am currently up to just before the Temple of the Ancients):
No single enemy has dropped any item yet (no enemy seems to hold an item to steal either) even though checking via ProudClod tells me both the Steal and Drop Rates should be at 63/63, which is also what I chose in the Randomiser settings (Max Drop/Steal).
EDIT1: One more thing I noticed: The Balance Auto Tuning Option "Stronger Enemies" seems broken. Every enemy appears to have slightly less than 50% of their HP in vanilla when I set it to 50% stronger enemies.

I'll have a look at it today.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: bitiumribbon on 2020-04-03 03:07:19
So I'm loving this randomizer but I've noticed that I get absolutely zero enemy drops or steals if I modify any enemy data at all. Have you/has anyone encountered this?

EDIT: Okay, the person above me literally just said the same thing so I feel silly.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-04-04 23:57:13
So I'm loving this randomizer but I've noticed that I get absolutely zero enemy drops or steals if I modify any enemy data at all. Have you/has anyone encountered this?

EDIT: Okay, the person above me literally just said the same thing so I feel silly.

I've updated the tool with what should be a fix to drops/steals; I assumed that the byte used the full range of the value but it actually caps within a certain threshold. So in a tool like WM it looks correct (maxed) but when the engine reads it, nothing gets done. There was also a few other problems which I've hopefully got sorted now; I'm doing a test run of it at the moment.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Yuffie1983 on 2020-04-06 21:48:05
Just a quick question, is level 70 the cut of level still for version 1.5. Thank you.
 ;D
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: UpRisen on 2020-04-06 23:01:39
thats in New Threat. Not Godo. But no the cap was removed around the start of 1.4 release i think
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: renegadeofunk on 2020-04-07 07:05:11
Does the flevel randomizer work for PSX as well?
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: Sega Chief on 2020-04-07 16:21:33
Does the flevel randomizer work for PSX as well?

Not yet, but I do have the field files for PSX decoding then re-encoding. Two challenges are how the models are stored and then the size of the fields themselves (but I'm thinking the size will be the same after item/materia reallocation due to how I've implemented it).
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: renegadeofunk on 2020-04-07 19:59:37
Cool. I'm really just looking for field item randomization (the model randomization is too much for me lol).

Trying to do a nice little field item + stronger enemies rando, sorta like how randos are in Dark Souls.
Title: Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
Post by: NxK on 2020-04-08 02:14:13
Some more things I noticed (I am using the latest version of Godo v0.4.4):
-giving all enemies a speed of 10 gives them too few turns (I assume this comes from the Enemy swarm but it's a bit too pronounced if you ask me)
-I am not entirely sure how HP for enemies is calculated using the Stronger Enemies option but HP seems still a bit unbalanced (some early enemies suddenly have 10,000HP wheres some bosses don't see their HP increased much, if not even decreased (Jenova-Life has 1032 HP)
-still no drops/steals when using the max drops/steal option, even though checking via PrCloud says 63/63
-using the enemy and boss swarm option checked for 6 still does not spawn some bosses in quantities higher than 1 (Demons Gate, for instance)
-I use the field randomizer as well and some Materia, when picked up, says I get one thing in the text window but I still actually get the default Materia (for instance Steal in the Sewers and Kujata in the Sleeping Forest)
-the elevator screen in the beginning of the game (on the way to Guard Scorpion and back, as well as used again before Air Buster) gave me softlocks for every field models/animations other than the standard ones