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Messages - gjoerulv

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If you use steam I believe you there is some method (in the steam library, not the game) to check for file integrity. It should convert any moded files back I think. However, as you're using 7H I'm not sure if this can screw thing over with 7H (never used it myself).

Yes, I forgot, the kernel doesn't control the actual stats, rather what index is used by the materia.

That doesn't sound right at all. The materia stat changes, when equipped, wasn't changed in this mod. If it is true what you say it sounds like something is wrong; it actually sounds like the kernel got mixed by another gameplay mod.

FF9 Tools / Re: [PC] Save editor - Memoria (
« on: 2019-02-25 14:03:30 »
Hey gjoerulv

I am trying to finish the "Friendly Enemies" task on Disk 4. I have one early friendly monster that I have to find before I get Yan on Bile Island. However the appearance rate is very low on Disk 4 for the Friendly Monsters. I think it is Ladybug that I need but I am not entirely sure. So I would like the ability to know my status in this quest within Memoria. At the very least, I would like to know which addresses are associated with this quest (if you have figured that out).

BTW I am using epsxe with a playstation set of disks.

Sorry for late reply. As you might expect I don't know where that data is.

Hoping that Memoria will support the Nintendo Switch version soon. I can provide a save backup from my Switch made with Checkpoint if anyone is interested in seeing what the format looks like. Thanks for all the amazing work on this project! :-)

Thanks, I'll have a look.
Edit: Sorry I thought you linked to a file. Best would be to look at a file. If it's legal (and possible) to share switch savefiles that is.

FF9 Tools / Re: [PC] Save editor - Memoria (
« on: 2019-01-17 11:26:39 »
Hello! Does this editor work with PS4 save files?

Sadly, no.

FF9 Tools / Re: [PC] Save editor - Memoria (
« on: 2018-11-13 00:58:47 »
Not entirely sure if the game is in use by the game while you play, but if you tried save-editing while playing the game, try exiting the game before you do the editing (iirc save-editing should work even if the game runs). Or you could try copy the file to a non-admin location (your documents, or a new folder on the hd) an try it from there. After editing copy it back to its original location.

A way to disable AP gain. It would make wearing the right randomized gear very tactical as you cannot permanently learn any abilities.
A permanent VIRUS status effect on all party members could work but that would also disable EXP. A VERY tough lvl1 playthrough! :'(

Sorry for late reply, but this suggestion wouldn't be possible with a save editor. Check out this tool:

By the way, there was one more peculiar thing I experienced during Bizzarro fight which I forgot to mention. I'm not completely sure, but I think I experienced a smiliar/the same thing on another battle with a new enemy, or a new enemy attack, or at least an altered enemy attack. So here's the deal:
When Bizzarro uses Aurora Fence, it is supposed to eat your MP up, and additionally remove positive statuses. So I noticed, even when it stated "Miss" on a character, the MP "damage" was "dodged" as expected, but the statuses were still removed. Is this intended to work that way?

And another thing about Aurora Fence: It also removes Sadness, even when you are immune to Sadness and Fury (=equipping Peace Ring and give your chars Sadness before the Battle). Is that intended too?

To be honest I'm not sure I knew about that dodge thing. Dispel attacks may not have been meant to be able to miss in the 1st place. Iirc you can't specify that status effects apply even if the attack misses (pretty sure you can't), ie the devs didn't bother to deal with that mechanic since they weren't supposed to miss, or it's a bug.

It is possible to make attacks ignore status defense though, but that flag is not on aurora fence. The sadness and fury flags are not on that attack either. When I look at the attack data I can't imagine I meant it to act like how you report here (but it's many years, who knows what I thought back then lol). I have to check this myself.

Ye, Tifa's ultimate weapon is the most annoying imo. It would be ok if you weren't forced to use your limit. 4xcut Platinum fist Tifa with full limit gauge at lvl 4 would be nice to use (mime?). But every time she dies here ultimate is just as useless.
I wanted to keep the mechanics as similar as vanilla as possible, in other words, the same "flaws" will naturally follow. In the case of Tifa however I would be willing to change it, considering this is "hardcore" meaning you'll die a lot more, rendering her ultimate useless.

... i love everything except for the fact that W-item almost completely renders most magic usless, because you can use 2 items per turn, that can either heal for 100+, revive a character, or use grenades dealing way more than magic, without the limitation of low mp.

Yeah, the lower tier materias such as restore, fire, etc. are completely useless. I choose to view this mod as a "find-your-own-challenge" of sorts (example: no items, initial weapons only, ...), as there are -in many/most cases- at least one way to render any fight trivial.

FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11)
« on: 2018-09-10 07:44:31 »
Afaik, there haven't been any updates on the ai editor in a while. I'm not sure if the creator is working on it still.

Im have an issue setting up Monomod. I run the patch under the original option and it patches. But the kernel that it gives me causes the exe to freeze on launch. I did a fresh install of ff7 and set up 7th heaven again from scratch to make sure that I hadnt messed it up somehow but even on a clean starting file the kernel does not work. Any Ideas?

Sounds scary. What language you patch? Can you confirm that if you, for instance, replace the patched kernel with original kernel the game works? If not can you email me the patched kernel?

The application (patch) also changes the .exe, but only if a certain byte order is found.

Edit: The files used for this mod are not used by 7H because they are very recent.

I think Trifa would have been a better name then Dolby.  ;D

Haha, ye, I didn't notice the names. Hilarious xD. As expected of sega.

  :-D Nice screenshots!

The kernel should be compatible with normal scene, but I'll take a quick check.

EDIT: Yup, they are compatible as far as I can tell. Tried first without the patch (copy paste original scene and moded kernel), and after with the patch (patch on original files). The byte-order is identical in both cases. I'm always worried on new releases 'cause I somehow always screw something up lol, but please let me know if something is wrong. I'll do another check now just for fun :P.

Ok, after a million years there is finally an update. Unless there are serious bugs this will most likely be the final update. (kernel2.bin contains more text but got noticeably smaller for some reason; kinda worried. :P )

A new mod is in this time. Nothing much really. It's called the FF7 MonoMod. Yes I know, name sucks but who cares.
Party starts at level 1. Base stats never exceeds 1. HP and MP starts very low (10 :O) and maxes out at level 30 (or was it 31). Max HP base is 270, max MP is 90.
The game starts you off with most accessories, materias and armors too.

Again, nothing much, and it's not intended to be a hard mod. So if you have nothing better to do, what are you waiting for?
Keep in mind that you should patch on original files. If my patch application was used to make backups it should be enough to restore all oldest backups before patching.

In case you still wondering: The anim, is the animation performed by the battle model of the specific enemy your editing.  To have the enemy use another magic/attack you have to mess with the AI as gnd stated. I'll take a look in that thread as well. 😎

FF9 Tools / Re: [FF9] Save editor - Memoria (
« on: 2018-04-18 06:47:35 »
Yes, all non-editable fields do not work for the steam version. Perhaps I can get some work done this weekend.

If we are going to talk about languages that can cause ptsd, I may as well throw PHP into the mix

ASP classic... Generally any language that are too dynamic is annoying imo. You accidentally made a variable that was supposed to be an integer into a string? And spend half an hour figuring out whats wrong?  Yeah, silly mistakes like that makes code that needs to be compiled superior. But I must admit I like javascript, probably because I'm so used to it.

Most important is that you can work efficiently.

Is Qhimm reachable? Maybe I'm too dramatic here, but maybe it's time discussing moving the forum? No disrespect towards the creators, of course, but perhaps having a server open to several selected admins would be preferable?

So I was grinding for diamond weapon, and seeing how hard the fight looked i decided to see if i could handle any materia caves... I tried the desert materia cave for hp<->mp and the boss was incredibly impossible to beat at that point in the game for me, but then i realized when i tried to run no message came up, but i could never run away. I then flew to rocket town, bought exit materia, tried it in the battle, and it worked. I got the mega-all and hp<->mp materia, without even needing to fight the boss. Is this a glich?

Yes, it is not intentional, aka bug, but I left it in just for the lols after I found out. But the boss should be beatable. All the materia cave bosses are beatable before Diamond. They require some planning and strategy is all, but there are ways of defeating them very early if you find the right strat.

This mod is close to the original FF7 when it comes to drops and steals. Any enemy editor should work fine as drop/steal documentation. For example Hojo v 1.1 or Proud Clod. However, this wont work if you use 7heaven as the editors reads file from disc while 7H is memoru injection.
All the "big secrets" are on New bosses.

Completely unrelated / Re: Wow, is this place still here!
« on: 2018-03-27 15:40:38 »
Ye,  I remember you. Even got a higher post-count than me lol.

It sounds like you haven't done anything that could screw up Clouds limits when starting a new game (by "starting a new save" I assume you mean new game?).

Only ways I can think of atm that can make this happen are:

1) You patched the game with the application (the one you download from 1st post in this thread), and loaded a savefile instead of starting a new game.
2) You started a new game, then patched kernel.bin before achieving any new limit levels with Cloud.

In any case, if you use Black Chocobo set Cloud's kills to about 1080. That should make you close to 3rd level. Or just simply give yourself the limits.

Another sign that Cloud has too few kills as you start a New Game is that he does very littly damage with his Buster Sword (assuming you patched kernel.bin, but if that is the case non od this should have happened on New Game).

But don't feel bad about using Black Chocobo at this point, as something apparently went wrong.  8)

So then i guess i should just mod in the limits, sense i'm over half the way to limit level 3, but haven't gotten level 2

Not sure what you mean here. You should have enough kills for level 3 but haven't got level 2 yet?
Since another person on Youtube reported the same thing (ish) I got a bit worried. What I did now was applying the patch to a vanilla steam install and the limits progress normally. In other words, I can't reproduce that bug (if it is a bug).

How did you patch the game? Was it with my patch application or another way? Did you patch the game and started from a save game? If you start from a save game Cloud's limit progression will be screwed. :P

Hi, i've been playing the mod and i checked on black chocobo and cloud currently has 270 kills, yet is stuck with his level one limit breaks. Have you changed the amount of kills it takes for cloud to get a limit level up, or have i broken cloud?

If you start a new game with this mod, Cloud should have 760 kills from the start.

The buster sword has it's power increased the more kills Cloud has (same as death penalty). In order to get the damage to a decent level in the beginning I increased the kill count. But you achieve limits normally.

It's not intentional pr se. more due to lazyness. To be honest I cant recall exactly what I was thinking. But those should be the only ones.

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