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Final Fantasy 7 => FF7 Tools => Topic started by: Squall78 on 2007-11-17 17:15:25

Title: [FF7] Enemies editor - Hojo (1.0)
Post by: Squall78 on 2007-11-17 17:15:25
Hi !

I released my enemies editor : Hojo.

Current version : 1.1

Features :
- edits enemies data : name, level, HP, MP, Exp., AP, gils, strength, speed, defense, mag. def., evade, luck, elements weaknesses, status immunities, manipulation capability, morph item, attacks name, items (dropped/stolen)
- edits battle locations of each formation
- kernel.bin updater tool included
- "Find" function available
- an enemy profil can be created and easily applied on all enemies or on the displayed enemy
- multilanguage program :?:

Screenshots :
(http://img161.imageshack.us/img161/5418/hojo1zf3.th.png) (http://img161.imageshack.us/my.php?image=hojo1zf3.png) (http://img65.imageshack.us/img65/2070/hojo2ib3.th.png) (http://img65.imageshack.us/my.php?image=hojo2ib3.png)


Download link :
http://www.ffheaven.fr/projects/Hojo 1.1.zip (http://www.ffheaven.fr/projects/Hojo 1.1.zip) EDIT: This download URL is out of date. Try http://www.breck-mckye.com/final-fantasy-modding/Hojo%201.1.zip (http://www.breck-mckye.com/final-fantasy-modding/Hojo%201.1.zip) instead - Bosola
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: UTK on 2007-11-17 17:41:47
Great! I'll try it now!
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: UltimaYoshi on 2007-11-18 00:34:54
Instant Download. :-D

Now, if you could remove and add attacks and magic spells from enemies with this program....
This would be the answer to all my problems. :-)
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Akari on 2007-11-18 05:52:08
Instant Download. :-D

Now, if you could remove and add attacks and magic spells from enemies with this program....
This would be the answer to all my problems. :-)

You could copy data from MAGIC, ITEM and LIMIT description to attack data in scene file, add or replace current attack, add attack to script (in case if you add new attack) and it must work. (there is one mo type of action that uses same format data (0xD), but I don't yet understood what it is)
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Squall78 on 2007-11-18 08:24:16
I've planned to add some new features in Hojo, in which a better attack editor ( the current one only allows you to edit attacks name).
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: UltimaYoshi on 2007-11-18 12:29:50
You could copy data from MAGIC, ITEM and LIMIT description to attack data in scene file, add or replace current attack, add attack to script (in case if you add new attack) and it must work. (there is one mo type of action that uses same format data (0xD), but I don't yet understood what it is)
I´m not good at these things. :-(
I tried once, but it either didn´t work or the scene file was messed up.

Quote
I've planned to add some new features in Hojo, in which a better attack editor ( the current one only allows you to edit attacks name).
Thanks, try your best. :wink:
(I already renamed some attacks.)
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Murak Modder on 2007-11-18 18:19:46
would this be able to make a super battle with ruby, ultimate and diamond? if so, you just made my wish came true!  :lol: (well, ruby may or may not work for any super battles)
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Squall78 on 2007-11-18 18:52:20
I suppose it's possible, but the new battle area have to be very large lol.
In a next version of Hojo I will develop the "monsters formation" aspect (with the possibility to change what enemies are in each formation, etc).
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: UltimaYoshi on 2007-11-18 19:06:46
I suppose it's possible, but the new battle area have to be very large lol.
In a next version of Hojo I will develop the "monsters formation" aspect (with the possibility to change what enemies are in each formation, etc).
Sounds like Hojo will be the answer to FFVI´s Multi Editor. :lol:
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: gjoerulv on 2007-11-19 00:51:07
The ultimate editor would include attack, and AI altering as well. I know the AI is a tedious thing. This editor is great though! Just tested it.

1 question though, that you're prob aware of. You know the status immuneties bits are subtracted, not added? e.g: Immune to death would be 0xEF not 0x10.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Squall78 on 2007-11-19 07:36:19
Yes, the status 0xFFFFFFFF means the enemy can be affected by all status. Hojo reads the 4 bytes of the status and substracts the right bit if you check a box (and adds it if you uncheck the box).  :wink:
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: The Skillster on 2007-11-20 13:14:54
Looks good, I hope you can tab through all those options - so you dont need to use the mouse much!
That would be handy if you have to edit 200 scene files...
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Squall78 on 2007-11-20 13:18:14
Yes I have used tab capability. You can go through options merely using tab.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: UltimaYoshi on 2007-11-20 15:19:57
Well, I updated the spell names of enemies.
Aka 2,3 names to ra, ga names.

I just hope you can finish the attack script editing feature ASAP. :wink:
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: gjoerulv on 2007-11-20 23:55:03
Well, I updated the spell names of enemies.
Aka 2,3 names to ra, ga names.

I just hope you can finish the attack script editing feature ASAP. :wink:

I don't think it will work changing the names that both you and the enemies can use, not including manip. Those names are stored in the kernel too, and it seems the game loads from the kernel when these actions are called upon. At least you don't have to change the name if you manage to e.g change ice to fire. Actually you barely have to alter the attack data in the scene at all. All you really need to do is to change the attack ID which should be at 2 places, not including the AI. In the AI you must find the ID which usually comes after 0x60 or 0x61, and is usually followed by 0x92.

To simply change the ice, fire, bolt etch names simply use THEIO and load the kernel2.bin.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: UltimaYoshi on 2007-11-21 21:13:22
Nope, it worked well.
The scenes weren´t messed up, so renaming attack names is possible here.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: gjoerulv on 2007-11-24 15:07:38
I doubt not. But It would be way easier to just change 'em in the kernel. There all the spell names are stored. When I change the enemies attack I don't bother to change those which already has a path in the kernel, cause the effect doesn't change that way. I have changed the names too. What do you think:

The obvious:

Cura - Curaga
Fira - Firaga
Blizzara - Blizzaga
Thundara - Thundaga

And on to the not so obvious...

Stone (quake) - Stonara - Stonaga
Bio - Biara - Biaga (kinda lame, I dunno)
Demi - Demara - Demaga (lame?)

Aero3 must be changed in the scene. Obviously 'cause it doesn't exist in the kernel.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: UltimaYoshi on 2007-11-24 16:31:04
I already changed the kernel magic names, but it didn´t affect the spell names of the enemies.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Akari on 2007-11-24 17:17:49
That's right. Names for enemy action with id 0x20 (most usually used action) defined in scene file.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: The Skillster on 2007-11-24 17:35:14
That would make more sense, why have to externally referrence kernel data when it would be simply to recreate all the attack info in the scene file - not good programming but remember FF7's programmers were VERY lazy.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: kruci on 2007-11-24 20:15:28
in kernel are attack of characters, but in scene.bin is attack of mosters. Monsters have names of attack which are not in kernel.
This way can each mosnter have different name of attack(but same effect...)
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: gjoerulv on 2007-11-24 21:03:22
:? :? :?

Sorry to disappoint you, but I know I'm right on this. ALL the magics you share with the enemy - magics and enemy skills - can be named in the KERNEL2.bin file. Try it! Replace your modded Scene.bin with the original. Then enter the Kernel2.bin file and rename the spells. Enter the game and face an enemy with the spell you renamed. VOILA! There you go!

in kernel are attack of characters, but in scene.bin is attack of monsters. Monsters have names of attack which are not in kernel.This way can each monster have different name of attack(but same effect...)

Yes only attacks YOU can't use (not including manipulate) must be renamed in the scene. All others can be renamed in the kernel2.bin. It's as simple as that.  :-D
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: UltimaYoshi on 2007-11-24 21:10:23
The kernel ONLy allows you to edit names of attack YOU use, but not the ones enemies use.
Enemy skills you use =/= enemy skills enemies use and magic spells you use =/= magic spells enemies use.

Hope you understand.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: gjoerulv on 2007-11-24 21:22:14
You play on PC or Playstation? I know I'm right. I just checked - again - to make sure. Did you try what i suggested? Not the Kernel.bin, but kernel2.bin!

Well... At least it works for me...
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: UltimaYoshi on 2007-11-24 22:46:18
I edited attack names in kernel2 and it only affected the names of my characters.

Example: I renamed Big Guard to Mighty Guard.
The enemy skill I used was named Mighty Guard.
However, if enemies used it, is was still named Big Guard.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: gjoerulv on 2007-11-24 22:55:24

The kernel ONLy allows you to edit names of attack YOU use, but not the ones enemies use.
Enemy skills you use =/= enemy skills enemies use and magic spells you use =/= magic spells enemies use.

Hope you understand.

I understand what you mean but that is wrong. They are the same, BUT an attack can use the same animation have the same name and yet cause a different effect. That, however, requires the attack to have another ID than what was intended.

I'll make an example: An enemy uses Fire. The ID for Fire (the magic both you AND the enemy can use) is 0x00 1B. That ID is stored in the enemy data section in the Scene.bin. It's also stored after the attack data section to decide which attack the ID belong to (in order). Before the enemy use the attack the following order of bytes is placed in the AI: 60 20 60 1B 92.
Notice the bold part. The upcode 0x60 pushes one byte to the stack of the AI script. 0x00 1B is the Fire ID. But it pushes only 1 byte on the stack, not 2 (WORD). All attack IDs you don't share with the enemy, including manip attacks, are 2 bytes. In order to change the effect of fire, it doesn't help one bit to alter the Attack data of fire in the scene. You must alter it in the Kernel. HOWEVER, you can change the ID in all the places it is stored.  That way you can make your own version of Fire. Lets say you changed the ID to 0x01 01. Then you have to change the upcode as well in order to make it push 2 bytes (WORD), not just one. The AI becomes: 60 20 61 01 01 92.

This is how it works for me anyways. I dunno if I have some unique files or whatever. I play on PC. I have checked, double checked and 100x checked. You can't alter attacks with ID 0x00 xx.

I edited attack names in kernel2 and it only affected the names of my characters.

Example: I renamed Big Guard to Mighty Guard.
The enemy skill I used was named Mighty Guard.
However, if enemies used it, is was still named Big Guard.

Well I managed to do it. And I haven't changed a single name in the scenes. Try my Kernel2: http://www.speedyshare.com/190627846.html (http://www.speedyshare.com/190627846.html)
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: UltimaYoshi on 2007-11-24 23:17:39
I know what you mean.... but it doesn´t work for me.
When I edit kernel2, it only affects my characters, while the scene only affects enemies.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Akari on 2007-11-25 04:19:36

The kernel ONLy allows you to edit names of attack YOU use, but not the ones enemies use.
Enemy skills you use =/= enemy skills enemies use and magic spells you use =/= magic spells enemies use.

Hope you understand.

I understand what you mean but that is wrong. They are the same, BUT an attack can use the same animation have the same name and yet cause a different effect. That, however, requires the attack to have another ID than what was intended.

I'll make an example: An enemy uses Fire. The ID for Fire (the magic both you AND the enemy can use) is 0x00 1B. That ID is stored in the enemy data section in the Scene.bin. It's also stored after the attack data section to decide which attack the ID belong to (in order). Before the enemy use the attack the following order of bytes is placed in the AI: 60 20 60 1B 92.
Notice the bold part. The upcode 0x60 pushes one byte to the stack of the AI script. 0x00 1B is the Fire ID. But it pushes only 1 byte on the stack, not 2 (WORD). All attack IDs you don't share with the enemy, including manip attacks, are 2 bytes. In order to change the effect of fire, it doesn't help one bit to alter the Attack data of fire in the scene. You must alter it in the Kernel. HOWEVER, you can change the ID in all the places it is stored.  That way you can make your own version of Fire. Lets say you changed the ID to 0x01 01. Then you have to change the upcode as well in order to make it push 2 bytes (WORD), not just one. The AI becomes: 60 20 61 01 01 92.

This is how it works for me anyways. I dunno if I have some unique files or whatever. I play on PC. I have checked, double checked and 100x checked. You can't alter attacks with ID 0x00 xx.

I edited attack names in kernel2 and it only affected the names of my characters.

Example: I renamed Big Guard to Mighty Guard.
The enemy skill I used was named Mighty Guard.
However, if enemies used it, is was still named Big Guard.

Well I managed to do it. And I haven't changed a single name in the scenes. Try my Kernel2: http://www.speedyshare.com/190627846.html (http://www.speedyshare.com/190627846.html)

There are split in code for attacks with id 0x0-0x38, 0x39-0x48, 0x49-0x60, 0x60-0xXX. Maybe this is for data from where to load names?
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: gjoerulv on 2007-11-25 07:30:45
The manip menu loads from the scene file. The actual attack loads from the kernel. In other words, when maniping an enemy, the names in the menu will not change unless you do it in the scene. However when the enemy cast the magic, it will load from kernel, thus diplaying what it is named there in the top of the screen.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: The Skillster on 2007-11-25 13:47:31
Are you two doing completely different things? There must be some differences if you cant reproduce the same effect?
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: gjoerulv on 2007-11-25 21:27:11
We talk about the same. How to change the attacks names of the enemy. If anyone could download the Kernel2.bin in the 1st post on this page and clear this up it would be great.

After downloading, backup you original Kernel2.bin and use mine. Then enter the game and fight Beachplugs on the shores (beach) near Costa del Sol. Manipulate one. On the manip menu it should say: Bite, Ice, Big Guard. Cast ice. When Beachplug use it, it should say Blizzard in the info window on the top of the screen.

This is if you haven't already changed the names in the scene. Then it would say -in the manip menu- what you changed 'em to.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: UltimaYoshi on 2007-11-25 22:15:30
Argh, can we please drop this?
I dun want this topic to drown in spam. :-(
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: gjoerulv on 2007-11-25 22:39:14
Relax! I'm not trying to prove you wrong or anything. I just want to clear up why there is a difference in our files (if any). It would help me a great deal when altering the scenes. But you're right, it's off topic. I'll start a new thread in gametweeking I guess...
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: warbaque on 2007-12-18 02:53:17
Quote
I've planned to add some new features in Hojo, in which a better attack editor ( the current one only allows you to edit attacks name).

Quote
In a next version of Hojo I will develop the "monsters formation" aspect (with the possibility to change what enemies are in each formation, etc).

Yay, new features.

It seems very nice already atleast from what I've tried it.

How do you check and calculate status weaknesses? If at all.
Corvette, for example, takes 2x damage from confusion based attacks. Your editor shows (none) x2 in Elements. I don't remember if there are other enemies with similar "special atributes".
edit. I became curious how many enemies like that there is in total. Final answer is (or should be if I didn't miss any) 8:
Sword Dance, SOLDIER:3rd, and before mentioned Corvette have status weakness for confuse
Palmer has status weakness for sleep
Ghost, Zenene, Ghost Ship, and Dragon Zombie absorb death
edit2.
Also hidden elemental isn't mentioned. Though there's only 1 monster which is affected by this elemental, cactuar who is immune to it. But I think it should be included just because it exists like cut, hit, punch, shout, and shoot.

I noticed that in second and third enemy in each file 1-256 under Manipulation there reads "Can be manipula" instead of "Can be manipulated"

But other than those two I haven't found anything distracting. Great program.

I can hardly wait to see attack and formation editing featured in future releases.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: The Black-caped Man on 2007-12-19 13:16:30
Great editor but as far as I can see the only difference to scenester is the status immunity function. I would appreciate if the attack editor was finished quickly so we are finally able to change attacks without hex editing
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: warbaque on 2007-12-19 15:24:44
as far as I can see the only difference to scenester is the status immunity function.

Scenester includes already formation editing and Hojo has better gui in my opinion (search function for example) and status immunity function which you already noted.

But you're right. There are only minor differences.

Neither Hojo nor Scenester include statuses as elements as they are treated in few occasions, corvette and zenene for example, and 'hidden' elemental isn't mentioned.

But after attack data and formation editing have been included in Hojo it should become "the ultimate" enemy data editing tool.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: gjoerulv on 2007-12-23 12:41:31
Also if you add an AI editor. That is the most tedious part when editing.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: ARMs on 2007-12-23 21:57:10
That would be cool if it can be done.   Though i would imagine it might be as hard to program as Kimira.   Actually i have no clue but it would be much harder then anything done on these program so far.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Squall78 on 2008-03-05 21:08:13
Hi there !

I've released a new version of Hojo : 1.1.

Changes :
- now Hojo can recognize 3 new elements : Unknown (0x0F) (used by Cactuar for example), Death (0x20) (used by Zenthe for ex.), Sleep (0x22) (only used by Palmer) and Confusion (0x26) (used by SOLDIER : 3rd for ex) and 1 new effect : 'Nerver miss' (0x01) (always combined with 'Punch' element on 3 or 4 enemies).
- errors fixed in the LNG file

Download link :
http://www.ffheaven.fr/projects/Hojo 1.1.zip (http://www.ffheaven.fr/projects/Hojo 1.1.zip)

Ooh.... and please, if you translate Hojo (by copying and editing the LNG file) please, send me your new LNG file :). It will be joined with the program. Thanks.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Ragna on 2008-03-06 15:14:54
Here you have, I translated it into Spanish:

http://rapidshare.com/files/97583998/spanish.lng.html
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: gjoerulv on 2008-03-12 02:40:20
Are there something concerning the scene.bin you don't understand. Like attacks, battle setup etc. I might be able to help you if you don't. By the looks of it you seem to have plenty knowledge.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: LJH on 2008-03-22 15:49:50
Even just being able to automatically insert the AI script, even if we still have to write it ourself, would be nice.

Just so we can edit that (and attack data) without having to mess around with a hex editor.

(Exactly what I mean is, even if we still have to write the code, but the program inserts it in the right place and puts in the pointers and stuff)
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Lag.Com on 2008-04-19 21:03:39
I wrote a (BASIC-like language) to FF7-AI code compiler, but it is quite primitive so far.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: LJH on 2008-04-21 02:42:38
I wrote a (BASIC-like language) to FF7-AI code compiler, but it is quite primitive so far.
DO WANT!!!
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Lag.Com on 2008-04-21 11:09:09
Ergh, would you believe it...

I was having some problems with the drive I have most of my code on a while ago, but now they seem to have cleared up. However, the one source file that deals with my BASIC implementation (ai_basic.py) has been corrupted beyond repair. Isn't that typical? However, I can release my old compiled version (http://lag.thps3.net/temp/ff7mod_1.1.zip) of 'ff7mod', a command-line util for changing most kernel and battle parameters. Yes, it includes the FF7AI-BASIC compiler.

Read the readmes, and ask me any questions. If it's deemed useable by people other than me, I'll make a new topic about it. And if I can be bothered, I'll try and rewrite my ai_basic.py script. :)
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: LJH on 2008-04-21 11:33:14
Hm, I might be able to make something if anyone can give me a detailed and simple to understand explanation of how the AI scripting works...

I don't quite understand your script language, either, sorry...
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Lag.Com on 2008-04-22 22:45:00
The 'script language' is just Python, that's why it's saved in .py files

The AIBASIC-FF7 language is pretty much fully documented in the txt files, I don't know what help I could give you with that.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: LJH on 2008-04-23 08:24:51
I don't really understand it even through that.
Perhaps a few example scripts, explained well through comments, would help... I often find this easier to learn off...

(The provided scripts don't exactly explain what they do and why)
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: gjoerulv on 2008-04-24 22:09:45
Here are some AI examples I've jotted down while creating enemies. Some is Norwegian but you should be able understand.

Code: [Select]
FORVOKSE FIENDER
12 60 20
11 [98 40]
80
02 60 20
01 [98 40]
80
60 0A
30
90


  :::::Adresser:::::
ATTACK (str)
4068h

MATTACK
4070h

DEF
4100h

HP
4160h Current - 4180h Max

Physical Immunity
4028h

Magical Immunity
4029h

MDEF
4110h

EXP
4020h

Target able
4023h (01h = on, 00 = off)
h
AI Main
4024h (01h = on, 00h = off)

STATUS
4000h = death (60h 01h = true)

DEX
40A0h

Last attacker Mag
40F0h

Last att General
40D0h

MP
4041h
::::Skripter:::::
:::80 = (AND):::

RANDOM NUMBER (if XX MOD random nr 0-65535 == 0 GOTO ZZ ZZ)::::
81(random)| 60(byte 61 = WORD 62 = DWORD), XX| 34(MOD)| 52(NOT)| 70 ZZ ZZ|
END END END

Checks if Current Hp is under MAX HP/XX*YY. (if not GOTO ZZ ZZ)::::
02, 60 20| 03, 60 41| 80(AND)| 02, 60 20| 03, 80 41| 80| 60, XX| 33 (div)| 60, YY| 32 (mul)| 43(<=)| 70, ZZ ZZ|
END END END

Checks if Current Mp is enough to cast ID. (if not GOTO ZZ ZZ)::::
02, 60 20| 02, 40 41| 80| 60, ID (or 61 ID ID)| 86 (get mp cost of ID)| 42(>=)| 70, ZZ ZZ|

Execute ID on target::::
12, 70 20| 02, A0 20(20A0 = opponents)| 60, 20| 60, ID (or 61, ID ID)| 92(Run ID)| (often after an ID is executed it jumps to the end of the AI: |72, ZZ ZZ|)

Set target (1 or all) and execute ID and::::
12, 70 20| 02, A0 20| 82 (only if 1 target, if all; skip this)| 90| 60, 20| 60, ID (or 61, ID ID)| 92|
NOTE: Switching between 1 and all targets only works if Target byte in attack data is 0x0F. Default works as 1.
END END END

(counter) Attack the target's last attacker::::
02, 60 20| 02, D0 40| 80| 90| 60, 20| 60, ID (or 61, ID ID)| 92|-> set Row 12, 60 20| 10, 28 40| 80| 90|
END END END

Sets counter (Not as in counter attack) to address YY YY and counter = random(0.. (X - 1))::::
11(push value), YY YY| 81(random)| 60, XX| 34(MOD)| 90|
END END END

If counter (Not as in counter attack) from address YY YY isn't XX (XX) GOTO ZZ ZZ::::
01(load address), YY YY| 60, XX (or 61, XX XX)| 71 ZZ ZZ| 
END END END

Checks if target got status 40 XX (where 00 is death etc) If not GOTO ZZ ZZ:::
02, 70 20 (if check is on self: 60 20)| 00, XX 40| 80| 60, 01 (00 if the check for which status it doesn't have)| 40(==)| 70 ZZ ZZ| 
END END END

Checks if address XX XX is "checked/used". If not GOTO ZZ ZZ
00, XX XX| 52| 70, ZZ ZZ|
END END END

Self = 0000 Cloud = 0020
12,00 00| 02, 60 20| 90| 12, 20 00| 02, 50 20| 01, 60 40| 80| 60, 10| 40| 90|
END END END

Set Cloud as self use attack (0020 = CLoud (se '2050' over) 0000 = target)
12, 60 20| 02, 20 00| 90| 12, 70 20| 02, 00 00| 90| 60, 01| 60, 00| 92|
END END END

self immune to Phys (4029h Mag)
12, 60 20| 10, 28 40| 80| 60, 01| 90|
END END END


Target = 1 random opponent
If (Target Current HP == Target Max HP)
{
if(1/2)
PrintMessage("Estuans interius ira vehementi");
else
PrintMessage("Sors immanis Et inanis");
Target Current HP = 0;
}
Else
{
PrintMessage("Veni, veni, venias, Ne me mori facias");
Target Current HP = Target Max HP;
}

12, 00 00| 02, A0 20| 82| 90|
If: 02, 00 00| 03, 60 41| 80| 02, 00 00| 03, 80 41| 80| 40(==)| 70, YY YY(GOTO ElseY)|
If: 81| 60, 02| 34| 52| 70, XX XX(GOTO ElseYX)|
93 (Estuans interius ira vehementi) FF| 72, AA AA|
ElseX: 93 (Sors immanis Et inanis) FF|
AA AA: 12, 00 00| 13, 60 41| 80| 60, 00| 90| 72, ZZ ZZ(GOTO End)|
ElseY:
93 (Veni, veni, venias, Ne me mori facias) FF|
02, 00 00| 13 ,60 41| 80| 02, 00 00| 03, 80 41| 80| 90|
End: 73|

END END END END END END END END END END END END END END END

If(1/4)
Use Beak;
Else if (1/8)
Use Hell Charm;
Else if(1/16)
Use HC all;
Else
PrintMessage("Qwim's taking a break...");

81| 60, 04| 34| 52| 70, XX XX|
12, 70 20| 02, A0 20| 82| 90| 60, 20| 61, 01 01| 92| 72, ZZ ZZ|
81| 60, 08| 34| 52| 70, XX XX|
12, 70 20| 02, A0 20| 82| 90| 60, 20| 61, 02 01| 92| 72, ZZ ZZ|
81| 60, 0F| 34| 52| 70, XX XX|
12, 70 20| 02, A0 20| 90| 60, 20| 61, 02 01| 92| 72, ZZ ZZ|
93 (Qwim's taking a break...) FF| 73|

END END END END END END END END END END END END END END END END

SETUP:::::::::::::::::
Selve's 4278 = 150;
Count = 0;
END:::::::::::::::::::

MAIN:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
If(Self MP <= 1/4 AND Count < 3)
{
Use Hyper Ether on Self;
Count += 1;
}

Else If(Any ally have Reflect, Slow or Stop AND 1/4)
Use DeSpell on target(s);

Else If(Any opponent have either Shield, Regen, Barrier, Mbarrier or Haste AND 1/3)
Use DeSpell on Target(s)

Else If(Any ally have either Darkness, Mini, Confuse, Silence, Berserk, Paralyzed, Petrify or Slow-Numb AND 1/2)
Use Esuna on target(s);

Else If(Any ally have Poison Status AND 1/2)
Use Poisona on target(s);

Else If(1/2)
{

If(Self doesn't have Barrier, Mbarrier, Shield or Resist and 1/3)
{
if(1/2)
{
Use Wall on self;
Use Resist on self;
}

Else
{
Use Shield on Self;
Use Resist on self;
}
}

Else If(Self doesn't have Shield, Haste or Resist and 1/2)
{
Use Haste on self;
Use Resist on self;
}

Else If(Self doesn't have Shield, Regen or Resist)
{
Use Regen on self;
Use Resist on self;
}

Else
{
If(1/2)
Use Phy1 on random opponent;

Else
use Phy2 on random opponent;
}
}

Else If(Selve's HP <= 1/4 AND 1/2)
Use Fullcure on Self;

Else
Use Ultima on all opponents;
END::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

END END END END END END END END END END END END END END END END

IF self = self A, else GOTO XX XX and keep var X(the 1st in stack)
02, 60 20| 01, 60 40| 80| 60, 00 (00 = A, 01 = B etch)| 71, XX XX
END END END

If self != SHIELD cont Barrier
== GOTO ATTACK
If self != Barrier & MBarrier cont HASTE
== GOTO ATTACK
If self != HASTE cont Regen
== GOTO ATTACK
If self != Regen cont Resist
== GOTO ATTACK
If self != Resist GOTO rand Buffer
== GOTO ATTACK
If(1/4) Shield END != Next etc...
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: auxili160 on 2008-06-13 02:34:45
Just wondering if anyone has encountered bugs. For a scene editor, this program seems pretty good (seems better than sceneeditor and scenester so far).

Edit: How come Hojo doesn't let you edit the formations? Maybe I'm missing something. Could someone tell me how to edit enemy formations by using hojo?
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Squall78 on 2008-06-15 20:29:46
Hi auxili160

Currently, it's not possible to edit enemies' formations. I've planned to add this feature in a future version of Hojo.

Thanks for using Hojo :)
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: auxili160 on 2008-06-16 02:23:29
No problem. :P

Also, any plans of adding a copy+paste feature (like scenester)? This would let us copy an enemy from one battle set to another.
For example, instead of modifying the four kalm fang enemies that you encounter in the midgar area, you can simply edit one of them and copy+paste the enemy stats into the other kalm fangs in the area.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: The Skillster on 2008-06-18 01:10:39
Looking good! Keep up the good work.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: auxili160 on 2008-06-18 03:18:44
Oooo, I just realized that this is the only editor so far that lets you edit enemy status effect immunities. I don't think Scenester has this, and SceneEdit is (sorry) useless due to the potion bug so I haven't bothered trying it any more.

All this needs is a copy+paste and formation editor and I'll cream somebody's pants (likely my own).
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: SephirothClone on 2008-06-30 13:09:33
Would this editor be able to make the final 3 bosses (Jenova, Bizzaro Seph, and Seraph/Safer Sephiroth) more threatening with better HPs and stuff. Fact is by the time ure done with FFVII 1-2x Omnislash just finish off Safer Sephiroth which is embarassing.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: DLPB_ on 2008-10-25 06:52:55
This might have been answered

I see that "leg" is a component of emerald weapon?

Can we deduce that this was going to be an additional feature of Emerald Weapon along with his eyes?

and can anyone confirm that safer sephiroth was a translation error?
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Ragna on 2008-10-28 15:21:09
The "leg" part from Emerald Weapon is here only for battle script purposes.
And for the "Safer Sephiroth" mistranslation I am unsure, but, Bizarro
was meant to be Rebirth (it could be Reverse too, but this has no sense).
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Kudistos Megistos on 2008-10-28 16:10:34
I've heard that "Safer Sephiroth" was meant to be "Seraph Sephiroth", although these people (http://www.nationmaster.com/encyclopedia/Safer-Sephiroth#Names) think that it was meant to be "Sepher". It certainly wouldn't be the only mistransliteration in the game: there is "Helletic (Heretic) Hojo" and "Midgar Zolom" (Midgardsorm(r) (http://en.wikipedia.org/wiki/Old_Norse_orthography#Animals)) as well.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: DLPB_ on 2008-10-30 16:40:08
Yes,  I feel pretty damn sure now that it is sepher.  Sepher means book and sephiroth numbers.  A book from the bible.  Not just that the sound is similar "sepher" and "safer"  <obvious romanising issue.

What is annoying though is that sepher sephiroth's appearence is modelled after a seraph lmao.

I will certainly be renaming all these mistakes using your great program for my walkthrough.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: NFITC1 on 2008-11-05 12:12:47
What is annoying though is that sepher sephiroth's appearence is modelled after a seraph lmao.

I'm glad they didn't try to call him something like "Seraph Sepher Sephiroth". Wow! Talk about a tongue-twister. Although I'm of the camp that things it should have been "Savior Sephiroth".

Squall78: I can work with you in integrating an attack editor into Hojo. My work with Wall Market has been quite fruitful and I did make a basic enemy attack viewer for the purpose of figuring out more damage formulas and special effects.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: LJH on 2008-11-08 05:13:32
"Saviour Sephiroth" is quite believable, as "Safer" could have been a gramatical error, trying to say something along the lines of "one who safes".
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: DLPB_ on 2008-11-08 14:29:50
yes but sepher is similar to safer (romanisation error) and means "book"  sephiroth "numbers"

"book of numbers"  That is more than likely what it was intended to be
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Tyler_Wu on 2008-11-27 18:32:58
Wow I feel so stupid, I'm sure most of you already know this but I just figured out that you can use the control-f  function thingy with HOJO, so it is much, much easier to edit all the enemies with the same name but different formation.

Just wanted to share this incase anyone out there doesn't know (doubt it)
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: riryoku on 2008-12-09 17:56:21
Hi.

Thanks Squall! I was jumping for joy when I found this program. I was hoping to create a FF7 game in which you gain no experience from any monster or boss in the game. So I downloaded this and got to work setting all EXP values to a big fat 0!

Unfortunately, somethings gone wrong and now none of my scripted battles are what they're supposed to be.  :| The first two guards that you have to fight on the station platform have been replaced by a single Guard Hound that back attacks me. The two guards now appear in place of Guard Scorpion in the first boss battle and if you wander around in the area with the first save point, Guard Scorpion can now be found as a random encounter and can be faught multiple times like any other encounter.

I can ensure you the only thing I touched was the EXP. Nothing else was altered in any way.

I can't imagine this being a bug since nobody else has reported anything similar. Though I was wondering if Im doing something wrong or if I have to edit another file to ensure the scripted battles are what they were intended to be?

Thanks to anyone who can help me.  :?
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Armorvil on 2008-12-09 18:33:34
Hi.

Thanks Squall! I was jumping for joy when I found this program. I was hoping to create a FF7 game in which you gain no experience from any monster or boss in the game. So I downloaded this and got to work setting all EXP values to a big fat 0!

Unfortunately, somethings gone wrong and now none of my scripted battles are what they're supposed to be.  :| The first two guards that you have to fight on the station platform have been replaced by a single Guard Hound that back attacks me. The two guards now appear in place of Guard Scorpion in the first boss battle and if you wander around in the area with the first save point, Guard Scorpion can now be found as a random encounter and can be faught multiple times like any other encounter.

I can ensure you the only thing I touched was the EXP. Nothing else was altered in any way.

I can't imagine this being a bug since nobody else has reported anything similar. Though I was wondering if Im doing something wrong or if I have to edit another file to ensure the scripted battles are what they were intended to be?

Thanks to anyone who can help me.  :?

This is a well known "bug", actually - and Hojo was made with this problem in mind. You see this "Update Kernel File" option, when you click on File ? Well, this option will fix this problem. You just need to put your KERNEL.BIN file in the same folder as your SCENE.BIN, select this option, and voilà ! The battle formations will be fixed :-)
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: riryoku on 2008-12-09 19:18:30
Thanks you very much, I didn't know. ^^ I'm not very knowledgable when it comes to these things.

Though when I select 'update kernal file' I get an error simply saying 'An error occured during kernal file updating'. I tried updating the kernal file in its original folder and in the folder where my scene.bin is located and then I tried again in a completely seperate folder for the sake of it. Tried running as administrator, it was the only other thing I could think of but that didn't help. Took a nosey on google as well to see if I could find whats wrong but no results.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Armorvil on 2008-12-09 19:54:59
I'm not sure, but are you playing the PC version ? If that's the case, try with the Kernel2.bin file too. I don't have the PC version as I'm always modding the PSX one, so I'm not sure if Kernel2.bin has something to do with it.

Otherwise, I have no clue what the problem is.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: riryoku on 2008-12-09 20:04:33
Yep, I'm playing the PC version. I tried changing kernel2.bin also but I still get the same error.

Well thanks for your help anyway.  :-) Hopefully someone else has an idea that will work.

Edit: I feel really silly since I know so little about these files and how they work. Something else I noticed that I thought I should mention is that there is a lot of extra files in my data\kernel folder. There is kernel.bin and then kernel.bin0 up to kernel.bin26 and then kernel2.bin with an extra 9 to 26. I checked my backup data files from before I started modding and the kernel folder there does not have all these extra files. Though I tried updating the kernel.bin in my backup folder and still got the error. I'm not sure if this is any extra relevant information but I also get an error while trying to compile a LGP file using LGP tools saying 'stream read error'.

Should I create a new topic elsewhere for this matter? I didn't expect it to be this much trouble and I don't want to spam this thread if this matter should be elsewhere.

Man, I'm so anxious to get playing this. Hehe.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: NFITC1 on 2008-12-10 02:22:11
Yep, I'm playing the PC version. I tried changing kernel2.bin also but I still get the same error.

Well thanks for your help anyway.  :-) Hopefully someone else has an idea that will work.

Edit: I feel really silly since I know so little about these files and how they work. Something else I noticed that I thought I should mention is that there is a lot of extra files in my data\kernel folder. There is kernel.bin and then kernel.bin0 up to kernel.bin26 and then kernel2.bin with an extra 9 to 26. I checked my backup data files from before I started modding and the kernel folder there does not have all these extra files. Though I tried updating the kernel.bin in my backup folder and still got the error. I'm not sure if this is any extra relevant information but I also get an error while trying to compile a LGP file using LGP tools saying 'stream read error'.

Should I create a new topic elsewhere for this matter? I didn't expect it to be this much trouble and I don't want to spam this thread if this matter should be elsewhere.

Man, I'm so anxious to get playing this. Hehe.

Were you using WallMarket too? That will create those files. Hojo might as well, I've never used it. Ignore them. They're harmless. :) I don't know where Hojo needs the kernel.bin, but the only place the game will recognize it is in the data/kernel directory. The problem you're having is because the Scene look ups are incorrect.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: riryoku on 2008-12-10 11:54:27
Ooh your mentioning of wall market gave me an idea. There must have been something wrong with my original kernel.bin file somehow, but after I created a new kernel and kernel2 using wall market, Hojo successfully updated!  :lol:

Thank you~! I can finally get playing!  8-)
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: darkvadd7 on 2009-05-27 06:54:40
Will be possible to change dialogs in battles, like versus the Scorpion Guard ?
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Kudistos Megistos on 2009-05-27 07:35:29
Nope, you have to use ProudClod (http://forums.qhimm.com/index.php?topic=7928.0) for that, since battle dialogue is in the AI scripts.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: darkvadd7 on 2009-05-27 07:50:30
Ok, thanks !
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: musaru on 2009-06-04 20:43:50
Is there any way with this editor to say put more bosses into one battle like in this video :

http://www.youtube.com/watch?v=uL7017hdubU

I'm trying to work with this editor... but everything is confusing me. I can't read most of the stuff >.>

For instance :

What is êúô0(äñ) for example? that's basically all i'm seeing..
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Kudistos Megistos on 2009-06-04 20:59:48
Is there any way with this editor to say put more bosses into one battle like in this video :

http://www.youtube.com/watch?v=uL7017hdubU

I'm trying to work with this editor... but everything is confusing me. I can't read most of the stuff >.>

For instance :

What is êúô0(äñ) for example? that's basically all i'm seeing..


As the maker of that mod (http://www.youtube.com/watch?v=5BqI3y4uzF0), I can tell you that you can't do it with Hojo. :mrgreen:

To make mods like that, you need to use a hex editor and edit the two bytes at 0x02 of the battle setup (http://wiki.qhimm.com/FF7/Battle/Battle_Scenes#Battle_Setup_1_format) for the formation you're editing (there are four records in each scene file (http://wiki.qhimm.com/FF7/Battle/Battle_Scenes#Data_file_format), corresponding to the four battle formations (http://wiki.qhimm.com/FF7/Battle/Battle_Scenes#Battle_Formation_Data)). The two-byte value you need to put in the is formation ID of the battle you want to fight after winning the one you're editing. There's some info about it in this thread (http://forums.qhimm.com/index.php?topic=8198.0).

AFAIK, those weird characters are the names of what's left of the test monsters that you can fight in the original Japanese version of the game. Don't worry about them.

P.S. - You must be editing the individual uncompressed scene files, not the compressed scene.bin. Use scene reader (http://spinningcone.com/ff/stormmedia/projects/SceneReader.zip) to decompress the scene.bin file, edit the scene file you need to edit with a hex editor, then recompress the files (make sure to close the hex editor first).

P.P.S. - I apologise if everything I have said in this post sounds meaningless  :-P
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Chrysalis on 2009-06-06 18:12:47
thanks, using sceneedit and scenereader was rather cumbersome.

All we need now is a gui editor that can alter AI, seems at the moment need to use hex editor and know all the raw code values.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Kudistos Megistos on 2009-06-06 18:46:11
AI editor (http://forums.qhimm.com/index.php?topic=8481.0)?

And don't throw scene reader away just yet; there are still a few things for which we need hex editors, such as formation editing, changing the enemy model IDs and playing around with the battle setups.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: chocofeather on 2009-09-18 02:29:06
Anyone have any idea why Stardust March move by Gighee and Christopher is not showing up here?
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: sl1982 on 2009-09-18 02:41:00
It must have to do with you reviving dead threads
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: chocofeather on 2009-09-18 03:43:03
It must have to do with you reviving dead threads

This is ontopic as it might be a bug in his program.  If you have nothing constructive to add, don't post.  Smart ass comments don't do any good.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: titeguy3 on 2009-09-18 05:07:27
We're all braindead disrespectful trolls here, remember? If you don't love that about us, then stick to your break off forums.
[/offtopic even though you're not worth it]
it's shows up at "High Low Suit" IIRC. It just has the same animation as Southern Cross.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: chocofeather on 2009-09-18 13:14:52
Start doing your own research, you lazy git.

Thanks for info.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Xeeynamo on 2009-11-05 21:29:46
I've a problem... Why if I edit most scenes, the size of scenes.bin increase of 8kb? >_<
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Kudistos Megistos on 2009-11-06 12:28:41
I've a problem... Why if I edit most scenes, the size of scenes.bin increase of 8kb? >_<

I'm not sure whether this is the reason, but I believe that the scene.bin is actually a compressed file made up of 256 8KB files, so that might explain why size increases are in 8KB increments. Why your scene.bin is getting bigger at all is a different question; perhaps you're adding too much data to the files, perhaps something else is going on (I'm sure there's someone out there who has a better idea than me).

If you're using the PC version of the game, that size increase won't actually matter too much, but if you are editing a PSX ISO, even a small increase in the size of a file will mess everything up.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: NFITC1 on 2009-11-06 13:19:03
I'm not sure whether this is the reason, but I believe that the scene.bin is actually a compressed file made up of 256 8KB files, so that might explain why size increases are in 8KB increments. Why your scene.bin is getting bigger at all is a different question; perhaps you're adding too much data to the files, perhaps something else is going on (I'm sure there's someone out there who has a better idea than me).

Close, but the scene.bin is divided up into 1-16 GZipped scenes in 8K blocks. If the size of one compressed scene would make a block larger than 8K that scene is moved to the beginning of the next block (they're all in sequence). That would displace the ones that exist in that block. That displacement "trickles down" until a displaced scene finds a block that it can go into without making it larger than 8K.
In Xeeynamo's case, enough scenes were moved that needed to make a new block. Since these blocks have to be 8K in size it just got that bigger. Yes, you added just enough to various scenes to make them displace like that all the way to a new block. They're pretty delicately squeezed in as they are.

The PC scene.bin can be anywhere between 128K and 2M in size. Not saying that anything larger/smaller than that would fail, that's as large/small as it CAN be.
The PSX's scene.bin can be no larger than 264K because of size restrictions.
Title: Re: [Release] Hojo 1.0 - enemies editor
Post by: Bosola on 2009-11-06 20:48:26
At least there's plenty of redundant data in each PSX scene file.
Title: Re: Hojo 1.0 - enemies editor
Post by: LostWingx on 2010-09-17 23:03:55
So I am having some newb trouble with Scene Editing. If i change anything at all then when I get into a battle Data Error skip battle just comes up.  I've modified the kernel quite a bit.  Based on what i've read here i am going to get Fresh files all around (except for my kernel pieces), make sure Kernel.bin and Scene.bin are in the same folder with Hojo, and make sure i update the kernel.  My question is....what order should i do this is?  Do i need to have a fresh kernel for Hojo to update? Should i Update the Fresh kernel then apply a changes patch with wallmarket?  I'm sorry for being totally inept at this, but I'm going to school for Psychology not software engineering or whatever this is and I really only started this work recently.
Title: Hojo 1.1 Date Error Scene: 300/Code: 38 (PSX)
Post by: LostWingx on 2010-09-17 23:48:52
Ok, I posted something similar to this elsewhere on the forums, but i think it was in the wrong place.  I also can't seem to find anything about this in the feedback or troubleshooting sections for Hojo or Proud Clod for that matter.  I have a modified KERNEL.bin and I am trying to edit Scene data.  When i edit anything with hojo or ProudCLod and update the kernel and then make a new cue/bin for FFVII, the battles give me "Data Error  Scene: 300/Code: 38"  Am i doing somthing wrong?  I've used Hojo before with an original Kernel and had no problems.  I've spent like 5 hours reorganizing and getting fresh files to work with and making sure I am doing things in the correct order but i am still having this problem.  This is really frusterating because to the best of my knowledge i'm doing nothing wrong.  I beleive I am using all the recommended programs.  Help Please!!
Title: Re: Hojo 1.0 - enemies editor
Post by: Bosola on 2010-09-18 15:45:52
...As I said in my reply to your PM, it all depends what you're altering.

Tell us what you've changed.
Title: Re: Hojo 1.1 Date Error Scene: 300/Code: 38 (PSX)
Post by: Bosola on 2010-09-18 15:49:31
Reinsert original KERNEL and SCENE files from fresh, and it should work just fine. I suspect you might be using unclean data sources (that is, you didn't back up before editing).

As I said elsewhere, the likely cause of the error itself is that you've added a new attack, but not associated its use with particular animations for each user.
Title: Re: Hojo 1.1 Date Error Scene: 300/Code: 38 (PSX)
Post by: LostWingx on 2010-09-18 22:46:19
Thanks for helping.  Well, I took a Fresh Disk 1 and fresh kernel and fresh scene.  I made 3 is. The first has my modded kernel.  It works perfectly.  The second has a scene.bin that has only been changed in 1 way...I added 1 to Guard Skorp's Hp.  Every battle displays the error code. The third iso had my modded kernel and modded scene, the kernel data is all correctly changed, but battles once again display this error.  I've tried this about 12 different ways now and if i am not using the original scene.bin then my battles simply do not work.  I've even tried other people's modded scene's and get the same message.  Should i obtain new original ISOs?  Gah, i got so much done before this took place and i've been stuck in the mud for 3 days now.
Title: Re: Hojo 1.1 Date Error Scene: 300/Code: 38 (PSX)
Post by: Bosola on 2010-09-18 23:11:03
You don't need new ISOs. Just try starting from afresh with your untouched versions of the SCENE and KERNEL. I'm not sure why adding one to the Scorpion's HP would cause an issue. I can't see it forcing a scene lookup either, because the HP will still fit into the same number of bytes.

But yeah. Just try with the fresh files, then try again. Try exporting and importing without any changes, and see if you have trouble playing. Then alter the name of a monster, again test it. Tell us what happens.
Title: Re: Hojo 1.1 Date Error Scene: 300/Code: 38 (PSX)
Post by: LostWingx on 2010-09-18 23:32:49
Well tried everything again.  Fresh everything AGAIN, and made sure i did everything very slowly and carefully.  It is now working. To the best of my knowledge I didnt do anything differently.  The adding 1 to Skorp hp worked.  I reduced some enemies' exp reward to 1, it worked.  did the same to AP, it worked.  I guess i somehow solved the issue, thanks for the help again.  I will keep testing a few more changes before i actually start to make my ideal scene file.  I will post as to what happens.

my best guess at this point is that i was either updating a different kernel than the one i was inserting, or well...idrk.  i suspect it was a stupid and simple mistake on my part somewhere...jus strange that i tried so many times and it just now worked for the first time.

EDIT:  Alrite, so i've tested it some more and i've gotten text changes and stats to work, except for one little thing.  I get the Scene: Error message when Barret is in my party. WTF? I used some cheats to test all the game characters and the battles load correctly with eveyone except for Barret.  idk why...i've never heard of such a thing.  How does Barret's being in the battle cause the Scene file to go crazy?
Title: Re: Hojo 1.1 Date Error Scene: 300/Code: 38 (PSX)
Post by: Bosola on 2010-09-19 15:47:41
Well, something is wrong with Barret, then. Be sure you're using an original kernel. A character with improperly managed limit breaks, character AI or weapons could well cause a scene crash.

There are quite a few things you can do to a character to break the game. Making him use a weapon model he isn't supposed to, giving him a 4.2 Limit, leaving him linked to Cloud's AI scripts when you've deleted them could all, I imagine, be candidates.
Title: Re: Hojo 1.1 Date Error Scene: 300/Code: 38 (PSX)
Post by: LostWingx on 2010-09-19 19:57:43
I see.  Well I am beginning to see why years go by from the time I hear about a mod to the time it is complete.  I'm not messing around with any AI.  Whenever I go into Initial Data in Wallmarket it always has some kind of issue and asks if i want to continue or quit, I imagine this ISNT suppose to happen.  But when using an Original kernel, my updated scenes work...for the most part.  The initial Shinra MP fight is now Yuffie for some strange reason, I've only modified Stats of enemies so not sure what is goin on there.  I think that I will just go spend a week or so messing around with all the programs and come back to the forums once i have a not-so-noobish perspective on everything.  My kernel is complete, or 95% complete anyway, I just need some enemies that can put up a fight.  That brings me to another question, perhaps it is asked or answered somewhere else, but is it possible for me to find someone's Hard Difficulty Mod, extract their Scene.bin and use it with my Kernel?  I guess Iwill go now and experiment.  Thanks for the help as always.
Title: Re: Hojo 1.1 Date Error Scene: 300/Code: 38 (PSX)
Post by: Bosola on 2010-09-19 22:12:56
I see.  Well I am beginning to see why years go by from the time I hear about a mod to the time it is complete.  I'm not messing around with any AI.  Whenever I go into Initial Data in Wallmarket it always has some kind of issue and asks if i want to continue or quit, I imagine this ISNT suppose to happen.

Well, you probably did a Bad Thing in initial data. Limit or stat curve changes could well be the issue.

Quote
But when using an Original kernel, my updated scenes work...for the most part.  The initial Shinra MP fight is now Yuffie for some strange reason,

You need to use Hojo's kernel scene lookup repair feature here. You've made one scene larger, and now it's not possible to fit that scene into its old block. As such, it has been moved forwards, and old scene references will now be incorrect. The scene lookup re-generator will sort this out just fine, though.

Quote
I've only modified Stats of enemies so not sure what is goin on there.  I think that I will just go spend a week or so messing around with all the programs and come back to the forums once i have a not-so-noobish perspective on everything.  My kernel is complete, or 95% complete anyway, I just need some enemies that can put up a fight.  That brings me to another question, perhaps it is asked or answered somewhere else, but is it possible for me to find someone's Hard Difficulty Mod, extract their Scene.bin and use it with my Kernel?

You could do it. But you should gain their permission first.
Title: Re: Hojo 1.1 Date Error Scene: 300/Code: 38 (PSX)
Post by: LostWingx on 2010-09-19 22:51:45
Hmm...I've modified the curves extensively.  Is there a proper way to change the curves?  I just tested values until i found the idea rate of growth for that stat for that character.  I stayed within the lower numbers and didnt go into the crazy lookin curves. And idk if my search skills really suck that bad, but it seems the questions I have are not appearing elsewhere on the forums, thats why I am kinda just asking them here. 
Title: Re: Hojo 1.1 Date Error Scene: 300/Code: 38 (PSX)
Post by: Bosola on 2010-09-19 23:07:20
On second thought, I don't think the curves are the issue. But something in Init. Data isn't working. As I say, start with a new file, then make changes in a granular fashion, testing that each one runs. Then you can learn what is and isn't doable without breaking the game.
Title: Re: Hojo 1.0 - enemies editor
Post by: spibbly on 2013-04-28 00:17:15
could someone please reupload this file? I can't find it anywhere.
Title: Re: Hojo 1.0 - enemies editor
Post by: Bosola on 2013-04-28 12:03:58
I have uploaded the distributed .zip to my own domain. You can get it here: http://www.breck-mckye.com/final-fantasy-modding/Hojo%201.1.zip (http://www.breck-mckye.com/final-fantasy-modding/Hojo%201.1.zip)

I have also PMed the original author to confirm he's okay with this.
Title: Re: Hojo 1.0 - enemies editor
Post by: spibbly on 2013-05-17 06:40:48
Thank you!
Title: Re: Hojo 1.0 - enemies editor
Post by: Gingercat on 2013-08-02 11:47:53
A question about the items that enemies carry...

Using Hojo 1.1, in the "Items" section, there's currently no description as to what the adjustable quantities DO: Does a value of, say, "10" mean that it's able to drop up to 10 of that item, that it has a 10% chance of doing so, or that it has a "10"% (ie 10 in Hex or some other value system) chance?

I'd like to mess with these but without knowing what each does, I'm not gonna touch. :)

Any pointers?
Title: Re: Hojo 1.0 - enemies editor
Post by: NFITC1 on 2013-08-02 16:21:51
A question about the items that enemies carry...

Using Hojo 1.1, in the "Items" section, there's currently no description as to what the adjustable quantities DO: Does a value of, say, "10" mean that it's able to drop up to 10 of that item, that it has a 10% chance of doing so, or that it has a "10"% (ie 10 in Hex or some other value system) chance?

I'd like to mess with these but without knowing what each does, I'm not gonna touch. :)

Any pointers?

Each enemy can only drop one item at a time. The number is drop rate out of 63. It can be marked as a "steal" item instead in which case the rate isn't important (I don't think).
Title: Re: Hojo 1.0 - enemies editor
Post by: Gingercat on 2013-08-03 00:22:19
Ah ok. So a rating of "10" would be "10 / 63", or ~16.7%?

I can work with that. :)

Thanks!
Title: Re: Hojo 1.0 - enemies editor
Post by: Tenko Kuugen on 2013-08-05 04:15:18
I always assumed it was the actual drop chance in hex but I remember that being not the case since the numbers were purely decimal
Title: Re: Hojo 1.0 - enemies editor
Post by: JBedford128 on 2013-08-05 08:56:18
Pretty sure both steals and drops use the rate, and they do it in a slots kind of way.

So attempt to steal item in the first slot, if success win item, if fail attempt item in next slot. (and with steals, the way VII works is it still runs the check on empty slots, so potentially you can't steal items in lower down slots because the steal mechanics are a bit more complicated).

For the Steal and Drop mechanics, you can check out TFergusson's guides, or the Steal and Item Drop pages of the FFWiki.
Title: Re: Hojo 1.0 - enemies editor
Post by: Dii on 2013-12-16 11:28:22
Hey guys, I downloaded this brilliant program and on the whole it works just like i had wished for.

however for some reason i find that editing several enemy combatants breaks the game.

[what do you mean?]

Ok so I wanted to make a mod for it where all the enemies in the game have 5 times as much health as their stock value and give twice as much AP/XP.

It worked really well and doing the first reactor was seriously hardcore mode without needing to spend the entire time on the backrow and with sadness. (4000HP for guard scorpion was too much, you could ONLY JUST beat it but you'd be completely spent and would never escape the reactor alive, especially when you get attacked by large groups of NPC's with 5 times their usual health, so had to drop some values slightly) BUT ANYWAY.

Everything was running smoothly until i reached the part where i would have to fight the Sample boss in hojo's lab,  Instead of fighting the Sample:H0512 and the lesser Sample minions it puts you in the corridor of the Shinra tower against a Zenene, with blood on the floor signifying its the escape section of the Shinra HQ, when this is impossible.

[what have you changed?]

I only edited the monsters HP/MP reward AP/XP and Gil


[has it happened before?]

Yes, I wanted to edit the Midgar Zolom because its the only enemy that has the boss death animation after a certain point in the game, so i figured making this really strong wouldbe great with the boss death, so i made it have like 200000 HP, increased its magic and attack strength so that it was beastly and could maul players of level 75 as my characters were.

So with all the stuff set i went and tried to fight it. and when the snake bumps into you in the swamp the fight scene is not against the midgar zolom, it is against Rufus on top of the shinra building!?

really really frustrating, in no way did i change the battle scenes or anything else other than the basic enemy stats.


[what version of Hojo are you using]

Im using version 1.1 thats the latest one i could find.
Title: Re: Hojo 1.0 - enemies editor
Post by: NFITC1 on 2013-12-16 13:43:59
Read this. (http://wiki.qhimm.com/view/FF7/Battle_and_growth_data#Scene.bin_Look-up_Table) Hojo and ProudClod will fix this, but you have to explicitly tell Hojo to do it. I forget the command, but it's one of the menu options. Should fix your problem.
Title: Re: Hojo 1.0 - enemies editor
Post by: Fayrra on 2013-12-31 09:37:33
^ I think you click the file option and then click "update kernel file" with hojo.


Anyway, I know I'm wayyy late to the party, but this program (and Proud Clod) is awesome, and I thank Squall and you for making them! However, I'm having trouble with enemy status immunities. Particularly Toad. When I use it on bosses and some enemies who were normally immune to it (after using hojo to take away the immunity), sometimes it acts really glitchy. Instead of being a good little frog with its normal stance sometimes the enemy will repeatedly jump back in a dancelike manner and then raise its arms up to the sky, haha, while alternating between its attacks and then other times it will act as if it is getting repeatedly hit and keep falling backwards and then getting up again, also while alternating between its attacks and it will do this the entire fight. Of course I guess I could just be picky- but it just takes me out of the experience when it glitches like that - but still other times while doing that it'll crash or hang, sometimes when I kill the enemy as a frog, it'll die and then you'll hear the dying sound over and over again and it'll just hang there. So even if I could bare to fight a battle with a dancing frog instead of a regular one, it most likely won't work anyway.

Not to mention I think that if I fix the dancing/backflipping problem, it might fix the hang/crash problem as well.

So yeah, what would I have to do to fix this? Is it possible to? Would I have to do some complicated AI editing I know nothing about? Or does it have to do with battle animations as well? Something more? I'm assuming it's not due to any mistake of mine while using Hojo?

I have a theory as to what the problem is. I noticed that when I turn the Midgar Zolom into a frog he acts like a normal frog, until I get his health down and then he turns into a backflipping champion.

When I use it on Ruby Weapon, the instant he turns into a frog he's already doing the little dance. So I came up with the idea that the problem arises when the enemies change battle animations?


The Midgar Zolom must have started glitching out when he was supposed to put his head up high into the air, and Ruby was already glitching out because he had already "changed battle animations" and put his tentacles in the ground.
And, as a prediction, I figured he would have been a "normal" little frog when first being turned, if he could have been turned into one before he put the tentacles in the ground, and that as soon as he did put them in the ground, he would gltich-dance, which this video confirms after finding it: https://www.youtube.com/watch?v=TjovyNc7jQ4

But not just changing "battle animation stances" or whatever, but more than that, also gaining a different move set is probably what's messing it up? Just my intuition on the matter. Maybe the two are inherently intertwined? I wonder if there are any enemies in the game that are naturally able to be turned into a frog/don't have an immunity, but have "differen't battle animations/stance" and different "move sets" that happen midway through battle?

At first I actually thought it was because of move sets alone. Like, I thought because it was an unauthorized frog, when it went to go do its moves it'd mess up for some reason. What lead me to this was fighting Palmer. Because I turned him into a frog and he did his gun move or whatever and then he started glitching out
and it froze. But, this doesn't make sense because things like ruby ray work fine which has a way more complex animation. Thinking back on it now I'm almost certain Palmer probably had a different animation stance midway through battle or something and that is what actually caused it.

Does this sound like I'm on the right track NFITC1? I absolutely have no idea what I'm talking about. If it were just the attacks that were the problem the fix would be easy using ProudClod, simply set whatever attack I think is causing the problem to have some MP, Toad would cancel it from ever getting used, though I guess if EVERY attack were causing the problem that'd make it kind of a lame battle, him just sitting there while I slice him to bits. =p


Title: Re: [FF7] Enemies editor - Hojo (1.0)
Post by: Ty_JY on 2019-12-26 06:25:02
Hojo download link is down can somebody bring it back?  Please