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Topics - Tenko Kuugen

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Anyone know if there's a program for this?
I need to document all the changes I made to my .exe so I can apply them again to a clean one since the old one is kinda irreversibly trashed since Aali dropped support for the old Menu Overhaul with his latest driver.
On that note, does anyone still have the old Menu Overhaul mod? I need an .exe with just that to compare a clean and MO-only .exe so I can ignore those changes for my documentation of my own changes to the .exe

We've come across a ridiculous CTD in the game that leaves me puzzled as to what could be happening.

The situation is basically as follows:
The book rooms in shinra HQ F62 cause crashes. Sometimes. Randomly.
Yes, it really is that. I exported fields from the vanilla flevel and imported them (tried all variants each time with a new flevel) and the error persists. Then I copy the flevel and replace the flevel with the copy I just made and I can enter the room. Once or twice. After that it crashes. And crashes again non-stop when I restart the game.
It works with a complete vanilla flevel so it's not the .exe or the driver. At least I don't believe so. But then the crashes make no sense, considering I did replace both book rooms.
I did get to the point where I replaced both book rooms with the uncompressed exported field and could enter one of them but then the other crashed, whichever I imported first worked.
I can supply the flevel and the actual fields but I am at a loss as to what is actually happening since all the app.log tells me is that there's an unhandled exception.
The crash is instant upon entering the room before the screen loads but after the music (if placed) loads

Troubleshooting / Battle Menu Transparency Messed up
« on: 2014-09-23 17:24:29 »
With the previous version of Aali's driver, I had a nice and fancy transparent battle menu.
With the latest version, I get this. (And it actually get's worse than that, when the enemy model touches the battle menu)

Aali said it was a feature that was dropped because of Menu Overhaul, which not only I can't find on the forum anymore but I also cannot use a clean ff7.exe because I have over 200 changes hex values in there that I don't remember all and would be a legendary pain or close to impossible to replicate.

I would be happy just un-doing the transparent battle menu thing, even if I have to do it by hand, one hex at a time. If I can solve this by running MO over the .exe (and without completely screwing my current .exe) that would be great, too.

I tried installing the reunion MO over my .exe but while that fixes the transparency, I would have to re-do all of my custom edits, some of which I don't even remember anymore but still need.
Sadly, the hex documentation is a little over my head

This is, probably, stored somewhere in the .exe but obviously I have not a clue where.
If possible I'd like to make both twice as fast, if not the buggy even 2,5x as fast, unless that causes massive problems with the collision.

And so I shall cast Summon NFITC1, Exe overlord.

Troubleshooting / hard drive mod path
« on: 2014-06-30 22:28:30 »
Essentially, this

INFO: tried to load g:\game\ff7\/mods/bootleg/field/blin62_3/blin62_3_15_00.png, failed

times 200 is my problem.
As you can see it tries to find an impossible path like ff7\/mods
thats \ followed by /, not a V
Where does the game store this path? I searched the registry but couldn't find it and it's also not in a config file.

Bootleg Questions / Bootloader unable to write config
« on: 2014-03-10 16:32:51 »
After I had a funny encounter with a game breaking glitch ( which I attempted to fix by installing Ali's latest driver over the older version I had ) Bootloader is now unable to write the config.
I'd rather quit modding (and playing FF7) entirely than to reinstall all the strawberries I have installed and then get my stuff back in place so that's not an option.

Manipulate (Or Seize as I call it in my mod), is a fairly ridiculous state and you can safely nuke an enemy with spells that way.
Physical damage breaks the state, but magical damage doesn't
I'd like to change that.
But really, I should just call this the Call-NFITC1-for-help thread since he's been the one constantly helping me out with these things. (Not that others cannot profit from being able to look these things up, though)

I'd like to know if this is possible (and by possible I mean doable without rewriting any big functions)

I know this has to be handled in the .exe somewhere but don't quite know where to start looking
Sadness reduces damage by 30%, Anger reduces accuracy as far as I remember
I'm not sure on the exact percentage changes to how fast the limit bar changes under those statuses.

What I am looking for is to completely null the limit bar increase under sadness, increase damage taken by 50% under Anger and increase Limit bar gain to 1.5 and halve accuracy under Anger
If all of the values are clean percentage cuts, that should all be possible. If the functions are more complex, I'll need one of the .exe wizards like NFITC to look into the value ranges of those things

Does anyone know where exactly sadness and anger are handled in the .exe?

General discussion / The amazing Brando-Sephiroth
« on: 2012-11-17 20:40:42 »

I am Sephiroth, I am awesome - you are not
You are emo - I am goth - Just in case, you forgot
8 bit awesomeness

Bow down to your lord
Oh my God, Giant Sword
I destroyed the dinosaurs - just because - i was bored
I'm - Sephiroth

You're so lame
I rule you
What's my name?

You will never be, even half as cool as me
You are just a crybaby - I explode Mercury


Scripting and Reverse Engineering / World Map Audio info?
« on: 2012-10-06 17:43:28 »
I'm trying to look into where the game stores what music track ( music ID ) plays where and when on the worldmap, but alas, I'm not getting anywhere. Has anyone ever documented any of this?

excuse the pun

as far as I can see, cover or rather the actual covering in battle depends on which damage algorythm the enemy uses for a particular attack
I've stumbled on some attacks that, no matter what, don't seem to want to let themselves be affected by cover
they do not break def, they do not break status def and they do not target multiple
they do have a physical element ( or sometimes no element at all ) attached to them
so far it seems that any variant that uses fixed damage ( exact * ) or special modifiers, or all magic variants bypass the cover materia

NFITC1 is probably the only one who has a chance of knowing, again, so here we go again, haha.
If you know anything, feel free to drop a note.

I just found this out by accident
When [Character] is immune to [specific status] ( doesn't matter if it's effect materia or accessory or armor )
and something inflicts [specific] status on [character] then that status can never be cured unless the removal method, Item or Attack, also breaks status defense.

An example:
Cloud and Tifa fight Enemy A. Both are immune to silence.
Enemy A first inflicts silence on Tifa. This silence cannot be healed by regular methods. It even carries over through death. killing Tifa and resurecting her will still leave her with silence. Only an attack or item that breaks status defense and removes silence ( or similarly, an attack that causes silence, breaks status defense but is absorbed by Tifa via element ) can successfully remove it.

I haven't tested if status breaking alliments can be cured if the character is not immune.

I went through 4 pages of the search engine before I gave up on finding it. I believe someone once told me where in the .exe the items are but I can't find it anymore.
I know that the last item IDs handled in the .exe ( for field functions ) are the limit learn items, but that's fine. I only need to adjust some items like potions, elixirs and stuff
anyone know where in the .exe the items start and what format they have?

What kind of standard issue in hard cash does Gil have?
I mean, Euros have 1 cent, 2 cent, 5 cent, 10 cent, 20 cent, 50 cent, 1 euro, 2 euro, 5 euro note, 10 euro note, 20 euro note, 50 euro note, 100 euro note, 200 euro note, 500 euro note
iirc, dollar is similar but goes higher in the notes and has some odd stuff like 25 cent

now, I'd assume that Gil is somewhat modelled after the Yen because the game was made by the japanese after all. I can't remember there ever being any actual indication ingame of what kind of standard issue Gil has

so.. anyone knows something I don't?

I have a few animations ( of Cloud. and basically anything that uses his bone structure, so most NPCs and other models ) that I'd need to adjust to be usable by Tifa and Aerith, which apparently have extra bones or different bone structure
I need this to change a few events or rather make them more suitable.
If anyone is up for helping out with this ( and I mean as in actual doing it for me, not explaining it, the mod is already monumental amounts of work as is ), just speak up.

Graphical Modding / Change prelude credits
« on: 2012-09-24 01:43:40 »
From what are the credits names actually pulled? I've changed so much, might as well do something about this

Audio Modding / List of sound effects?
« on: 2012-09-23 14:21:44 »
There seem to be over 400 sounds effects and I really see no easier way than going through them one by one which would take frign FOREVER.
so, is there a list somewhere?

Troubleshooting / HP overroll due to materia
« on: 2012-09-18 19:06:37 »
With my new custom materia effect offsets ( technically it should be possible with a lot of KOTRs too )
you can reduce your HP to below 1% base and then it turns into 30k.
This might have something to do with the 9999 disable patch as well as the .exe that allows for stat growth above 100 ( still have that pm from NFITC1 )
Is there any way to prevent this?

pretty much what the topic says.
any info appreciated.

I'd like to give one specific armor or weapon per characters a triple and maybe quadruple
I assume this is likely unproable, but it was worth asking anyway.

So, does anyone know if that's possible?

Gameplay Modding / Change Materia stat bonus amounts
« on: 2012-09-17 00:45:39 »
for example, we have
Byte    STR    VIT    MAG    MDEF*    DEX    LUCK    MAXHP    MAXMP
0x01    -02    -01    +02    +01                                  -05%    +05%
0x02    -04    -02    +04    +02                                -10%    +10%

I'd like to change these to different values, like
-01 -04 +01 +04 +01 -01 -04% +02%

I know these have to be hardcoded somewhere, but that shouldn't be something that requires me / us to rewrite the entire function or anything. Someone know where these are stored?

Gameplay Modding / game time as variable in field?
« on: 2012-09-06 04:12:45 »
does the game keep track of time as a variable such as gamemoment or battlecount / escapecount?
if yes, which variable is that?
specifically, i'd need a variable that runs only seconds

Many materia, such as fire or ice, display "flame" "ice" as their element under their actual name in the same window they also display their stars and stats. I want that to disappear entirely. I checked if its a simple text edit, but it doesn't appear to be. It might be that the game uses the same text for the elemental menu in status but I'd like to avoid nulling that entirely.

done, was 30a4eb = 02 in the .exe

Aali put out a bit of info, I'll collect that here just so it doesn't get lost

So far it looks like any given 'block' of encounters covers several battle forms, usually about 3 normal battles and a few specials like back attack, side attack and so on. It also seems like there is a new block for each walkmesh type
means an area like kalm, which has dead earth ( grey, rocky ), grassland and beach will have 3 blocks
a regular block looks, in hex, like this

01 XX YY PZ YY PZ YY PZ YY PZ followed by a lot of 00's. Then, depending on the block, it adds battles after the 00's, with a much, much lower probability chance. those are again, YY PZ YY PZ YY PZ YY PZ. Those battles are back attacks and attack's from both sides.
01 starts the new block but otherwise unknown what it does
XX is the rate of encounter. FF is maximum, 00 seems to be none at all for all practical purposes
YY is 2/3 of the encounter ID ( such 01A0 in PrC )
Z is the enncounter rate for that specific encounter
P is half X and half Y, see below

Here Aali's info
The string in question here was 01 20 6C 58 for the first encounter in a new block
(Aali) okay so the last 2048 bytes of the file holds 128 bytes per area for a total of 16 areas
(Aali) each location has a map of which walkmesh types correspond to which of those 128 bytes, this data is hardcoded in ff7.exe however
(Aali) not speaking hex at the moment
(Aali) each of the 4 possible walkmesh types for an area has 32 bytes of data (duh)

(Aali) 6C 58 is 1011 0000 0110 1100 in binary
(Aali) of those bits, 1011 00 is the encounter chance
(Aali) while 00 0110 1100 is the battle ID
(Aali) 5 and half of 8 is encounter chance, the other half of 8 and 6C are the battle ID
(Aali) and I derped up that binary so the numbers aren't really correct but the theory is still sound

(Aali) I guess the last 16 walkmesh types could be omitted if you wanted to save space
(Aali) so 8 bytes

Now if only someone who knows how to do editors ( *cough*NFITC1*cough* ) could make one for this.

Scripting and Reverse Engineering / List of animations?
« on: 2012-09-03 04:54:15 »
So far, I've noticed that items seem to have their own list of animations by ID
ID X for magic is not equal to ID X on items
Is there a list somewhere of those IDs?
If not, I'll have to go through the IDs one by one

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