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Messages - hay

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Completely unrelated / Re: DRM pisses me off!
« on: 2018-02-04 21:36:00 »
This sucks. One of the worst offenders: GTA4. Install with Steam, activate with Rockstar Club, save game with Windows Live.

yes I found it now, but I will post the info for those who want it here.

Double click in the UI, puts in edit mode.

Except the help.rtf file you can also use F1 button.

However I cannot get save states to work, I tried what it says in the help file but nothing happens.
Completely nothing happens? I usually get at least an error when nothing works.

Any estimates when that dll will ship? Hype train has left the station.

Yeah, my bad.

Yeah, you could put Sephiroth in Vincents place if you're not using him. Try this!!!!

Yeah, but I never considered Sephiroth to be a part of this hot-swap, just the characters who are at hand to swap like in PHS feature.

Pretty similar yeah. While I've been out of modding game for the past some years I still recall that inserting Sephiroth into the game required removal of Vincent because character slots and we don't want to end in the middle of invalid memory. You'd have to do some heavy swapping, I assume interface would update itself accordingly.

From what I've gathered R06 sounds pretty f*cking great, can't wait to try it out.

General discussion / Re: FF8 Save editor advice
« on: 2018-01-24 07:24:05 »
I'd guess that function which checks the achievement is executed while you pick up an item. Not many devs make achievements retroactive. Try looking for Cheat Engine table for FF8, there's a possibility to give yourself items at runtime, which just might trigger your check.

FF7 Tools / Re: [FF7] Yet Another Multi-Patcher - YAMP
« on: 2018-01-23 12:51:14 »
You'd need higher level abstraction then. I'm not sure if there's a tool which wraps around low level assembly using object oriented language in comprehensive manner, though I've seen it done for other games like HoMM3. Would be super sweet though.

FF7 Tools / Re: [FF7] Yet Another Multi-Patcher - YAMP
« on: 2018-01-23 08:14:38 »
Since dziugo is an immortal legend, this is not considered necromancy.

I'm gonna blame it on 16 bit signed integer which caps at 32k. It might work if you convert it to unsigned(if using disassembled C) or you'd have to scan for asm instructions which deal with it and change them(if plowing raw asm). It's managable and can come in flavors. If you feel hardcore enough, slap it with 8 bytes instead, rearrange sh!tload of other things and try to deal No Man's Sky of damage.

Pretty awesome, that's hell of a deep dig.

Haha, you went too far! This looks like a painting, not a game.

The question is if more than three characters can be loaded into a battle. I think they only used a party of three because of the limitations of the psx hardware.
This seems pretty reasonable to be true.

6. End-battle rewards would not work for the character(s) that were swapped out. Only the ones at the end of the battle would get EXP/AP/killing credit/etc. Kill credit/limit use would have to be reset for the new character or they would get credit for the old character's actions. Like if Tifa killed 2 enemies and used a limit once before being swapped out for Aerith, Aerith should NOT get credit for Tifa's actions, but Tifa wouldn't get credit either as these things are awarded during battle rewards (a bug that does need to be addressed).
First of all thanks for lengthy analysis. That being said, it can be detected which characters were originally in the battle and which were swapped, therefore we can use "Ochu powers" to fill in the exp for missing characters. It all depends on how precisely we want the exp shared. For example only a swap could entitle characters to receive their own share, FFX style. But this is minor, as long as the swap is feasible it's good for me.

7. Cloud must never be swappable, Tifa and Cid shouldn't during their stints as leader either. That would be a little more difficult, but probably only by disabling the swap menu when the Game Moment is in a particular range.
Will it crash or is it continuity concern?

No pressure, I'm just trying to assess if it's been already done or requires discovering. If it's undiscovered it can be ultimately unpredictable. I might look into it too, but I've got ten years of progress to catch up first.

I'd like to allow change of characters while battle is active. To disable character from fight there's the removal effect from materia and enemy attacks, is there a known way to trigger this effect? Also, is there a way of inserting a character during combat, something along the FFX lines?

FF7 Tools / Re: [FF7PC] Trainer - Ochu (3.4)
« on: 2018-01-18 00:05:25 »
I've always enjoyed a good trainer, but Ochu offers a lot more goodies for mod development than actual "training" :v

FF7 Tools / Re: [FF7PC] Trainer - Ochu (3.4)
« on: 2018-01-17 10:32:24 »
Ochu is magnificent. I think it'll change the modding scene forever. So many great ways it can be used. You should elevate it's concept from being a trainer to a pretty realized memory editor. It's mad.

Yeah, I get it, just wanted to be sure if I read that correctly.

I am not sure what you mean by "triangulation".  There is no such thing here.  It's just reading values from static memory addresses.
A basic, few-step method of obtaining those addresses based on their neighbourhood or execution pattern. But I guess solid addresses are even better.

Code: [Select]
Wword($CC0D8A,pWord(@FieldArray[254]) ^); //Screen IDI assume:
Wword = write word function
$CC0D8A = target address
pWord = pointer to a word type
@FieldArray[254] = 254th element in field array?
^ = i have no idea what it does

I'd help more but I am really busy with The Reunion.
You've already helped quite a lot, thanks! But don't think I'll stop asking questions :D If there's any way I can work that back in some way, I might be useful sometimes.

I've taken a look at something promising . But it's written that it's only for read reference.

Let's assume I'd like to rebuild the qhimm wiki along the way. Be rough with me, encyclopedic if you need.

This is pretty fu**ing awesome. Thanks for this amazing piece of softwork.

Gameplay Modding / Re: [FF7] Battle difficulty options mod
« on: 2018-01-15 06:11:57 »
Great stuff.

Food for thought about that incrementing MP mechanic. Is it known how to achieve similar result at runtime? Trainer-like, a bit like Ochu maybe?

Fair enough, this could work even better. I'm no good with Delphi at all.

1. How do you triangulate which addresses to read for example for player's position? Are those fixed offsets every time game is launched, or do you use method of tracking them throughout address space? I assume you know the data layout of the allocated memory and I would like to know it too.

2. How do you triangulate data needed for the save state function? There's certain data arrangement and a way to reach it. Ochu is more stable than my GPU drivers so I assume you got this thing tight.

Let's assume Example 1 where I'd like to make a difficulty setting mod which would include respawns for easy levels. Before a fight I make a savestate, after failure I load it up.

Let's assume Example 2 where I'd like to make a fast-travel sort of mod which would allow player to speak to a certain inserted npc and be moved between fields in a predictable, static pattern.

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