Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Raziel80

Pages: [1]
1
How to export World map picture from FF7 disc? Are there any programs for this? But, I need only a picture of the world map. Maybe someone has exported world map picture with good resolution? I searched through google, but without result.

2
FF7 Tools / [PSX/PC] Scene files Editor - Bahamut (v1.0)
« on: 2018-01-08 15:57:28 »
Bahamut , FF7 Editor for 256 Scene files extracted from Scene.bin file, Version: 1.0.

Description: Bahamut is editor, calculator, patcher for 256 scene files (from scene1 to scene256).
Bahamut's window size (1393 x 784). This program is something similar to Hojo, Proud Clod and Enemy Manipulator. And created for MOD developers, for (faster) easier editing. (I wanted to create this tool for myself, but may be it can be useful for someone else).

Requirements:
Microsoft .NET Framework 4.0

OS: 32-bit Windows XP sp3 (did not tested on other OS)

How to use:
1) Extract the scene.bin file from any Final Fantasy 7 ISO with CDMageBeta.
2) Use the SceneReader program to extract 256 scene files from scene.bin file. And put 256 scene files in the folder called "unpacked", which is located in the program folder. Scene files must start from scene1 to scene256.
3) Edit this 256 files with Bahamut program. Bahamut can save 1 scene file at a time.
You need to: open scene file, edit this file, then push save button, then open other scene file (or choose other scene file in the list on the left side of program).
4) Use SceneReader to make a new scene.bin archive with new edited 256 scene files.
After this, do not forget to update the Kernel.bin file with Scene.bin. Example: open Scene.bin in Proud Clod program and push "Create Scene.bin", and on question: Check scene data in Kernel.bin? push "Yes" button and push "Yes" again to correct data in kernel. Use for this: Proud Clod or Hojo.
5) Import Scene.bin file and corrected kernel.bin into your Final Fantasy VII ISO with CDMageBeta.

Bahamut (v1.0)
Features:
- can edit 256 scene files (from scene1 to scene256)
- can patch 256 scene files
- can edit other data (Enemies: HP, MP, Strength and other data) in the 256 scene files

Notes: After editing, do not forget to update the Kernel.bin file with Scene.bin. Use for this: Proud Clod or Hojo. Examples: Open Scene.bin in Proud Clod program and push "Create Scene.bin", and after question: Check scene data in Kernel.bin? push "Yes" button and push "Yes" again to correct data in kernel.
Or open Scene.bin in Hojo program and push Update kernel file.

The scene file that is currently open is displayed near the save button.


Detailed description:

Tab "Stats":
In this Tab can be edited different stats, for separate monsters, like HP, MP, Strength and other.
For example: You want  to add for monster 50% HP, then just write 1,5 in numeric field near monster's HP and for result push "=" button (In other words just multiply his HP by 1,5). Or push "show %" checkbox and insted of 1,5 write 50 in the same numeric field and for result push "=" button. Same can be done to add HP for monsters. HP can be increased and decreased in the same way, for example HP can be multiplied by from 0,1 to 10 or from 1% to 1000%.

Tab "Patch All":
Buttons "patch all" can patch all scene files (they patch scenes: from scene9 to scene245). They patch all monsters except: 3 weapons (Ruby, Diamond, Emerald weapons) and except monster's parts such as pedestals and other similar, that cannot be targeted.
On this Tab also possible to add +10 HP to every monster or +20 to Strength.
On this Tab also possible to increase Item's Drop chances or Steal chances separately. (Example: if you will double Drop chance for 1st Item. If Drop chance was 32, then 32 x 2 = (63 max) = it is 100 % chance to Drop 1st item. If monster can drop couple items, then he will drop always only 1st item).

Tab "Battle Setup":
This Tab shows how much of total Exp, AP, Gil can be gotten from monster groups and where they can be found. And chances for this monster groups (Enemy Formations) on the maps. If you want to change Enemy Formations in the game, then use for this Proud Clod. Because this Tab only shows total Exp, AP, Gil.
Explanation:
- Chance: Forced means that it is a Forced Encounter
- Chance: Forced (Optional) means that you can choose to fight or not. (Like it was with Turks, during Midgar Raid on Disc 2)
- Disabled Enc. means that this encounter is disabled on the map
- Battle Square: Set 1 means After Getting Buggy but Before Tiny Bronco
- Battle Square: Set 2 means After Getting Tiny Bronco
- Battle Square: Set 3 means After Getting Highwind

According to the Enemy Mechanics FAQ by TFergusson:
Spoiler: show
Each unique area can support up to: 6 Normal battles and 4 Special Formation battles. 
In addition, World Map areas can support a further 4 Chocobo battles.
As soon as the chance succeeds and a random battle is going to occur, the following things are considered in order:
   Unique/Chocobo Battles
   Pre-emptive Chance
   Special Formations
   Normal Battles

If the area has any Special Formation battles, you have a chance of getting them first.
All Special Formation Battles have a chance out of 64 of occurring.
The chance of not getting a Special Formation battle is equal to 64/64 minus the sum of the probabilities of all available Special Formation battles.
If neither a Special Formation nor a Chocobo Battle has been able to occur, then the normal battles are finally checked.  This is a simple chance out of 64 for each battle allowed, with a single Rnd(0..63) deciding which of the battles is chosen.
There is one exception however: if you get the *exact* same battle formation as you did last time, then the game will reroll *once* for a new Normal Battle.  If you still get the same battle, then no further rerolls are done. However, this does mean that you are less likely (in general) to get the same battle than you are to get a new battle.
BUG: Due to an error with regards to signed numbers, any Normal Battle chance that is 32/64 or greater will actually be treated as a negative number: Chance - 64. For the most part, if it was the first encounter in the list, it will cause it to have a 100% chance of being selected, providing no Special Battle was encountered.
Note that World Map encounters do not suffer from this bug.


Screenshots: Tab "Stats":
Spoiler: show



Screenshot: Tab "Patch All":
Spoiler: show

Screenshots: Tab "Battle Setup":
Spoiler: show





Download: Bahamut v1.0.rar

Document used for 3rd Tab "Battle Setup" (for Enemy groups:): Enemy Formations

Thanks to Shogun31337, OwenGlendower and Laziz for helping me to create this program.

If this Topic has any mistakes in English, then any help would be useful, use PM for this, please.

3
[FF7 PSX] How to keep original file size of the scene.bin after editing in Proud Clod or in other applications/programs? [FF7 PSX] How mod makers keep their scene.bin file in original size 264 kb after editing? Because after editing the scene.bin size becomes 272 kb.

4
Quicksilver , FF7 PSX Initial Data editor for Cait Sith and Vincent, Version: 1.0

Description: Quicksilver is FF7 PSX PAL English version, Initial equipment editor for Cait Sith and Vincent in the Namemenu.mnu file. I wanted to create this tool for myself, but may be it can be useful for someone else. Also this tool must work with FF7 PSX NTSC version, because Namemenu.mnu files must be identical in the PAL English and NTSC versions.
(Initial equipment of all characters, except Cait Sith and Vincent, can be changed with Black Chocobo or Wallmarket. Initial equipment of Cait Sith and Vincent, can be changed with Quicksilver.)

Requirements:
Microsoft .NET Framework 4.0

OS: 32-bit Windows XP sp3 (did not tested on other OS)
or Windows 7

Quicksilver (v1.0)
Features:
- can edit Initial Equipment of Cait Sith and Vincent in the Namemenu.mnu file
- can edit Initial Materia of Cait Sith and Vincent
- can edit other Initial data of Cait Sith and Vincent in the Namemenu.mnu file

Note:
Spoiler: show
 I'm not a programmer at all. So, I asked a programmer who has not seen FF7, ever, to create this tool. And he showed me examples of how and what to do. He wrote most part of the code. Other part of the code was written by me. And he did not interested in this tool at all.

Screenshots:
Spoiler: show





Download: Quicksilver v1.0.rar


Quicksilver (v1.2.1)
 
Features:
- added Menu default name. Added Menu default name for all 9 characters, except Young Cloud and Sephiroth, because they does not have Menu default name. Changing the Menu default name works in the game for all 9 characters. (Note: In the Menu Name all spaces after letters, must be removed before writing new name. Changing of the Menu Name will change the Default Name in the game. Changing of the Name will not change the Default Name in the game).
- added initial data for all 11 characters (for read only). Data for Cait Sith and Vincent can be changed, because changing this data will work also in the game. And changing initial data for other 9 characters will not work in the game, because their initial data will be overwritten by kernel.bin file. (To change initial data of all characters except Cait Sith and Vincent, use Wallmarket)
- added Chocobo default name (Choco) to Young Cloud and Sephiroth, because they does not have Menu default name. Now, chocobo's Menu default name can be changed.
- added buttons to remove materia and edit materia's AP.
- added description to all equipment and materia.
Quicksilver (v1.2.2)
- fixed some minor errors
- changed default color of the program


Thanks to Shogun31337 for helping to update this application. Thanks to Laziz who wrote big part of the application.

Screenshots:
Spoiler: show













Download: Quicksilver v1.2.1.rar

Download: Quicksilver v1.2.2.rar

5
Who can make editor, that can change initial equipment of Cait Sith and Vincent for PSX PAL english version? Editor that can change in the NAMEMENU.MNU file: initial weapon, armor, accessory, initial materia in weapon and armor, AP in initial materia for Cait Sith and Vincent on the PSX.

6
Gameplay Modding / Always run patch
« on: 2016-02-26 15:01:23 »
Can somebody create always run or run by default patch for PSX? I can only try to create such patch, but I don't have enough knowledge to make this patch.

7
How to decrease the size of Cait Sith in the battle on psx? I mean, I need Cait Sith size like in the small status condition, but without dealing 1 damage with normal attacks.

8
I have two questions.
1) How to extend time in menu to 999hrs for PSX?
2) How to make sense work to the upper limit 65535 for PSX?

9
How to change Cait Sith's and Vincent's Initial equipment? And where the data is in the PSX version?

10
How to control Vincent when he turns into Galian Beast and perform Beast Flare?
How to control Vincent when he turns into Chaos and perform Satan Slam?
I can control him (with cheating programs) and I can perform Berserk Dance attack when he turns into Galian Beast.

11
 Who knows the morph formula with Death Penalty? It does not deal damage 1/8 of normal attack.
Normal attack formula for Death Penalty is   [Power * [Vincent's Kills / 128] / 16] + 10, I think in the Wallmarket formula is more accurate.
 Examples of damage with Death Penalty: Vincent lvl 99 with 255 str

 Vincent's Kills=100:                            Kills=1000:                             Kills=3000:                             Kills=6000:                        Kills=9000:
 normal damage is ~3300;      normal damage ~5900           normal damage ~11000      normal damage ~19000     normal damage is ~26000
  morph damage is ~3200;       morph damage ~3600           morph damage ~  4300      morph damage  ~  5200      morph damage is ~  6000



  Vincent's Kills=18000:                           Kills=27000:   
 normal damage ~50000;             normal damage ~72000
    morph damage ~8700;              morph damage ~12000


(sorry for my english)
   

12
Gameplay Modding / How to make Lucky Tifa patch for psx?
« on: 2012-07-22 19:06:30 »
Lucky Tifa for psx. Think it's possible to do, just with Hex editor, but which file I should extract and modify. Can anyone tell me?  I know how to do it with artmoney in the psx version. I did not find the desired digits in Kernel.bin or Limitmenu.mnu. Sorry for my english.

Pages: [1]