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Messages - sithlord48

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Do the editor programs for FF7 use "Java"?
IDK that any use Java I know these are used: C , C++ , C# , VB.Net, Delphi , Python by various ff7 tools.

You can do this with Black Chocobo.

FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-09-07 12:45:17 »
any help regarding to remastered for ps4?
The short answer is No. The more technical answer is the saves for ps4 are wrapped in encryption and that needs to be removed before the saves can be edited. The ps4 copies are the same as the PC versions.
As for switch (at least for ff7) it was trivial to add support to Black Chocobo as its just a pc save w/ the name flipped around . I have not looked into ff8 but i would think its very similar. @Myst if you need any help there lmk

FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-09-03 19:46:40 »
The saves from Remastered FF8 and Steam original version are different files. I wonder if Hyne works on FF8 Remastered save files.

Don't know without a copy of a save,  if you have one post it maybe it works maybe it can be made to work who knows.

WHOA!! Vegeta

Black Chocobo levels your characters up or down based on how the game does, stat gain has some random to it. The game will try to conform the stats closer to each characters curve as they level. The total stat should be the same in BC as well as in game. I suppose you could try setting stats to a "Negative" you will need to use the hex editor or test tab to do so as the limits on the input will not allow you to go below zero.

Please check the Savemap to see where your characters data starts and the sources are within the Character Record. Remember the savemap does not account for any headers. You will want to view only the FF7 Slot data in the hex editor. (if you dont have a pc save)

FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-08-13 12:11:06 »
Not sure if the remaster will have different saves at all. Just gonna have to wait for its release to find out.

Yes it works for the steam version.

Your answer was quite easy to find, You should try asking your questions to the googlebox before you ask us.

Is this file the default save file for ff8 ? If so I could just add the option to open this file in Hyne.

Troubleshooting / Re: Black Chocobo Warp Location
« on: 2019-07-29 00:55:49 »
Be sure to check the "Save Location Changes" checkbox on the location Tab.

FF7 Tools / Re: Final Fantasy VII Black Chocobo Editor
« on: 2019-07-19 12:30:11 »
Game progress is not fully known. The Little bit we know is in the "Game Progress" Tab.

7th Heaven / Re: Steam Achievements
« on: 2019-07-14 12:57:28 »
Then you get not achievements after you convert the game since it will no longer support them. If you want the Achievements then play the steam version and then mod it.

7th Heaven / Re: Getting Controller DPad to work
« on: 2019-07-14 12:55:47 »
FF7 is old and only can read so many inputs, it will always use AXIS 0 and AXIS 1 for x/y. That doesn't matter as you should be able to use the buttons if you use something like joy2key. Check the controller is working correctly.

7th Heaven / Re: Steam Achievements
« on: 2019-07-11 16:38:25 »
if you want steam achievements just open the Achievements.dat file in the steam save folder with black chocobo. edit it then save,  open steam it should check your local copy of the file. Do this before you convert the game the 97 style for modding.

7th Heaven / Re: Data is Corrupt. Help
« on: 2019-07-07 13:50:00 »
Sounds like an issue with that save file. You can try to fix the save with Black Chocobo , Just open the save in the application and save it should fix the checksum in the save (the reason for the error).

Unfortunately the progress stuff is the last remaining mystery in the save format. Some of it is known but the values for alot of specific events are not known. Currently in the progression tab there are a few options to select but not very many and when you using the "replay event" selection the game may not be completely playable after the selected event finishes.

In other news. Some changes to Black Chocobo since the last post include
 - Dynamic Language changing
 - Location Changes only write the game regions strings to the save
 - World map jumps have been added to the location viewer.
 - Other general improvements.
Download the continuous release if you would like to try the new features.

If anyone would like to help update translations please let me know.

General Discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-25 16:24:20 »
Idk that is completely fair to blame only him for crystal skull, he only co-wrote it. He wrote and directed ep 1-3 of star wars.

General Discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-25 16:21:21 »
Hey say what you want about Lucas but, his movies are holding up alot better then what disney has done since they got a hold of it and its only been a few years...

General Discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-24 18:28:32 »

Did you miss the shitstorm that went down with the latest season of Game of Thrones?
I've never seen a single episode of Game of Thrones

General Discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-23 16:17:50 »
It's not a poor argument.  And I'm not talking about realism - I'm talking about believability in the world presented - Storytelling.  They're completely different things.  Unless you think anything should happen for any reason - which is bad story telling. Again, read what I wrote. If you have seamless battles with cutscenes showing your characters shot and stabbed - and then you see Aerith killed by a single stab, how do you reconcile those?  In the original game, you separated battle from story and suspended disbelief.  You can't do that with the remake.

Your argument is a poor argument because this is a literally a trope in the medium. So let me ask you Does this mean chrono trigger or any game where you can see the mobs on screen is shit from a realism perspective?

General Discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-23 13:30:25 »
FF7Remake is unrealistic are you kidding? There are very very few parts of Pick any FF game that are realistic. That is just a poor argument.

Im going to guess you never played FF15 because if you had you would be able to tell how different the combat is. The combat does look like kinda like 15 but it doesn't function like 15. in 15 you got a few moves when your filled a bunch of attack bars In FF7R its ATB, where the bar fills over time and also with attacks (yeah i hope they drop the with attacks parts). I would have really like pure menu based ATB combat but thats unrealistic so you would hate it. I started looking into the battle system more reading and watching what those played the demo at e3 said (im sure you will just say they are paid to make it sound good).  You can do a block or standard shit attacks like a normal attack until your time bar fills up and you get a menu where you can use items etc.. I really hope there is an auto pause mode option for this as i think most of us would want to play that way and you don't have to hold a button like in FF15. Yeah you can map shortcuts for those who don't want to dig thru the menu to find an attack and or spam the same attack alot. Kinda like memory option that many menu based systems have so you can quickly get to the command you want. So i can't really hate on that feature at all as its literally a more modernized method of the memory option.

Do I think that FF7R is doing everything perfectly? NO there is a lot I have concerns about. How are saves gonna work for other parts? Will they just become DLC for this game, sadly maybe the best way to do the episodes to keep a consistent experience thought all parts. ?  Game 1 ends when you leave midgar and is two full blurays ? That alone has me worried Are all the textures 4k or 8k to future proof for ps5? is the game 100% voice acted? is it tons of cutscenes? What is all this data?  what did they add to the midgar section to make it longer? why is sephiroth showing up in midgar in what look to be around bombing mission? More i can't even think of right now. Its looking like this could be done as well as the RE2 Remake so yes I'm excited to see how it turns out.

Well one problem i see with that is you can't write and they do not have a timeline for adding write support using the schemes
No need to add some random dependency, just use something like xml or json since it can be easily parsed and has very wide support

I've fixed my demo so ff7tk's LGP extraction is working correctly.

I had found this link (Luksy's ulgp):

From there, I tried all 3 versions (1.2, 1.2.1, and 1.3). None of the three worked properly on my magic.lgp (should have 5265 files total, but theirs extracted like 2200 or something)

And thank you for the warm welcome :-) This is an awesome community, so I'm excited to be involved with it all! Also loved the game, so I want to do what I can to help give back!

IIRC there are some lgp tools have problems with lgps that store things in subfolders. only one is magic.lgp. (Including the ff7tk one) aali's lgp tool works great for this btw. should be code for it around here somewhere. (

Edit:: The issue with lgp in ff7tk is in how I've written the demo. I guess I should fix my demo.

in your ff7 install path you should see ff7_opengl.cfg file
look for the options below just swap the resolution you want in to the windows x and y sizes

window_size_x = 3840
window_size_y = 2160
preserve_aspect = yes
fullscreen = yes

75 should have all your answers but is in C++ with Qt. Since What your doing overlaps with what I am doing perhaps we can save some work duplication and join forces. I have not started on field yet. It was planned to move makoureactor's game related objects to ff7tk (some already are in ff7tk like lgp support). After enough parts were moved makoureactor could build using the ff7tk. Providing us with one place to work on all our game touching parts. Then we could keep our end applications smaller and lower the barrier of entry for people wanting to make ff7 tools since the back end stuff is really where the difficulty is. I also planned to start making Kernel related objects and release an application based on those to allow for kernel edits, then continue until ff7tk had full coverage for the game. When that happened we could even remake ff7 engine using mostly ff7tk parts.The team was mostly me I did have some other help like from Myst6re,Vegetta and Elsava but we just never got that far. We instead mostly worked on QGears and that got us mostly no where due to several things.. anyway,  I would also like to work on getting bindings for ff7tk to python maybe you can help with this. You can find ff7tk here its written in C++ with Qt . Qt has python binding for all its internal stuff so getting ff7tk to python should be pretty straight forward. LMK via PM.

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