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Final Fantasy Forums => Gameplay Modding => Topic started by: ff7rules on 2009-01-23 13:10:12

Title: (WIP) Final Fantasy VII Climhazzard (PSX Version) King Bomb & Carrot Vids added!
Post by: ff7rules on 2009-01-23 13:10:12
Hi all after been on this site for awhile and seeing what can be done with FF7 nowadays it made me wanna play through FF7 again, but not the same old easy FF7 oh no.... i fancied a big change!

Features for this patch Include

New Boss Names so you can tell there different

New Attack names sound more destructive and realistic

A meaning to the Materia Steal! own it right from the start of the game and steal stuff from bosses you wouldn't normally get untill later on in the game! (like ff9)

Additional Bosses! You will never look at Midgar Z the same way ever again trust me!

Reap more rewards from defeating tougher Enemies

Break the Damage Limit. 9999 is a thing of the past!

Each Character now has there own elemental stats which change the way of battle!

Plus Much more to come!

NEW features!

Brand new dialog thrown in and improved english for the ultimate ff7 experience

Sick of the old faces on the menu .... well with this patch you can replace them easily :)

Renamed weapons and armour some classic from other final fantasy games some original and brand new effects

A name change Expert Version only told half the story so im changing the name

Multiple challenges!!! i will be making 2 Difficulty levels (you can choose which one you want to patch) 1 of which hardcore players might find a bit easy the last one will be the ultimate challenge though but ill make sure its possible.

Will post preview pictures soon of my progress, and credit and thanks to everyone who has coded all these wonderful programs making this possible!

Latest picture Updates

(http://img242.imageshack.us/img242/4779/expertpatchwipmt7.th.png) (http://img242.imageshack.us/my.php?image=expertpatchwipmt7.png)
(http://img525.imageshack.us/img525/6880/newpartyfacesxy1.png)

New first boss
http://www.youtube.com/watch?v=CrmKnlRhPoQ
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: hotdog963al on 2009-01-23 17:26:02
Ouch, PSX mod will be pretty limited surely?
I'll be interested to see how you get on though, PC modding is good and all, but I'd *love* to see more crazy things being done to the PSX version!  :-D

(Especially the PSX 9999 Damage Cap Removal (which I have seen on YouTube))
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: ff7rules on 2009-01-23 22:14:10
Ouch, PSX mod will be pretty limited surely?
I'll be interested to see how you get on though, PC modding is good and all, but I'd *love* to see more crazy things being done to the PSX version!  :-D

(Especially the PSX 9999 Damage Cap Removal (which I have seen on YouTube))

Yeah i will be including that, i just downloaded it now. The reason i choose the psx is because theres hardly any patches going and for those with psp's you can also play it on the go ive run into a bit of a problem though already the kernal file size is too big can you not add only replace? Will have some screenshots up later tonight of my progress
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: squallff8 on 2009-01-23 22:16:38
Thanx man for you work!I'm the one with PSP,as you say :wink: And i will be glad to replay FFVII PSX with your editions!
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: hotdog963al on 2009-01-23 22:28:39
Yeah i will be including that, i just downloaded it now. The reason i choose the psx is because theres hardly any patches going and for those with psp's you can also play it on the go ive run into a bit of a problem though already the kernal file size is too big can you not add only replace? Will have some screenshots up later tonight of my progress
Yeah exactly, the bytes have to match up. :(

Where did you find the 9999 Delimiter for PSX? Is it hard to find, or am I being a retard? Cheers!
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: ff7rules on 2009-01-23 22:54:05
Yeah i will be including that, i just downloaded it now. The reason i choose the psx is because theres hardly any patches going and for those with psp's you can also play it on the go ive run into a bit of a problem though already the kernal file size is too big can you not add only replace? Will have some screenshots up later tonight of my progress
Yeah exactly, the bytes have to match up. :(

Where did you find the 9999 Delimiter for PSX? Is it hard to find, or am I being a retard? Cheers!

Funny enough i found it on youtube with a video i will post it if you want?

i also found something very intersting that might be of GREAT help to me http://www.tales-cless.org/docs/thepsxdoc2.txt now if im correct and i can do this the kernal.bin size won't matter!

ALSO heres the break damage limit patch for psx Download it here :
http://www.megaupload.com/?d=RDCB11VZ
You'll need the CDMage utility to insert the files into the game CDs. Google is your friend.
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: Kudistos Megistos on 2009-01-23 23:26:27
There is a solution to the kernel.bin size problem...

Just delete things you don't need on that disc, since you can put a different kernel.bin on each one. A lot of materia won't be needed on disc 1, so you don't need the data for that on that disc (certainly not the descriptions, which take up a lot of space). Nothing to do with Aeris will be needed on discs 2 and 3, so on those discs you can have a kernel.bin without Aeris related data.

The same goes for the scene.bin; delete data for enemies you won't fight on that disc.

If you want to see some hacking done to the PSX version, look at Armorvil or ARMs' YouTube videos (ARMs goes under the name SaintDragon666 there).
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: ff7rules on 2009-01-23 23:49:08
There is a solution to the kernel.bin size problem...

Just delete things you don't need on that disc, since you can put a different kernel.bin on each one. A lot of materia won't be needed on disc 1, so you don't need the data for that on that disc (certainly not the descriptions, which take up a lot of space). Nothing to do with Aeris will be needed on discs 2 and 3, so on those discs you can have a kernel.bin without Aeris related data.

The same goes for the scene.bin; delete data for enemies you won't fight on that disc.

If you want to see some hacking done to the PSX version, look at Armorvil or ARMs' YouTube videos (ARMs goes under the name SaintDragon666 there).

Thanks i never thought of this! so like all the huge materia descriptions can be deleted for disc 1 and that frees space for me to work with. Also if i rename something but it has the same letters it won't make a difference right?
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: Kudistos Megistos on 2009-01-23 23:52:35
Quote from: ff7rules
so like all the huge materia descriptions can be deleted for disc 1 and that frees space for me to work with

I think so. I haven't actually tried this myself (so back everything up before you try it), but Armorvil says that he can delete things he doesn't need on that disc.

Quote from: ff7rules
Also if i rename something but it has the same letters it won't make a difference right?

Do you mean if it has the same number of letters? I don't know whether it would make any difference; it it did, it wouldn't be much of one.
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: ff7rules on 2009-01-24 00:14:22
Quote from: ff7rules
so like all the huge materia descriptions can be deleted for disc 1 and that frees space for me to work with

I think so. I haven't actually tried this myself (so back everything up before you try it), but Armorvil says that he can delete things he doesn't need on that disc.

Quote from: ff7rules
Also if i rename something but it has the same letters it won't make a difference right?

Do you mean if it has the same number of letters? I don't know whether it would make any difference; it it did, it wouldn't be much of one.

 i just tried this and it works like a charm! thanks! and renaming them with the exact same amount of letters as they were doesn't change anything i tested it. Is there anyway to change to magic names and weapon names without hex editing them (assuming thats what you have to do) i doubt there is but ill never know untill i ask:P
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: Kudistos Megistos on 2009-01-24 00:19:19
Not yet. Teioh can do that, but it only works with the PC version (because it has an extra file, called kernel2.bin, from which it gets all the names for weapons, magic etc). I imagine that one day WallMarket might be able to do those things.
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: BlitzNCS on 2009-01-24 00:24:26
uhh...i'm pretty sure wallmarket can already do that for both versions.
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: ff7rules on 2009-01-24 00:26:20
Not yet. Teioh can do that, but it only works with the PC version (because it has an extra file, called kernel2.bin, from which it gets all the names for weapons, magic etc). I imagine that one day WallMarket might be able to do those things.

Ok thank you for clearing that up and yeah i heard the pc version has no boundries so i might have to pick up a copy off eBay if i can find 1. I wonder where all the info for the weapons names and magics is stored in the psx version i might have a noisy and see if i can find it.
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: Kudistos Megistos on 2009-01-24 00:29:50
uhh...i'm pretty sure wallmarket can already do that for both versions.

WallMarket 1.17 can edit key item texts, battle texts and summon attack names, but not weapons and magic names and descriptions.

Ok thank you for clearing that up and yeah i heard the pc version has no boundries so i might have to pick up a copy off eBay if i can find 1. I wonder where all the info for the weapons names and magics is stored in the psx version i might have a noisy and see if i can find it.

The PC version is far easier to mod, but it can be a b*tch to get working (after all, it was made for Windows 95).
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: NFITC1 on 2009-01-24 00:33:20
uhh...i'm pretty sure wallmarket can already do that for both versions.

WallMarket 1.17 can edit key item texts, battle texts and summon attack names, but not weapons and magic names and descriptions.

Wait...what? No one has ever said that doesn't work. It should be working. Is that something I need to address?
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: ff7rules on 2009-01-24 00:35:18
uhh...i'm pretty sure wallmarket can already do that for both versions.

WallMarket 1.17 can edit key item texts, battle texts and summon attack names, but not weapons and magic names and descriptions.

Ok thank you for clearing that up and yeah i heard the pc version has no boundries so i might have to pick up a copy off eBay if i can find 1. I wonder where all the info for the weapons names and magics is stored in the psx version i might have a noisy and see if i can find it.

The PC version is far easier to mod, but it can be a b*tch to get working (after all, it was made for Windows 95).

WINDOWS 95!! damn...... here i was thinking i wonder if my computer can run it.... that answers my question lol
i am gonna see if i can get a copy of the pc version been told its really rare though anyway im spamming now forgive me will post later tonight a video against Scorpion Destroyer (Guard Scorpion) but beefed up.... ALOT!
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: ff7rules on 2009-01-24 00:37:06
uhh...i'm pretty sure wallmarket can already do that for both versions.

WallMarket 1.17 can edit key item texts, battle texts and summon attack names, but not weapons and magic names and descriptions.

Wait...what? No one has ever said that doesn't work. It should be working. Is that something I need to address?

Forgive me for the Double post
I have the program open now and all you can mod is what Leighos mentioned. So we are suppose to be able to mod the magic names and weapons? If so it doesn't let you
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: Kudistos Megistos on 2009-01-24 00:40:00
uhh...i'm pretty sure wallmarket can already do that for both versions.

WallMarket 1.17 can edit key item texts, battle texts and summon attack names, but not weapons and magic names and descriptions.

Wait...what? No one has ever said that doesn't work. It should be working. Is that something I need to address?

?

It's not that those things aren't working, it's that there are no tabs for them. I only see tabs for key item texts, battle texts and summon attack names. I thought that those were the only things it was meant to be able to edit (ATM)  :?
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: ff7rules on 2009-01-24 00:44:35
uhh...i'm pretty sure wallmarket can already do that for both versions.

WallMarket 1.17 can edit key item texts, battle texts and summon attack names, but not weapons and magic names and descriptions.

Wait...what? No one has ever said that doesn't work. It should be working. Is that something I need to address?

It's not that those things aren't working, it's that there are no tabs for them. I only see tabs for key item texts, battle texts and summon attack names. I thought that those were the only things it was meant to be able to edit (ATM)  :?

*Smacks head*

Try double clicking an item in wall market...... sorry NFITC1 im a retard....:P
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: Kudistos Megistos on 2009-01-24 00:48:27
Quote from: ff7rules
*Smacks head*

Try double clicking an item in wall market...... sorry NFITC1 im a retard.... :-P

Ahhh, that's how it works!

(http://i99.photobucket.com/albums/l311/unknown_exception/gaf/fry-see-what-you-did-there.jpg)
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: NFITC1 on 2009-01-24 00:49:39
*Smacks head*

Try double clicking an item in wall market...... sorry NFITC1 im a retard....:P

Whew! You people scared me! :) Yes, you're supposed to double-click on the item or press "Enter" while it's focused and it'll bring up the Raw Data window. That's been around since version 1.0.0. That's where you can edit everything about the weapon/armor/item/accessory/command/materia. So yes. You CAN delete all this text from the kernel and make it smaller. I don't know if deleting the actual data is a good idea, but you can blank it out (make all the bytes FF) for the weapons/armors/materia that you can't get in Disc 1 so it will compress better.
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: ff7rules on 2009-01-24 00:59:46
I don't feel as bad now i wasn't the only 1  :lol:

I appreciate your advice and help Leighos

anyway each character will now have a special "time" weapon im sure you can guess what it does but ill explain it anyway depending on time taken in the game that weapon will do the same damage as the time you have played i figured with the damage break limit patch this could be really usefull for later in the game dealing with some seriously beefed up enemies. Also im gonna leave naming the new summons to people on the boards so heres a list if you got a good name let me know.

Org Summon name         suggestions for new
DeathBlow!!                  Full speed ahead!
Diamond Dust                Queen of Ice
Hellfire                           Ashes to Ashes
Judgement Bolt             Heavenly Smite
Anger of the Land          Plants Protector

Thats ones i have so far.

thanks for the tip NFITIC1 i don't think ill delete the Raw data doesn't sound to heathly lol.
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: NFITC1 on 2009-01-24 01:14:34
anyway each character will now have a special "time" weapon im sure you can guess what it does but ill explain it anyway depending on time taken in the game that weapon will do the same damage as the time you have played i figured with the damage break limit patch this could be really usefull for later in the game dealing with some seriously beefed up enemies.

I don't think the maximum allowed damage for that damage calculation is under 9999. It's 100 damage per hour and 1 damage per minute. Since the timer doesn't increase past 99:59:59 it may not do over 9959 damage. This is just speculation though.

Also im gonna leave naming the new summons to people on the boards so heres a list if you got a good name let me know.

Org Summon name         suggestions for new
DeathBlow!!                  Full speed ahead!
Diamond Dust                Queen of Ice
Hellfire                           Ashes to Ashes
Judgement Bolt             Heavenly Smite
Anger of the Land          Plants Protector

Thats ones i have so far.
Choco/Mog's and Alexander's names are good. The others sound needlessly wordy.

thanks for the tip NFITIC1 i don't think ill delete the Raw data doesn't sound to heathly lol.

Well that's a closer misspelling than most. ;) I don't think WM would work correctly if you actually DELETED the raw data, so that's certainly not healthy. :D If you try to delete the data using WM it's just going to become 00 anyway (which will compress just as good).

Oh yes, I'm still working on version 1.2.0 which will allow you to edit character growth and battle data, but script editing may not be what you expect...
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version) Pics of New first boss
Post by: ff7rules on 2009-01-24 01:56:35
anyway each character will now have a special "time" weapon im sure you can guess what it does but ill explain it anyway depending on time taken in the game that weapon will do the same damage as the time you have played i figured with the damage break limit patch this could be really usefull for later in the game dealing with some seriously beefed up enemies.

I don't think the maximum allowed damage for that damage calculation is under 9999. It's 100 damage per hour and 1 damage per minute. Since the timer doesn't increase past 99:59:59 it may not do over 9959 damage. This is just speculation though.

Also im gonna leave naming the new summons to people on the boards so heres a list if you got a good name let me know.

Org Summon name         suggestions for new
DeathBlow!!                  Full speed ahead!
Diamond Dust                Queen of Ice
Hellfire                           Ashes to Ashes
Judgement Bolt             Heavenly Smite
Anger of the Land          Plants Protector

Thats ones i have so far.
Choco/Mog's and Alexander's names are good. The others sound needlessly wordy.

thanks for the tip NFITIC1 i don't think ill delete the Raw data doesn't sound to heathly lol.

Well that's a closer misspelling than most. ;) I don't think WM would work correctly if you actually DELETED the raw data, so that's certainly not healthy. :D If you try to delete the data using WM it's just going to become 00 anyway (which will compress just as good).

Oh yes, I'm still working on version 1.2.0 which will allow you to edit character growth and battle data, but script editing may not be what you expect...

Sorry about misspelling your name  :-P

i have some pics of the new Improved "pushover boss" its anything but in my patch it will kick your ass if you get careless.

well they say pictures speak a 1000 words so ill let them do the talking

(http://img242.imageshack.us/img242/4779/expertpatchwipmt7.th.png) (http://img242.imageshack.us/my.php?image=expertpatchwipmt7.png)

so whats new you say
Tail Laser now renamed Counter Laser is now a definite avoid at all cost move see the last picture for damage result.
Scorpion Tail is now Tail attack and will deal out some serious damage.
Renamed Search Scope to Searching for Target i just think it sounds more realistic.
The Scorpion now holds a very useful item but its a bugger to get! so the option is there if you like to reap rewards item can change at anytime final won't necessarily be that weapon.

Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: hotdog963al on 2009-01-24 11:49:59
i also found something very intersting that might be of GREAT help to me http://www.tales-cless.org/docs/thepsxdoc2.txt now if im correct and i can do this the kernal.bin size won't matter!

ALSO heres the break damage limit patch for psx Download it here :
http://www.megaupload.com/?d=RDCB11VZ
Thanks very much for this!   :-)
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: ff7rules on 2009-01-24 14:49:49
i also found something very intersting that might be of GREAT help to me http://www.tales-cless.org/docs/thepsxdoc2.txt now if im correct and i can do this the kernal.bin size won't matter!

ALSO heres the break damage limit patch for psx Download it here :
http://www.megaupload.com/?d=RDCB11VZ
Thanks very much for this!   :-)

No problem man. Another question for the board should i rename the magics to say cure 1,cure2 and cure 3 become cure cura and curaga like ff8? i just think iot sounds more like a hardcore final fantasy title with cool names like that im not a fan of using numbers to tell the difference when it comes to magic spells.
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: Kudistos Megistos on 2009-01-24 16:17:17
I prefer the old names. But in any case, people can change them easily if they want ;-)
Title: Re: (WIP) Final Fantasy VII Expert Version (PSX Version)
Post by: ff7rules on 2009-01-25 02:52:24
I prefer the old names. But in any case, people can change them easily if they want ;-)

Yeah true i think ill change them then they can change them again if they want also i have added a new addtion to the patch new menu faces! Really liked the way these have turned out so far  :-D also big thanks to hotdog for helping me do this you rock dude :wink:

(http://img525.imageshack.us/img525/6880/newpartyfacesxy1.png)

Also there will edited dialog with improved English and a few bits thrown in that are new nothing that will ruin the Experience though but just make it better. Let me know what you think of the new faces!! I will be including an expansion pack of faces aswell so if you don't like that type no worries!
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: -Ric- on 2009-01-25 06:32:26
wow looks awesome! finnaly a nice psx mod  :-D
could u make a separate patch without the difficulty change please?
like... all the stuff u improved but with basic difficulty if its possible
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: ff7rules on 2009-01-25 11:42:27
wow looks awesome! finnaly a nice psx mod  :-D
could u make a separate patch without the difficulty change please?
like... all the stuff u improved but with basic difficulty if its possible

Yeah sure! since its no longer just a difficulty patch thats no problem. Glad you like the look of it :)
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: -Ric- on 2009-01-26 05:02:30
it rly seems like a nice project, all of the good mods are made for pc version only and that kinda sucks since the game doesnt even run well on not so old computers, psx version is way better imo and ur patch will actualy make the game worth playing once more.
gl on the project, from what u showed so far it seems rly great!
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: hotdog963al on 2009-01-26 12:35:32
it rly seems like a nice project, all of the good mods are made for pc version only and that kinda sucks since the game doesnt even run well on not so old computers, psx version is way better imo and ur patch will actualy make the game worth playing once more.
gl on the project, from what u showed so far it seems rly great!
Um.. you sure?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: ff7rules on 2009-01-26 13:56:19
it rly seems like a nice project, all of the good mods are made for pc version only and that kinda sucks since the game doesnt even run well on not so old computers, psx version is way better imo and ur patch will actualy make the game worth playing once more.
gl on the project, from what u showed so far it seems rly great!
Um.. you sure?

What do you mean by that man? and thanks ganzaa ive been working really hard on it and will have something to show for it later today.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: hotdog963al on 2009-01-26 20:14:27
it rly seems like a nice project, all of the good mods are made for pc version only and that kinda sucks since the game doesnt even run well on not so old computers, psx version is way better imo and ur patch will actualy make the game worth playing once more.
gl on the project, from what u showed so far it seems rly great!
Um.. you sure?

What do you mean by that man? and thanks ganzaa ive been working really hard on it and will have something to show for it later today.
I meant, as if he said FF7 wasn't worth re-playing as it is.  (not dissing your patch! :-) )
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: -Ric- on 2009-01-26 22:00:18
I meant, as if he said FF7 wasn't worth re-playing as it is.  (not dissing your patch! :-) )
after finishing it like 10 times over the years... at least to me aint rly worth, however with this patch and its news features and difficulty that might be diferent  :wink:
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: ff7rules on 2009-01-28 23:16:07
Sorry i haven't posted in 2 days ive been really ill but im all better now so im gonna get back to work on my patch WILL defo post a video soon.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: -Ric- on 2009-01-30 01:12:37
btw will this work on both PAL and NTSC?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: ff7rules on 2009-01-30 03:07:01
btw will this work on both PAL and NTSC?

 Yes it will i shall be releasing the patch for both versions sorry still no updates at the moment still bit ill and i am struggling with something in the mod which i definetly want in i dunno wether to ask for help about it though its pretty far fetched.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: ff7rules on 2009-02-03 17:46:15
A BETA version of this patch will be out tonight. Need suggestion's on the way its going so far. Only the bosses are hard on this version.

EDIT Im postponing the beta because its not up to my standards yet.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: -Ric- on 2009-02-03 17:49:47
nice, looking forward to it  :-D
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: Kudistos Megistos on 2009-02-03 17:51:31
I'd say that nearly all of the enemies could do with being a bit stronger. I don't mean that every battle should be a fight for survival, but that one shouldn't be able to win fights in one minute by holding down X. A bit of HP and stat boosting should do for most of the random encounters.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: ff7rules on 2009-02-03 23:10:22
I'd say that nearly all of the enemies could do with being a bit stronger. I don't mean that every battle should be a fight for survival, but that one shouldn't be able to win fights in one minute by holding down X. A bit of HP and stat boosting should do for most of the random encounters.

Yeah i agree but i didn't wanna bring an unfinished broken version out so i left them as they are for now but in the next update they will be tweaked. Also am i ok just to post the patch as it is?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: ff7rules on 2009-02-07 15:41:35
I'd say that nearly all of the enemies could do with being a bit stronger. I don't mean that every battle should be a fight for survival, but that one shouldn't be able to win fights in one minute by holding down X. A bit of HP and stat boosting should do for most of the random encounters.

I will double the HP and ATK and DEf foremost monsters met in random encounters throught the game so that should suffice as a challenge but on DISC 3 everything will be ALOT stronger and capable of at least hurting your party midgar Z will be as hard as the Weapons and the optional Bosses will be alot stronger (Lost number Midgar Z) im also gonna see if i can add some battles but i wouldn't hold your breath on that one.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: ff7rules on 2009-02-10 19:03:17
sorry to TRIPLE POST but i have big progress! and i don't want people to think this thing is dead because its anything but! heres proof!

(http://img266.imageshack.us/img266/6780/newfirstbossgv3.png)

New first boss for now im open to suggestions for a different boss to be used.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: DarkVenomandCarnage on 2009-02-10 23:03:21
Ultima Weapon! :lol:
Nah...
how about Rude, or, if you wanted it to die, than why not tone down one of the elevator bosses ?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: ff7rules on 2009-02-10 23:36:53
Ultima Weapon! :lol:
Nah...
how about Rude, or, if you wanted it to die, than why not tone down one of the elevator bosses ?

I was thinking i could have either loads of soldiers who are elites like head of security or leave it as schizo but i had plans for him as an optional boss on disc 3 but i could use him twice i guess i was thinking possibly swapping him for reno and rude but it would create a problem later on in the disc as you do fight them both on disc 1 so i couldn't alter them. Anymore ideas id love to hear! Thanks Darkvenomandcarnage for the reply. I will have a video of the schizo battle up tonight and well you can see how exciting the battle really is.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) was (Expert Version)
Post by: ff7rules on 2009-02-11 03:03:18
Sorry to double post but as i promised the video http://www.youtube.com/watch?v=CrmKnlRhPoQ sorry about the quality!
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Vid now posted!!!
Post by: DarkVenomandCarnage on 2009-02-11 21:27:39
I was thinking i could have either loads of soldiers who are elites like head of security or leave it as schizo but i had plans for him as an optional boss on disc 3 but i could use him twice i guess i was thinking possibly swapping him for reno and rude but it would create a problem later on in the disc as you do fight them both on disc 1 so i couldn't alter them.

Actually you would be using him three times, [Gaia's Cliff] or did you think of that?
and what are you planning with the Guard Scorpion?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Vid now posted!!!
Post by: ff7rules on 2009-02-11 22:13:07
I was thinking i could have either loads of soldiers who are elites like head of security or leave it as schizo but i had plans for him as an optional boss on disc 3 but i could use him twice i guess i was thinking possibly swapping him for reno and rude but it would create a problem later on in the disc as you do fight them both on disc 1 so i couldn't alter them.

Actually you would be using him three times, [Gaia's Cliff] or did you think of that?
and what are you planning with the Guard Scorpion?

I might be replacing him at Gaias cliff who knows!:P and just wait and see:P you will be shocked trust me.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Vid now posted!!!
Post by: ff7rules on 2009-02-18 15:39:03
Since its been nearly a week since i last posted in this thread thought id post some news. Been busy creating secret bosses and adding dialog warning you of there presence(so you can go back and save the game so its not unfair :wink:) there will be 14 secret bosses i will add to the game 9 are done and heres a few of them. I will have videos off some of them soon.

(http://www.imagenerd.com/uploads/1st__op_boss_done-KuYeW.png)

He is ridiculously hard! You will need the final attack Materia for him as Ultima = wipeout. Also Grand Blade hits everyone aswell as big ray.

(http://www.imagenerd.com/uploads/2nd_op_boss-LVqt9.png)
(http://www.imagenerd.com/uploads/jumbo_cactuar-P3Uv7.png)

Not 100% finished yet still need to make him huge (hoping we can find the answer in the other thread) 10000 Needles is instant death obviously. Earthquake hits everyone and hurts, and i know i spelt Mys Kick wrong :P that move will prob be replaced :) If you beat him you get 1 Ribbon THIS is the only way to get ribbons in the game.

(http://www.imagenerd.com/uploads/3rd_opt_boss-4xaOQ.png)

Shrina special forces:P

OH noes a cameo appearance! yeah i know shame on me but i just couldn't resist. Those that know me will know i like to be called savage (my surname) and alex is hotdog on this very forum im thinking might add one more member in here as the 3rd and a Elite Grunt so if your interested in been the Hack tell me.

(http://www.imagenerd.com/uploads/4th_opt_boss-DqcIU.png)

Last one for today. Yeah i know that name sounds familiar eh? :P I just thought it went perfect with this monster so i asked LKM for permission to use his name and he said yeah so i went with it.

Super trine inflicts every bad status in the game so you will need ribbons for this fight also when i have it scripted he will cast level 3 death at the start of the battle so if your level 99 your good as dead.

More to come soon.
 
EDIT: Yeah i relise Rangors hp is wrong it has 1 more 0 than it should ill change it later.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Vid now posted!!!
Post by: hotdog963al on 2009-02-27 22:23:55
How's the progress coming along mate. JUMBO CACTUAR
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Vid now posted!!!
Post by: ff7rules on 2009-02-28 23:21:48
How's the progress coming along mate. JUMBO CACTUAR

How funny you should ask :P

http://www.youtube.com/watch?v=OLyBpHIY2Ek

Hes pretty much done some tweaking to do and thats it.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: -Ric- on 2009-04-16 03:56:40
any updates?  :|
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-04-16 12:29:31
any updates?  :|

I do have a few actually but i didn't think anyone was really interested in this so, i wasn't posting them. I will post them today.

EDIT: WOW looking at the number of views, how wrong was?!
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: squallff8 on 2009-04-16 20:22:23

I do have a few actually but i didn't think anyone was really interested in this so, i wasn't posting them. I will post them today.

EDIT: WOW looking at the number of views, how wrong was?!

MAN!You are only one who had ANY progress in PSX hacking!!!I still have a hope that you'll find a way to change LQ models...
Keep going man!Thanks for your hard work! :wink:
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-04-17 15:01:15

I do have a few actually but i didn't think anyone was really interested in this so, i wasn't posting them. I will post them today.

EDIT: WOW looking at the number of views, how wrong was?!

MAN!You are only one who had ANY progress in PSX hacking!!!I still have a hope that you'll find a way to change LQ models...
Keep going man!Thanks for your hard work! :wink:

Thanks very much for the comments people, but i have some news. I am thinking of restarting this whole project as its become quite a mess. Now heres some good news I want YOUR IDEAs and YOUR input into the hack. That means anything you want in the hack throw ideas at me.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: squallff8 on 2009-04-17 16:14:38
I want YOUR IDEAs and YOUR input into the hack. That means anything you want in the hack throw ideas at me.

As for me,the only thing i liked to see is a NPC reconstruction patch for PSX version.And maybe Cloud High Resolution patch. :-)
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-04-17 16:34:51
I want YOUR IDEAs and YOUR input into the hack. That means anything you want in the hack throw ideas at me.

As for me,the only thing i liked to see is a NPC reconstruction patch for PSX version.And maybe Cloud High Resolution patch. :-)

Not possible because of the sizes of files unfortunatly.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: zer0x4 on 2009-04-18 01:03:16
umm just make it harder and Break the Damage Limit while giving the bosses higher HP
and also if possible to be able to use all limits,  instead of just by what level u set it at
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-04-19 17:52:51
umm just make it harder and Break the Damage Limit while giving the bosses higher HP
and also if possible to be able to use all limits,  instead of just by what level u set it at

Yeah i will do those things. But what im asking is what extra bosses would you like to see how difficult etc like a Final Fantasy VII what the fans want! hack.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Kudistos Megistos on 2009-04-21 02:59:03
How difficult?

Nearly everyone who will use this mod will have beaten FF7 at least one already (probably several times), so I'd say that the difficulty level should go up quite a lot. Perhaps giving all of the bosses a greater number of strengths and weaknesses would be good; it would mean that the key to beating them would be strategy and set-up rather than stats and levels.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-04-21 03:01:06
How difficult?

Nearly everyone who will use this mod will have beaten FF7 at least one already (probably several times), so I'd say that the difficulty level should go up quite a lot. Perhaps giving all of the bosses a greater number of strengths and weaknesses would be good; it would mean that the key to beating them would be strategy and set-up rather than stats and levels.

Yeah this is very true, im thinking im gonna make this for the hardcore ff7 gamer whos at least beaten the game 3 times. Bosses will be ridculously hard but not just high hp and attack etc but new moves some replaced too.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: DarkVenomandCarnage on 2009-04-21 15:45:58
Possibly a slightly easier version for people who want to cruise through and check out the changes for themselves or just check out what you're handiwork before taking it on full blown? :wink:
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-04-21 17:09:48
Possibly a slightly easier version for people who want to cruise through and check out the changes for themselves or just check out what you're handiwork before taking it on full blown? :wink:

That's he problem. People are saying they really want a challenge out of it others are saying they just want to see the changes ive made. What id like to do is actually get people to post the stats of stuff they would like to see and the attacks they use. So like dream bosses could come a reality, hows that sound to everyone?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: zer0x4 on 2009-04-22 01:04:15
i dont know about you guys but id like to kick palmers ass more   :oops:
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-04-22 09:14:51
i dont know about you guys but id like to kick palmers ass more   :oops:

Yeah he was always a pushover, pathetic really. I know ill give him comet 2 then we will see how mch harder he is :D
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: zer0x4 on 2009-04-24 16:51:29
so how soon do u think you will finish
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-04-24 16:53:51
so how soon do u think you will finish

Im glad to see people asking this :) I will start again on it tommorrow my deadline will be the end of may.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Seifer Almasy on 2009-04-26 09:19:45
you say you have changed dialogue....and as I stated on other thread I am confused at aerith in sleeping forest

"Then why don't you REALLY worry"

Do you happen to know what that was supposed to be?  And are there any japanese here who might?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-04-26 14:13:56
you say you have changed dialogue....and as I stated on other thread I am confused at aerith in sleeping forest

"Then why don't you REALLY worry"

Do you happen to know what that was supposed to be?  And are there any japanese here who might?

That's a really good point! what the hell is that about? Is it another mistranslation?  or is it just plain out of context.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Vehek on 2009-04-26 17:36:32
Cathy Okada's translation said:
Quote
Claude: But I can't help it...

Aerith: Oh.... (teasingly)  Then why don't you just keep on brooding?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-04-26 21:50:40
Cathy Okada's translation said:
Quote
Claude: But I can't help it...

Aerith: Oh.... (teasingly)  Then why don't you just keep on brooding?

Ah! thanks very much for clearing that up.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Seifer Almasy on 2009-04-26 21:52:36
Cathy Okada's translation said:
Quote
Claude: But I can't help it...

Aerith: Oh.... (teasingly)  Then why don't you just keep on brooding?

yes Ive been looking into it.....

I want to rewrite the whole game and i need people like cathy to help

We need to organise a massive overhaul.  I have the time

FF7 rules?  can u speak japanese?  Can you do this like cathy?

if so, I can help.  I really want to work with people and get this done.  If we work together we can converse in msn/skype and reach conclusions about what should be said and where.  We really need a japanese translator liek cathy.....the whole game needs changing.

2 heads are better than 1 and no one knows this game more than me ;)  trust me
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-04-30 22:13:20
I can't speak jap sorry im also sorry for the slow progress on this patch i have my own website now so its difficult to find time for it buit i will have some done tonight.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: drfeelgud88 on 2009-05-01 00:01:53
saw some of the bosses on teh 1st page... pretty nice cant w8 for it to come out  :-D
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-02 13:40:03
saw some of the bosses on teh 1st page... pretty nice cant w8 for it to come out  :-D

Thanks!  :-D comments like this really encourage me to keep going with this. Anyway i have started from disc 1 and im going to make my way through the patch this way. Heres what i have done with Guard Scorpion.

New stats*
Guard Scorpion
Level 14
HP 1600
Mp 100
Attacks: Death Scope(reduce to 1 hp), Scorpion Tail, Rifle Tail, Tail laser
Win item Hi potion
Gil won 100
Exp 100

(http://www.imagenerd.com/uploads/newtstatsguardscop-WXoic.jpg)

Im also going to alter his AI so that Tail laser is random and he will use it when he pleases. I have made it so Search Scope (now called Death Scope) reduces you to 1 HP. You would not believe how much more challenging this makes this boss. Its actually quite hard now and thats before i have even boasted his stats. Its not impossible, I have beat him, just had a bit of luck along the way. Had barret just use potions and cloud pummel it with bolt and water (what good is ice anyway) Water does 2 x damage aswell so you can make quick work of him if you plan it out right. Air buster is next and i have a great idea which will drive people crazy :D Is this what people want? Not the stats boasting a hell of of alot but an extra challenge thrown in?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Kudistos Megistos on 2009-05-02 13:49:10
Quote from: ff7rules
Air buster is next and i have a great idea which will drive people crazy Cheesy Is this what people want? Not the stats boasting a hell of of alot but an extra challenge thrown in?

Let's see what you've got  :-P
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-02 13:57:58
Quote from: ff7rules
Air buster is next and i have a great idea which will drive people crazy Cheesy Is this what people want? Not the stats boasting a hell of of alot but an extra challenge thrown in?

Let's see what you've got  :-P

His Defense is the same but Hp is alot more he has a new attack called Toy Soldier im sure you can guess what that does  8-)  and bullets don't touch him.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: zer0x4 on 2009-05-04 04:07:12
what r u using to edit the game?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-04 11:40:24
what r u using to edit the game?

Im using all sorts of tools hojo, Heid, hex editer, mimic 7, Wallmarket, Cd mage, theres loads. I will write a tutorial and how to use them all if people want.
Im hoping since its bank hoilday monday today i can do enough work to have a video out.

Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: zer0x4 on 2009-05-04 16:20:46
so this will work on psp right?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-04 18:34:42
so this will work on psp right?

Ummmm far as i know yeah mate.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: drfeelgud88 on 2009-05-04 18:52:28
death scope? oh dear! i bet u gna need like 30 potions to win this battle huh? lol
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-04 18:55:40
death scope? oh dear! i bet u gna need like 30 potions to win this battle huh? lol

Not really just need the right plan. also enemys will drop stuff which will help you with boss fights so thatll be important you fight a few of them.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: drfeelgud88 on 2009-05-04 18:59:47
thats also cool.. i remember on gjoerulv's mod that the sweeper monster dropped bolt plume.. which inflicted over around 900-1000 damage and that REALLY helped against guard scorpion.. that is wut u were referring to right?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-04 19:04:26
thats also cool.. i remember on gjoerulv's mod that the sweeper monster dropped bolt plume.. which inflicted over around 900-1000 damage and that REALLY helped against guard scorpion.. that is wut u were referring to right?

Yeah. However mine will drop allsorts somethings usefull some not so you might have to find the items before you continue or struggle with what youve got. This will make stuff like level challenges possible and speed runs a nightmare. There will also be some surprises thrown in so the player will never think i know whats coming now because they won't.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: squallff8 on 2009-05-05 10:40:46
2 ff7rules
Can you make the list of changes,after you'll finish this mod :wink:
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-05 15:04:55
2 ff7rules
Can you make the list of changes,after you'll finish this mod :wink:


I could but i thought the idea was to get ideas from people what they wanna see how hard they want it to be etc but if people prefer me to just go ahead do a hack list the changes then release it i will do so.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: squallff8 on 2009-05-05 15:30:50
2 ff7rules
Can you make the list of changes,after you'll finish this mod :wink:


I could but i thought the idea was to get ideas from people what they wanna see how hard they want it to be etc but if people prefer me to just go ahead do a hack list the changes then release it i will do so.

That not what i meant :-) Many people ask different thing so i can't remember all changes in mod :-D If you'll release a list of changes after finish mod will be nice  :roll:
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: drfeelgud88 on 2009-05-05 23:51:49
Wow that sounds nice! i like surprises also even if it "kills" me! haha get it?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-06 11:44:20
Wow that sounds nice! i like surprises also even if it "kills" me! haha get it?

Haha awesome :D Well all ill say is they say "what doesn't kill me makes me stronger" thats absoulte BS with this patch  :-)  what ever kills you kills you. No boss will be a walk in the park i can promise that much.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Kurando on 2009-05-06 14:50:24
I'm not sure if someone already asked, though I'm curious as to which version of FFVII (NTSC US/JP or PAL) this will work with, or does it really matter?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-06 14:55:25
I'm not sure if someone already asked, though I'm curious as to which version of FFVII (NTSC US/JP or PAL) this will work with, or does it really matter?

well with the scenes and kernal i think there the same so both i think but im working with the NTSC version.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Kurando on 2009-05-06 15:25:04
I'm not sure if someone already asked, though I'm curious as to which version of FFVII (NTSC US/JP or PAL) this will work with, or does it really matter?

well with the scenes and kernal i think there the same so both i think but im working with the NTSC version.

Do you think it would work with the Japanese International version of FFVII? Obviously it's NTSC, though has a few differences compared to the US version.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-06 20:46:55
I'm not sure if someone already asked, though I'm curious as to which version of FFVII (NTSC US/JP or PAL) this will work with, or does it really matter?

well with the scenes and kernal i think there the same so both i think but im working with the NTSC version.

Do you think it would work with the Japanese International version of FFVII? Obviously it's NTSC, though has a few differences compared to the US version.

I don't think so. NTSC J which is what you are reffering to has a few differenaces. You can try but you might get some strange results.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Chrysalis on 2009-05-10 01:06:49
guys I in the progress of editing my scene.bin for toughness also, so far I have just used scene edit to boost boss stats, and tested the last 3 boss battles, safer seph is now more worthy of final boss status, and all 3 bosses no longer crumble under kotr.  Regarding the 9999 limit I have removed the 9999 hp limit but I decided to keep the damage done by the player limited to 9999 (not the enemy tho), it suddenly became too easy to kill a lot of creatures when I was doing 30k per hit with 4x cut.  If I toughen up everything in the game to counter this I may then allow high damage again.

What I am interested in tho is doing what you have done here, changing the attacks the monsters do, I am guessing wall market or some other app does this as scene edit doesnt seem to be able to.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: zer0x4 on 2009-05-10 02:23:48
any updates
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: kini on 2009-05-10 09:23:20
would it be possable to reduce the size of the videos and make the game just one disk? it would be a huge improvement for those playign on the PSP.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-10 14:16:35
would it be possable to reduce the size of the videos and make the game just one disk? it would be a huge improvement for those playign on the PSP.

There is a way to put all the discs into 1 eboot yes. And i will have a huge update tonight.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: DarkVenomandCarnage on 2009-05-10 18:19:39
Sorry I was away but I can't wait for updates!
I would like that tutorial!
and why not rename Guard Scorpion to 'Scorpion Defender Omega' while
having the original unmodded Guard Scorpion as a random encounter!



and on your Dream Boss post...

Here is a challenge! (NOTE this os based on the original limits, if you change the limits, change him accordingly! he breaks Damage limit I know, but it could hit him!}

Rufus Shinra
Level: 8
HP:1000
MP: 500
STR:13
DEF:15
MAG:10
MDEF:13
AGIL:7
EVDE:2
Win item: Elixer
Gil won 500
Exp 500
attacks: Shotgun, Gun Stinger (He fires several rounds, doing about 150 each), Highwind (Same as Cids, weakened to
where each bomb does 20 to 100 damage) Haste (uses as soon as Dark Nations dead) Water (uses this occasionally once
Dark Nation is Dead) Drain (uses this for about 50 damage when he's down to 200 HP or lower.)

Dark Nation
Level: 8
HP:400
MP: 999
STR:13
DEF:15
MAG:10
MDEF:13
AGIL:7
EVDE:2
Win item Hi potion
Gil won 200
Exp 100
Attacks: Attack, Poison Fang (attack with poison Status), Wall (affects DN and Rufus) Esuna (Uses if Rufus is poisoned)
Fira (uses as a last strike)


Rufus Shinra (I want to fight him again!)
HP: 5,000,000
MP: 9000
Win item: Ribbon X 3 (as a boon to people who don't like jumbo cactuars)
Gil won 1,000,000
Exp 60,000
AP: 40,000 (I wouldn't want to cheat any player out of a nice reward after a difficult battel, greater than WEAPON!)
attacks: Shotgun, Gun Stinger (He fires several rounds, doing about 1500 each), Highwind (Same as Cids, weakened to
where each bomb does 5000 to 9000 damage) Haste (uses as soon as Shattered Light is dead) Aquaga (uses this often once
Shattered Light is Dead) Drain (uses this for about 5000 damage when he's down to 200 HP or lower.), Death (uses occasionally once
Shattered Light is Dead), Bio, Russian Roullete (Rufus uses this to deal 90,000 damage to a random character, himself and Shattered light included)
Hail of Bullets (Deals 3000 do everone, self included, after SL's dead), Ultima, Flare, Final Shot {deals 9900 damage to party once defeated)

Shattered Light
HP:250,000
MP:7000
Win item: Megalixer
Gil won 20000
Exp 10000
AP:7,000
Attacks: Attack, Poison Fang (attack with poison Status), Wall (affects SL and Rufus) Esuna (Uses if Rufus is Negative-statused)
Gravija (uses as a last strike, rips off 70%)

(I would try these... Eventually...)

Seraph Sephiroth Ideas coming soon!
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-10 21:57:28
Liking the ideas keep them coming! thanks! also i will write tutorial on how to do everything when my mod is finished.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: DarkVenomandCarnage on 2009-05-11 00:29:37
Since you liked them.


SERAPH SEPHIROTH (Or safer or whatever you call him :-))
Level: 99
HP:100,000,000 (Basic, not boosted or lowered)
MP: 9999
STR:255
DEF:255
MAG:255
MDEF:255
AGIL:255
EVDE:255
attacks: Supernova (now Non-elemental), Wing attack (7,000 aprox) Mighty Guard (Replaces Wall, basically Wall+Haste),
End of Days (kills 2 random party members), Heartless Angel (One HP+ 0 MP), Drain (drains 9998 HP from one charactor)
Ultima, Oblivion ( 16 hit counter VS. KOTR, 562 Damage Per hit), Gravijagun (I wondered where the -90% attack went)
Black Sky ('nother name for comet2, 3000 per hit), Curaga, Regen, Reflect, Dark Soul (Kills one charactor while giving him 100,000 HP back)

BTW, Shattered light is just Dark Nation with a different name, and different stats! :-D

Other ideas
Ultima: Could it hit all parties?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Kudistos Megistos on 2009-05-11 13:38:42
That isn't hard, it's completely impossible. With 255 vit and mdef all attacks except for ones that ignore defence will do about 100 damage or less (and physical ones will miss with that evade stat).

With 100 million HP you'll need to cast KotR 1000 times to kill him. Even if he didn't fight back, the battle would take days to finish. Since he does fight back (and he'll have more goes than the player with such a high speed stat) you'll run out of recovery items long before then, even if you have 99 of everything.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-11 13:44:28
That isn't hard, it's completely impossible. With 255 vit and mdef all attacks except for ones that ignore defence will do about 100 damage or less (and physical ones will miss with that evade stat).

With 100 million HP you'll need to cast KotR 1000 times to kill him. Even if he didn't fight back, the battle would take days to finish. Since he does fight back (and he'll have more goes than the player with such a high speed stat) you'll run out of recovery items long before then, even if you have 99 of everything.

I agree that is impossible. Theres alot more ways to make a boss hard without going mental with its status. Like have it use an attack that reduces you person to 1 HP (lets say his wing attack) then you could add stats effects too which doesn't only make it harder but more stratetic. You have to really prepare for a battle before going for it thats what an rpg is all about right? Also his HP couls stay the same just booast his defence abit. Now this is gonna be a shock to everyone, there will be NO KOTR materia in my patch. I just find it so cheap. Im also considering getting rid of deathblow because of the trick you can do with that but we will see.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Kudistos Megistos on 2009-05-11 13:58:05
I'm not bothered by no KotR; I didn't like it either. I think that getting rid of it or making it very dangerous to use (like gjoerulv did) are the only ways to go in a hardcore patch.

And yes, there's a lot more that goes into a challenging RPG (instead of just a hard one, because hard isn't always good) than simply giving the enemies high stats. Raising HP is particularly bad because it doesn't even make a fight much harder (except when it is something in the millions); it just makes an easy fight take longer. Heavy AI editing is really the way to go, but until that becomes easier, adding a few status attacks is a good idea. Even if it doesn't make the fight that much harder for seasoned players, it at least forces them to think about what they are doing and to prepare themselves properly, as you said.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-11 15:57:14
Well about editing the AI its not all that bad if you do 1 make a template and just replace the attacks with what you want its easy. If people want i will post my template and how to use it. Its so all the attacks are random no battle is ever the same but you can change the propabilty of what attack will be next.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: tuoppion on 2009-05-11 17:51:39
This is the best thing in gaming since portal (the PC-game) was released! Ahh, Final Fantasy 7, my favourite game of all times. Great that somebody good soul makes a PSX-hardcore-patch for us who have Vista on pc... ;) Anyway, how long it ideally take to finish? I have thought about start playing FF7 again, but maybe I wait for this cool patch... :)

And ye, I have some ideas for you. But I dunno is them even possible to make:

------------------------------------------------------------------------------------------------------------

Optional Jenova fight: Jenova Flux

stat example:

HP: 300 000
MP: Full
Attacks: All the attacks, that Jenova Birth, -Life, and -Dead uses, but more powerfull and without element + Some special attacks (example Illusion Mist: HP to 1 for one character). Also white wind and DeSpell

------------------------------------------------------------------------------------------------------------

Chocobo breeding: White Chocobo

-Get the white chocobo for something. And use some optional boss to get the nut for breeding that.

------------------------------------------------------------------------------------------------------------

Monster Arena Challenge:

Make it kickass! ;)

------------------------------------------------------------------------------------------------------------

Corel Prison's secret:

Have you heard about project0? Google it... There's that empty box in Corel Prison, so make something inside there and hard enemy to guard that box. But not too hard.

------------------------------------------------------------------------------------------------------------

Mythril Man:

You have no use for Great Cospel (Aeris 4th limit) in game, so replace it with something more usable.

------------------------------------------------------------------------------------------------------------

Easter eggs:

Much of them, we love 'em!

------------------------------------------------------------------------------------------------------------

That was all. I hope you comment my opinions :)

-Tuoppi

Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-12 11:11:55
some smashing ideas there! thats what im talking about! keep em coming! im thinking of making a jenova fight where they are all fused into one.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: tuoppion on 2009-05-12 12:28:22
Great, I think that the Jenova-fight will be the kickass! :D

Here are some more ideas:

------------------------------------------------------------------------------------------------------------

The sick man in Midgar:

There is that sick man in Midgar in the tube on sector 8 near the church on CD-1. Can you make that when on CD-3 you can get back to Midgar with the key, the man is there, and ask you to deliver something (the potion) for him? Then He gives you mysterious talisman that you need to use fore something (Example deliver it for somebody else)

------------------------------------------------------------------------------------------------------------

Save Crystals:

Add two more Save Crystals in the Northern Cave (My personal opinion of course)

------------------------------------------------------------------------------------------------------------

Rare enemy fight:

Make some nasty enemy on CD-3 that is very very rare and you can encounter it anywhere. But like so that you can beat it only once, and get the great reward.

Example: Mysterious Pot

HP: 100 000 or lower (It need to be tested how hard it is when he/she mimics everything)
MP: Full
Attacks: Mime (Copy your last move)
Special: Wants some item

------------------------------------------------------------------------------------------------------------

Sephiroth's Clone fight:

Use Sephiroth's model to make this fight. Fight is optional and is located on Nibelheim reactor on CD-3

Stats:

HP: 200 000
MP: Full
Attacks: Ultima, Shadow Flare, Physical Attack, Cure3, Wall, DeSpell

------------------------------------------------------------------------------------------------------------

1 / 35 Soldiers:

Make them actually 35 and HIDE! them all over the world, make it non-sell and non-use item. But DON'T! hide them in places where you can't get than once
When you get every soldier, you need to use them for something and you get the great reward.

------------------------------------------------------------------------------------------------------------

Ancient City and The White Materia:

After Aeris dead, you can't get to that place 'cause of that bastard MR. FISH AND THE GANG (the algae). Make it so that you can bribe them for entering that place. You need to pay 1 000 000 every time you enter.
But you can get the White Materia from there.

Okey, that bribe thing was kinda a joke, but it would be super cool if you can do that :)

------------------------------------------------------------------------------------------------------------

That was all today, tell me how you like them ;)


Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-12 12:46:20
some great ideas there  however i don't think the sick man ones are possible unless i copy the code from disc 1 over that of disc 3s and change the dialogue that could work. The sephiroth clone fight i was actually planning this! i made the the boss fight alot more harder http://www.youtube.com/watch?v=XRj9l0ErTM0 can see that vid there. Rare enemy fight if i was to make it the whole world map that would be really difficult but for one certain place it would be easy enough. Im going to make ghost ship as hard as rock and you don't morph it you just have to beat it. the soilders not much i can do with them tbh.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: squallff8 on 2009-05-12 15:52:02
BTW,what about Jumbo Cactuar idea?Will it be in the final patch?Or you not use him? :?
Maybe you'll make him visible like in FF8?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-12 16:34:43
BTW,what about Jumbo Cactuar idea?Will it be in the final patch?Or you not use him? :?
Maybe you'll make him visible like in FF8?

He will still be in but its impossible to make him visable like ff8.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Aurenasek116 on 2009-05-12 16:42:24
------------------------------------------------------------------------------------------------------------

The sick man in Midgar:

There is that sick man in Midgar in the tube on sector 8 near the church on CD-1. Can you make that when on CD-3 you can get back to Midgar with the key, the man is there, and ask you to deliver something (the potion) for him? Then He gives you mysterious talisman that you need to use fore something (Example deliver it for somebody else)

------------------------------------------------------------------------------------------------------------

Looks like someone didn't pay attention to storyline. That sick man in midgar was one of Sephiroth clones that were supposed to take part in Reunion, he had a tatoo that confirmed it, basicly he's long dead by the time you reach CD3.

Edit: Forgot to put closed quote tag lol.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: tuoppion on 2009-05-12 18:24:38
<quote>Looks like someone didn't pay attention to storyline. That sick man in midgar was one of Sephiroth clones that were supposed to take part in Reunion, he had a tatoo that confirmed it, basicly he's long dead by the time you reach CD3</quote>

Hmm I didn't know that, maybe because of my bad english, but now I know one thing more :)
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: squallff8 on 2009-05-12 20:26:20
BTW,what about Jumbo Cactuar idea?Will it be in the final patch?Or you not use him? :?
Maybe you'll make him visible like in FF8?

He will still be in but its impossible to make him visable like ff8.

So make this battle avaliable only on 3d CD  :wink: 
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: -Ric- on 2009-05-13 04:17:59
hum 1 question, is Kernel.bin file the same on all 3 psx cd's?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: hotdog963al on 2009-05-13 17:34:14
hum 1 question, is Kernel.bin file the same on all 3 psx cd's?
Yep, it's loaded when you boot the game.
So you start up the game with Disc 1 in, load a Disc 3 save... then swap disc to Disc 3, and you'll be using the Disc 1's Kernel!

Best to keep them the same... but then again you can always play your modded game saves on a non-modded copy of the game anyway, so it doesn't really matter.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: drfeelgud88 on 2009-05-13 18:08:07
yeah.. its hard to make a patch or a mod work on vista the same as it worked on an xp... only comp i got is a vista  :-(
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: The Seer of Shadows on 2009-05-14 07:03:29
Here are a few or my ideas, just in case any of them inspire you:

Make a rare, powerful enemy that occasionally appears somewhere - anywhere - and make it drop a Save Crystal for the final dungeon (allowing you to create more than one save point there).  Also edit the Save Crystal with WM so that it does something if you use it in battle, just so that it still has some use after creating a dozen save points in the last dungeon.  Maybe give it the Fury Brand effect.

Make an enemy that uses all 20 Enemy Skills (*might* involve a lot of AI work...) and make it appear late in the game.

When it comes to fighting human bosses such as Rufus or the Turks, rename their attacks to make them taunt you.  I'm thinking something like renaming Rufus's Shotgun to "I will make you suffer" or something like that (though I realize that's a little out of his character).
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: hotdog963al on 2009-05-14 09:16:00
When it comes to fighting human bosses such as Rufus or the Turks, rename their attacks to make them taunt you.  I'm thinking something like renaming Rufus's Shotgun to "I will make you suffer" or something like that (though I realize that's a little out of his character).
"You suffer, but why?"
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: drfeelgud88 on 2009-05-15 00:41:59
When it comes to fighting human bosses such as Rufus or the Turks, rename their attacks to make them taunt you.  I'm thinking something like renaming Rufus's Shotgun to "I will make you suffer" or something like that (though I realize that's a little out of his character).
i think thats too long of a title for a simple attack lol
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: The Seer of Shadows on 2009-05-15 01:15:28
Well, as long as it fits in the dialogue box at the top of the screen, it's fine, right?  Some bosses already have battle quotes like Reno saying "Let's call it a day" at the end of the last battle against the Turks.

Though I understand that this is slightly different, since renaming Rufus's Shotgun to "You suffer, but why?" (nice quote, btw) would cause that quote to appear every ten to twenty seconds.  That would be quite tiresome, unless some other attacks with different quotes are thrown into his arsenal.  This is just an idea.  If done at all, it might be better just to rename certain, more powerful attacks that the bosses don't use very often.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-15 02:05:03
I like how much you guys are getting into this :D
Anyway why not have him say "Take this!!" or "Dodge this!!"  or maybe even "try and survive this!" s(wouyld be good for a new special attack hint hint)something small worded and straight to the chase.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: drfeelgud88 on 2009-05-15 02:51:57
OR u when u hit him with any atk (since i assume he will be REALLY hard) he can say "Don't make me laugh - hahaha" and then he does that stance where he stands and laughs... and of course he counterattacks with a 2x-cut [shot in this case] or something... is that good?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: The Seer of Shadows on 2009-05-15 04:54:51
In regards to Rufus, he should either have weak attacks that just keep on coming or really strong attacks that he uses sparingly.  Considering the size of his gun, I would lean towards the latter.

As he is the president of Shinra, he should be quite formiddable.  What I have in mind is that he should have a fairly high evasion stat, but powerfully counterattack whenever he takes magic damage.  Be careful while editting his AI if you decide to do this, or he might end up counterattacking Dark Nation whenever he is hit by Barrier or MBarrier.

One more thing: Rufus's Shotgun isn't a long range attack.  That needs fixing.  Also, I would put him in the back row.  As for Dark Nation, his physical attack should inflict Poison!  And if you want a *really* difficult battle, why only have one Dark Nation?  There should be four of them!

(Don't mind me, I may be getting a little too into this...)
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-15 12:52:41
I agree with everything you just said what about 2 dark nations but rename them to other names sop it looks like there his two body guards? Also im thinking of giving rufus a limit break of his own that he uses after so many turns? what do you guys think?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: drfeelgud88 on 2009-05-15 15:54:17
u mean like dyne does? that's be great! give him... angermax? lol call it... Rufus' Revenge (daddy died lol) or... Shinra Massacre lol oh these names suck haha
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: The Seer of Shadows on 2009-05-16 02:37:01
I agree with everything you just said what about 2 dark nations but rename them to other names sop it looks like there his two body guards?

Unfortunately, if you have more than one Dark Nation in the battle, their names must be the same.  There are only three spaces for enemies in one scene file, and the one with Rufus is already used up: Rufus, Dark Nation, and the helicopter (that Rufus uses for his great escape).
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: drfeelgud88 on 2009-05-19 01:10:21
hey ff7rules! how's it going? how's the mod coming along?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-19 09:59:58
hey ff7rules! how's it going? how's the mod coming along?

Ill admit progress is slow atm i now have my own game website and ontop of that i have a new job so its gonna be difficult to find time for this but i will.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: drfeelgud88 on 2009-05-19 15:00:21
haha, thats cool... there's no rush cuz if u rush it, it wont be like u want it to be.. take ur time and we will have our patience. i just know the mod will be AWESOME! dont worry ur doing good, no ur doing great. well keep up the great work  :-D
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-05-19 15:39:38
haha, thats cool... there's no rush cuz if u rush it, it wont be like u want it to be.. take ur time and we will have our patience. i just know the mod will be AWESOME! dont worry ur doing good, no ur doing great. well keep up the great work  :-D

Thanks for the kind comment i promise i will have a "little" something tonight it won't be anything huge though.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: The Seer of Shadows on 2009-05-20 02:01:15
One more idea from me, if you're interested.  A boss who uses the following attacks:

Level 2 Confusion
Level 3 Dual
Level 4 Break
Level 5 Death
A standard physical attack so that it isn't completely helpless against characters whose levels are prime numbers.

By going into the battle with characters at certain levels, you can have a really hard battle or a really easy one.  The choice is up to the player.  Inspiration came from the Esper Zalera in Final Fantasy XII, who used similar attacks during the battle against him.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: zer0x4 on 2009-05-24 02:57:13
no rush but how is it coming along?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: drfeelgud88 on 2009-05-28 07:24:53
i just had to bring this thread back on the 1st page... lol jk, but i cant wait for this mod to be finished! i like to challenge myself  :-)
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: warbaque on 2009-05-29 15:05:32
How easy is it to add new random encounter either for PC or PSX version.

For example some island that has only Emerald weapon as a random encounter.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: The Seer of Shadows on 2009-05-29 15:45:54
I have no idea how it can be done on the world map.  Anywhere else, you'd have to extract the flevel.lgp and edit the encounters in whatever file you want with Meteor.  For finding out what the codes are for the encounters, extract the scene.bin with Scene Reader and find the scene with the monsters you want.  You can view the encounters with Scenester.

For Emerald Weapon, the encounter is 986.

(Edit: The above is for the PC version.  I've never worked with the PSX version before)
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: hotdog963al on 2009-05-29 21:27:10
I have no idea how it can be done on the world map.  Anywhere else, you'd have to extract the flevel.lgp and edit the encounters in whatever file you want with Meteor.  For finding out what the codes are for the encounters, extract the scene.bin with Scene Reader and find the scene with the monsters you want.  You can view the encounters with Scenester.

For Emerald Weapon, the encounter is 986.

(Edit: The above is for the PC version.  I've never worked with the PSX version before)
Meteor doesn't work with the PSX files, they are different :(
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: drfeelgud88 on 2009-06-04 06:06:41
hey ff7 rules, how goes the progress?  :-)
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: zer0x4 on 2009-06-06 05:13:48
im starting to think were never gonna see this
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: drfeelgud88 on 2009-06-07 02:51:47
dont think like that! ff7 rules wants and plans to finish it! just have patience and it will come ...
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-06-10 15:34:14
im starting to think were never gonna see this

SORRY! i haven't been on for so long! This project i will admit is going really really slow and i could do with some help, i now have a full time job and im just struggling to find time for this im gonna do my best this week to get something together.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Kudistos Megistos on 2009-06-10 16:24:14
It's good to hear that you're going to keep on with this  :-)

And what kind of help do you need?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-06-10 16:28:53
It's good to hear that you're going to keep on with this  :-)

And what kind of help do you need?

Hey KM long time no speak lol. Just help with scripts and battles really. I wanted to make this the ultimate ff7 experience, thought about adding elements to each character like strength and weakness, diologue to enemy s which will give them more character and about 15 extra battles so itll last people untill the ff7 remake is announced because its gonna happen question is when. Also making the game alot harder for vets and really to give people like GarlandtheGreat who has completed ff7 35 times one more reason to play it again.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Kudistos Megistos on 2009-06-10 16:46:39
Maybe the AI modding additions to WallMarket and ProudClod will come in handy?

I don't know of any ways to make characters strong or weak against certain elements, but it might be possible with AI editing. In any case, there are some interesting ideas being thrown around in the Proud Clod thread that could help anyone making a hardcore mod...

And as for adding dialogue, it's not hard (although it is slightly tedious) if you have a program called fftext (http://www.sylphds.net/f2k3/programs/fftext/fftext100.zip). It lets you transliterate to and from the FF7 text encoding system.

In any case, it will be really great if we have a hardcore mod for the PSX version, since that's the one most people have and it's very hard to come by the PC version these days.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-06-10 16:51:44
prodclod thats new to me! will have alook thanks! i have a few more ideas but im not sure if im gonna go through with them yet.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: zer0x4 on 2009-08-01 04:38:49
so whats new?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Kudistos Megistos on 2009-08-07 11:54:16
I'd also like to hear some more on this; it's about time the PSX version had a hardcore mod, and it's one of the few mods that can work just as well on both PC and PSX  :wink:

Also, parts of my last post are outdated because Proud Clod can now make battle dialogue much more easily.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-08-07 12:54:16
You will hear more on this soon i promise im so glad someone revived this because i really lost hope for it.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Kudistos Megistos on 2009-08-07 12:56:09
Don't worry, there'll always be demand for a PSX hardcore mod  :-D

It's just that, well, there have been a huge number of graphics mods recently and every thread that isn't getting several posts a day gets bumped off page 1 very quickly.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-08-07 13:11:44
Yeah i agree i know its not my place to suggest this but maybe have a separate category for the original graphic mods? There will be more news on this mod tonight.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Kudistos Megistos on 2009-08-07 13:32:36
Yeah i agree i know its not my place to suggest this but maybe have a separate category for the original graphic mods?

No, not your place, unfortunately :-P

TBH it would be hard to justify it other than by saying that Game Tweaking is too fast. Actually, I suppose we could have a modeling forum and a game tweaking one, but...

There will be more news on this mod tonight.

I await this news eagerly  :-D
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-08-07 16:56:04
glad to hear it itll be a big update too itll be excatly what the mod will consist off.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-08-08 01:44:12
Sorry to double post but heres the big update.

This mod will consist off

A harder difficulty for bosses
At least 20 extra bosses
Edited magic
A different way to get weapons through stealing.
Damage break limit
Custom faces in the menu
Sephiroth is controllable in the flashback
You must fight a boss to get each summon (included in the 20 plus extra bosses)
The element of surprise
Buster sword made alot stronger on the 3rd disc
Aeris (Aerith) can be revived in the game new added side quest.
Each character has a element there strong and weak against.
Ultimate weapons are gotten from new bosses
Bosses are changed
Yuffie has to be earned (tough fight)
Some dialogue is corrected, added
And one more big massive secret i won't spill just yet

Date to be done not known yet but before Christmas for a beta.




Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Kudistos Megistos on 2009-08-08 02:12:27
This sounds pretty good. I've thought of doing quite a few of those things myself, but I'm too lazy :roll:
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: drfeelgud88 on 2009-08-08 06:23:05
Sorry to double post but heres the big update.

This mod will consist off

A harder difficulty for bosses
At least 20 extra bosses
Edited magic
A different way to get weapons through stealing.
Damage break limit
Custom faces in the menu
Sephiroth is controllable in the flashback
You must fight a boss to get each summon (included in the 20 plus extra bosses)
The element of surprise
Buster sword made alot stronger on the 3rd disc
Aeris (Aerith) can be revived in the game new added side quest.
Each character has a element there strong and weak against.
Ultimate weapons are gotten from new bosses
Bosses are changed
Yuffie has to be earned (tough fight)
Some dialogue is corrected, added
And one more big massive secret i won't spill just yet

Date to be done not known yet but before Christmas for a beta.






damn! i cant w8! and the aerith being revived thing? WOW! now that is simply amazing!
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: sl1982 on 2009-08-08 06:26:31
Amazing! I can envision the day when the ff7 we all know and love is nothing like the original game lol
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-08-08 14:21:11
Amazing! I can envision the day when the ff7 we all know and love is nothing like the original game lol

Yeah with all these graphic mods i can imagine tht day isn't far away! anyway i want ideas for extra bosses. Anything at all.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Murak Modder on 2009-08-08 14:28:47
What about a rematch with Rufus shortly before or on the cargo ship?

Cloud could 'mess up' when he's in front of Rufus, then Rufus asks who he is, then recognizes Cloud and then cloud needs to battle Rufus and 2 of the grunts?

i dunno, just throwing ideas out. :P
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: The Seer of Shadows on 2009-08-08 14:59:45
Here's a possible inspiration, if it hasn't occurred to you already.  All of the battle models of the summons can be found in the magic.lgp.  It might be a bothersome process, but you could match one of the Knights of the Round to the battle skeleton of a Gi Spector.  Or you could match Bahamut to the Dragon's battle skeleton.  Or Phoenix to Rapps.  Or Leviathan to Bottomswell.  Or Shiva to Snow.  Or even Bahamut ZERO to Safer Sephiroth.  Et cetera.

As for an actual enemy, here's something that just came to my imagination: Dark Elemental.  An enemy can have a maximum of 16 different attacks.  There just so happen to be 16 different elements (according to Wall Market).  Supposing he had 16 attacks all of different elements and each with a different status effect attached.  That could be a challenging enemy.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-08-08 16:43:04
Here's a possible inspiration, if it hasn't occurred to you already.  All of the battle models of the summons can be found in the magic.lgp.  It might be a bothersome process, but you could match one of the Knights of the Round to the battle skeleton of a Gi Spector.  Or you could match Bahamut to the Dragon's battle skeleton.  Or Phoenix to Rapps.  Or Leviathan to Bottomswell.  Or Shiva to Snow.  Or even Bahamut ZERO to Safer Sephiroth.  Et cetera.

As for an actual enemy, here's something that just came to my imagination: Dark Elemental.  An enemy can have a maximum of 16 different attacks.  There just so happen to be 16 different elements (according to Wall Market).  Supposing he had 16 attacks all of different elements and each with a different status effect attached.  That could be a challenging enemy.

This is a very good idea however im not sure how the summon models work in the psx version i have a magic file folder and lsz models but theres a few and there named weridly if anyone knows whats what DO tell.

Also the dark elemental is a fantasic idea thanks :)
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: The Seer of Shadows on 2009-08-09 00:59:37
I don't have the PSX version, but in the PC version, there's a magic.lgp, and if you extract all files, you'll find some battle models in there.  It shouldn't be difficult to figure out what they are just based on name.  Ifrit is named "ifreet" (or something like that), Typhon is "tupon", the Knights of the Round are all obvious as well...

I also think that their individual parts are named after them.  So, Ifrit's torso is probably named "ifreet01", his head "ifreet02", etc.  I haven't looked in there for a while, but that's how I remember it.

Or was that nothing along the lines of what you were asking?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Kudistos Megistos on 2009-08-09 01:07:19
The PSX version doesn't have .lgp files. In this case, I think that the files lying around in the MAGIC folder would be the equivalent. I'm sure there'll be some info on the wiki (http://wiki.qhimm.com/FF7).

And they keep their crazy Engrish names; IFLEET, VAHAMUT, etc.  :roll:
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-08-09 15:14:31
The PSX version doesn't have .lgp files. In this case, I think that the files lying around in the MAGIC folder would be the equivalent. I'm sure there'll be some info on the wiki (http://wiki.qhimm.com/FF7).

And they keep their crazy Engrish names; IFLEET, VAHAMUT, etc.  :roll:

Yeha i think your both right there so having summons as enemys is prob impossible im gonna try something however.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Kudistos Megistos on 2009-08-09 15:19:29
Hold on, I didn't say that  :-P

It seems that summons can be put into the PC version:

http://forums.qhimm.com/index.php?topic=8800.0

It might be harder for the PSX version (or it might be easier), but if you can convert those .bin files somehow...
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-08-09 15:50:31
Yeah its just tht if its all different parts of a summon it won't work will it? I am really intrigued by this now.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Kudistos Megistos on 2009-08-09 15:53:37
But I wonder whether one of those different parts might be the whole model for the summoned monster..

Anyway, have a look at the wiki to see if there's any help there.

Actually, perhaps you could start a thread asking for info about the MAGIC folder in the PSX version; I'm sure someone will know about it
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-08-09 16:59:41
But I wonder whether one of those different parts might be the whole model for the summoned monster..

Anyway, have a look at the wiki to see if there's any help there.

Actually, perhaps you could start a thread asking for info about the MAGIC folder in the PSX version; I'm sure someone will know about it

I will have alook and make a thread on it thanks man.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Timu Sumisu on 2009-08-09 18:55:12
if the summons are in the same format with skeletons and all as normal battle models, they could be put into one of the extra enemy slots, and could be custom animated to have an attack set, asuming you can customize their attacks to that point (make a call for a particular animation based one what attack they're doing.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Armorvil on 2009-08-09 21:58:14
Good luck on your hack, it sounds really good :D
And about your list of updates...

Quote
At least 20 extra bosses

Just a question : Do these bosses replace existing ones, or did you find a way to add boss battles on the field ? I know Gjoerulv did it for the PC version using Meteor, and I know ARMS did it for the PSX version, but I have no idea how to accomplish such a feat on the latter (ARMS never told me :P). If you know how to do that (ie. for example, trigger a boss battle as you take a materia lying on the floor), care to explain it to me ?
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: hotdog963al on 2009-08-09 22:55:14
Good luck on your hack, it sounds really good :D
And about your list of updates...

Quote
At least 20 extra bosses

Just a question : Do these bosses replace existing ones, or did you find a way to add boss battles on the field ? I know Gjoerulv did it for the PC version using Meteor, and I know ARMS did it for the PSX version, but I have no idea how to accomplish such a feat on the latter (ARMS never told me :P). If you know how to do that (ie. for example, trigger a boss battle as you take a materia lying on the floor), care to explain it to me ?

It's just simple field event scripting. Lasyan3's "Hack7" can do anything :)
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Armorvil on 2009-08-09 23:15:52
Good luck on your hack, it sounds really good :D
And about your list of updates...

Quote
At least 20 extra bosses

Just a question : Do these bosses replace existing ones, or did you find a way to add boss battles on the field ? I know Gjoerulv did it for the PC version using Meteor, and I know ARMS did it for the PSX version, but I have no idea how to accomplish such a feat on the latter (ARMS never told me :P). If you know how to do that (ie. for example, trigger a boss battle as you take a materia lying on the floor), care to explain it to me ?

It's just simple field event scripting. Lasyan3's "Hack7" can do anything :)

AWESOME !!  :-D
I never knew such a tool existed ! With a little search, I found the link. Here is the link to Lasyan3's webpage (http://lasyan3.free.fr), in case some people are also looking for it ;)
For people who don't understand French, just click on "Mes outils", and you'll find the link to hack7 as well as to some other cool programs.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-08-09 23:29:52
Good luck on your hack, it sounds really good :D
And about your list of updates...

Quote
At least 20 extra bosses

Just a question : Do these bosses replace existing ones, or did you find a way to add boss battles on the field ? I know Gjoerulv did it for the PC version using Meteor, and I know ARMS did it for the PSX version, but I have no idea how to accomplish such a feat on the latter (ARMS never told me :P). If you know how to do that (ie. for example, trigger a boss battle as you take a materia lying on the floor), care to explain it to me ?

Sure, well no these bosses are added none are replaced, i found a way to add bosses on the field using hack7. All I do is use monsters that aren't on that disc so i can alter them as i see fit. I do this byfinding the field file i want and literally inseting the battle anywhere you want. Before a save point for example if you wish or after certain trigger like your exampling obtaining materia. You need the Battle digits for this so you know what monsters what so here ya go mate.

#   Enemies Fought      Location
0000   Triangle Polygon   The Black Hole
0001   Triangle Polygon(x4)   Woodlands
0002   Triangle Polygon   The Black Hole
0003   Triangle Polygon(x3)   Train Graveyard
0004   Triangle Polygon(x3)   Woodlands
0005   Triangle Polygon(x3)   Woodlands
0006   Triangle Polygon(x3)   Mountains
0007   Triangle Polygon(x2)   Great Glacier
0008   Triangle Polygon(x4)   Sewers
0009   Triangle Polygon(x6) Then 2nd round with Triangle Polygon(x5)   Corral Valley Cave
000A   Triangle Polygon(x5)   The Black Hole
000B   Triangle Polygon Then 2nd round with Triangle Polygon(x5)   The Black Hole
000C   Triangle Polygon(x2)   The Black Hole
000D   Triangle Polygon(x4)   The Black Hole
000E   Triangle Polygon(x4)   The Black Hole
000F   Triangle Polygon(x3)   The Black Hole
0010   Glitch   
0011   Glitch   
0012   Glitch   
0013   Glitch   
0014   Mighty Grunt(x2)   Mountains, raining
0015   Mighty Grunt(x2)   Coal Train
0016   Triangle Polygon   The Black Hole
0017   Triangle Polygon Gaunlet (You fight 1 in each round for 7 rounds, then it freezes)   The Black Hole
0018   Triangle Polygon(x2) Gauntlet (same as 0017 but you fight them 2 at a time)   The Black Hole
0019   Triangle Polygon Gaunlet (same as 0017)   The Black Hole
001A   Triangle Polygon(x6) (same as 0017 but you fight them 6 at a time   Corral Valley Cave
001B   Adamantaimi(x6)   Reactor
001C   Grunt   Shinra Building
001D   Grunt   Shinra Building
001E   Grunt   Shinra Building
001F   Grunt   Shinra Building
0020   Devil Ride   Grasslands/Plains
0021   Custom Sweeper(x2)   Grasslands/Plains
0022   Kalm Fang(x2) & Devil Ride   Grasslands/Plains
0023   Devil Ride(x2)   Midger Area
0024   Prowler(x2) & Kalm Fang   Grasslands/Plains
0025   Custom Sweeper(x2)   Grasslands/Plains
0026   Kalm Fang(x3)   Grasslands/Plains
0027   Kalm Fang(x2) & Prowler   Grasslands/Plains
0028   Devil Ride(x2)   Grasslands/Plains
0029   Kalm Fang(x3)   Grasslands/Plains
002A   Prowler(x2) & Kalm Fang   Grasslands/Plains
002B   Kalm Fang(x2) & Prowler   Grasslands/Plains
002C   Kalm Fang(x3)   Beach
002D   Kalm Fang(x2)   Beach
002E   Kalm Fang(x2) & Prowler   Beach
002F   Prowler(x2) & Kalm Fang   Grasslands/Plains
0030   Mu(x2) & Levrikon   Grasslands/Plains
0031   Levrikon(x3)   Grasslands/Plains
0032   Levrikon(x2)   Grasslands/Plains
0033   Levrikon(x3)   Grasslands/Plains
0034   Mandragora(x4)   Grasslands/Plains
0035   Alfadunk(x2)   Grasslands/Plains
0036   Alfadunk(x2) & Lavrikon   Grasslands/Plains
0037   Mandragora(x2) & Lavrikon & Alfadunk   Grasslands/Plains
0038   Mandragora(x2) & Chocobo   Grasslands/Plains
0039   Lavrikon & Mandragora & Chocobo   Grasslands/Plains
003A   Lavrikon   Beach
003B   Lavrikon(x2)   Beach
003C   Lavrikon(x2) & Chocobo   Grasslands/Plains
003D   Alfadunk(x2) & Chocobo   Grasslands/Plains
003E   Alfadunk   Beach
003F   Alfadunk(x2)   Grasslands/Plains
0040   Nerosuferoth(x2)   Grasslands/Plains
0041   Nerosuferoth(x2) & Formula   Grasslands/Plains
0042   Zemzelett   Grasslands/Plains
0043   Zemzelett & Nerosuferoth(x2)   Grasslands/Plains
0044   Nerosuferoth(x2)   Grasslands/Plains
0045   Nerosuferoth(x3)   Grasslands/Plains
0046   Hell Rider VR2   Mountains
0047   Formula(x2)   Mountains
0048   Zemzelett   Mountains
0049   Zemzelett   Mountains
004A   Formula(x3)   Woodlands
004B   Capparwire(x5)   Woodlands
004C   Capparwire(x2)   Woodlands
004D   Capparwire(x2)   Beach
004E   Capparwire(x3) & Chocobo   Grasslands/Plains
004F   Capparwire(x2) & Chocobo   Grasslands/Plains
0050   Capparwire(x2) & Chocobo   Grasslands/Plains
0051   Capparwire(x2) & Chocobo   Grasslands/Plains
0052   Nerosuferoth(x)   Beach
0053   Capparwire(x2) & Nerosuferoth   Beach
0054   Grangalan   Grasslands/Plains
0055   Grangalan   Beach
0056   Grangalan   Hills Near North Corel
0057   Grangalan   Beach
0058   Needle Kiss(x2)   Hills Near North Corel
0059   Needle Kiss(x2) & Cokatolis   Hills Near North Corel
005A   Needle Kiss(x2)   Hills Near North Corel
005B   Needle Kiss(x2)   Hills Near North Corel
005C   Beachplug(x3)   Beach
005D   Beachplug(x4)   Beach
005E   Beachplug(x3)   Beach
005F   Spencer(x2)   Battle Arena
0060   Spencer(x3) & Flapbeat   Grasslands/Plains
0061   Flapbeat(x3)   Grasslands/Plains
0062   Flapbeat(x2) & Chocobo   Grasslands/Plains
0063   Spencer(x2) & Chocobo   Grasslands/Plains
0064   Joker(x2)   Grasslands/Plains
0065   Flapbeat(x2) & Joker   Grasslands/Plains
0066   Harpy   Mountains
0067   Harpy   Mountains
0068   Flapbeat(x2) & Chocobo   Grasslands/Plains
0069   Harpy & Chocobo   Grasslands/Plains
006A   Harpy   Desert
006B   Flapbeat(x4)   Desert
006C   Grand Horn   Grasslands/Plains
006D   Gagighandi(x2)   Grasslands/Plains
006E   Grand Horn(x2)   Grasslands/Plains
006F   Grand Horn   Grasslands/Plains
0070   Gagighandi(x3)   Grasslands/Plains
0071   Gagighandi(x3)   Ancient Forest
0072   Gagighandi(x2)   Ancient Forest
0073   Touch Me(x2) & Gagighandi   Ancient Forest
0074   Touch Me(x6)   Ancient Forest
0075   Flapbeat   Battle Arena
0076   Flapbeat(x2)   Battle Arena
0077   Spencer(x3) & Flapbeat   Grasslands/Plains
0078   Bagrisk(x3)   Mountains
0079   Griffin   Mountains
007A   Desert Sahagin(x2)   Mountains
007B   Bagrisk(x3)   Mountains
007C   Skeeskee(x3)   Mountains
007D   Griffin   Mountains
007E   Golem   Mountains
007F   Skeeskee(x2) & Griffin   Mountains
0080   Desert Sahagin(x3)   Mountains
0081   Desert Sahagin(x2)   Mountains
0082   Desert Sahagin(x3)   Mountains
0083   Skeeskee(x3)   Mountains
0084   Skeeskee(x3)   Mountains
0085   Desert Sahagin(x2)   Mountains
0086   Crown Lance(x2)   Beach
0087   Crown Lance(x3)   Beach
0088   Crown Lance   Beach
0089   Crown Lance(x2)   Beach
008A   Crown Lance   Mountains
008B   Crown Lance(x2)   Mountains
008C   Nibel Wolf(x2)   Grasslands/Plains
008D   Nibel Wolf(x2) & Valron   Grasslands/Plains
008E   Valron   Grasslands/Plains
008F   Nibel Wolf(x2)   Grasslands/Plains
0090   Bahba Velamyu(x2)   Woodlands
0091   Battery Cap(x3) & Valron   Woodlands
0092   Battery Cap(x6)   Woodlands
0093   Bahba Velamyu(x2)   Woodlands
0094   Nibel Wolf(x3)   Grasslands/Plains
0095   Velcher Task(x2)   Grasslands/Plains
0096   Nibel Wolf(x2) & Velcher Task   Grasslands/Plains
0097   Nibel Wolf(x2) & Velcher Task   Grasslands/Plains
0098   Valron(x2) & Chocobo   Grasslands/Plains
0099   Kyuvilduns(x2) & Chocobo   Grasslands/Plains
009A   Kyuvilduns(x3)   Woodlands
009B   Valron(x3)   Woodlands
009C   Kyuvilduns & Velcher Task & Chocobo   Grasslands/Plains
009D   Velcher Task(x2) & Chocobo   Grasslands/Plains
009E   Velcher Task(x2)   Woodlands
009F   Velcher Task(x2)   Woodlands
00A0   Razor Weed(x2) & Tail Vault   Grasslands/Plains
00A1   Razor Weed(x4)   Grasslands/Plains
00A2   Tail Vault(x2) & Chocobo   Mountains
00A3   Razor Weed(x3) & Chocobo   Mountains
00A4   Tail Vault(x2) & Edgehead   Grasslands/Plains
00A5   Tail Vault(x2)   Grasslands/Plains
00A6   Tail Vault(x3) & Chocobo   Mountains
00A7   Tail Vault(x2) & Chocobo   Mountains
00A8   Thunderbird(x4)   Mountains
00A9   Bizarre Bug(x2) & Thunderbird(x3)   Mountains
00AA   Tail Vault(x3)   Mountains
00AB   Bizarre Bug(x2) & Tail Vault   Mountains
00AC   Thunderbird(x3)   Mountains
00AD   Tail Vault(x2)   Mountains
00AE   Bizarre Bug(x3)   Mountains
00AF   Bizarre Bug(x2) & Tail Vault & Thunderbird   Mountains
00B0   Bizarre Bug(x5)   Bridge (Wutai Area)
00B1   Bizarre Bug(x2) & Tail Vault   Bridge (Wutai Area)
00B2   Bizarre Bug(x3) & Tail Vault(x2)   Bridge (Wutai Area)
00B3   Adamantaimai   Beach
00B4   Under Lizard   Grasslands/Plains
00B5   Dual Horn   Grasslands/Plains
00B6   Dual Horn(x2)   Grasslands/Plains
00B7   Dual Horn   Grasslands/Plains
00B8   Under Lizard   Mountains
00B9   Under Lizard(x2)   Mountains
00BA   Tonadu   Mountains
00BB   Tonadu   Beach
00BC   Slaps(x3)   Ancient Forest
00BD   Slaps(x5)   Ancient Forest
00BE   Kelzmelzer(x2)   Ancient Forest
00BF   Slaps(x4)   Ancient Forest
00C0   Vlakorados   Grasslands/Plains
00C1   Trickplay   Grasslands/Plains
00C2   Trickplay(x2)   Grasslands/Plains
00C3   Trickplay(x2)   Grasslands/Plains
00C4   Vlakorados   Grasslands/Plains
00C5   Bandersnatch   Icicle Area
00C6   Bandersnatch(x2)   Icicle Area
00C7   Bandersnatch(x3)   Icicle Area
00C8   Jumping   Icicle Area
00C9   Jumping(x2)   Icicle Area
00CA   Jumping & Chocobo   Icicle Area
00CB   Jumping(x2) & Chocobo   Icicle Area
00CC   Bandersnatch(x2)   Icicle Area
00CD   Bandersnatch(x2)   Icicle Area
00CE   Bandersnatch & Jumping & Chocobo   Icicle Area
00CF   Bandersnatch(x2) & Chocobo   Icicle Area
00D0   Lessaloploth   Icicle Area
00D1   Ice Golem(x2)   Icicle Area
00D2   Jumping(x3)   Icicle Area
00D3   Jumping(x3)   Icicle Area
00D4   Hippogriff   Grasslands/Plains
00D5   Spiral(x2)   Grasslands/Plains
00D6   Spiral & Chocobo   Grasslands/Plains
00D7   Spiral(x2) & Chocobo   Grasslands/Plains
00D8   Head Hunter(x3)   Grasslands/Plains
00D9   Head Hunter(x4)   Grasslands/Plains
00DA   Head Hunter(x3) & Chocobo   Grasslands/Plains
00DB   Head Hunter(x2) & Chocobo   Grasslands/Plains
00DC   Spiral(x3)   Mountains
00DD   Spiral(x2)   Mountains
00DE   Hippogriff   Mountains
00DF   Spiral(x2)   Mountains
00E0   Crystales(x3)   Ancient Forest
00E1   Head Hunter(x4)   Ancient Forest
00E2   Head Hunter(x3)   Ancient Forest
00E3   Sea Worm   Beach
00E4   Cactuer   Desert
00E5   Dual Horn   Grasslands/Plains
00E6   Dual Horn(x2)   Grasslands/Plains
00E7   Under Lizard   Grasslands/Plains
00E8   Sea Worm   Desert
00E9   Tonadu   Desert
00EA   Goblin(x2)   Woodlands
00EB   Goblin(x3)   Woodlands
00EC   Goblin   Woodlands
00ED   Goblin   Woodlands
00EE   Goblin(x2)   Woodlands
00EF   Goblin(x3)   Woodlands
00F0   Goblin(x2)   Woodlands
00F1   Goblin   Woodlands
00F2   Goblin(x2)   Woodlands
00F3   Goblin(x2)   Woodlands
00F4   Desert Sahagin   Beach
00F5   Desert Sahagin(x2)   Beach
00F6   Desert Sahagin   Beach
00F7   Desert Sahagin(x2)   Beach
00F8   Grunt   Shinra Building
00F9   Grunt   Shinra Building
00FA   Grunt   Shinra Building
00FB   Grunt   Shinra Building
00FC   Grunt   Shinra Building
00FD   Grunt   Shinra Building
00FE   Grunt   Shinra Building
00FF   Grunt   Shinra Building
0100   Cactuar   Desert
0101   Grunt   Shinra Building
0102   Grunt   Shinra Building
0103   Grunt   Shinra Building
0104   Beachplug   Beach
0105   Beachplug   Beach
0106   Beachplug   Beach
0107   Beachplug   Beach
0108   Grand Horn   Beach
0109   Grand Horn   Beach
010A   Grand Horn   Beach
010B   Grand Horn   Beach
010C   Yuffie[Level 17]   Woodlands
010D   Yuffie[Level 17]   Ancient Forest
010E   Yuffie[Level 22]   Woodlands
010F   Yuffie[Level 22]   Ancient Forest
0110   Yuffie[Level 27]   Woodlands
0111   Yuffie[Level 27]   Ancient Forest
0112   Yuffie[Level 32]   Woodlands
0113   Yuffie[Level 32]   Ancient Forest
0114   Yuffie[Level 37]   Woodlands
0115   Yuffie[Level 37]   Ancient Forest
0116   Yuffie[Level 42]   Woodlands
0117   Yuffie[Level 42]   Ancient Forest
0118   Ultimate Weapon   Ancient Forest
0119   Ultimate Weapon   Highwind Deck
011A   Ultimate Weapon   Highwind Deck
011B   Ultimate Weapon   Fort Condor
011C   Ultimate Weapon   North Corel
011D   Ultimate Weapon   Gongaga Destroyed Reactor
011E   Ultimate Weapon   Northern Crater?
011F   Ultimate Weapon   Highwind Deck
0120   CMD. Grand Horn   Fort Condor
0121   CMD. Grand Horn   Fort Condor
0122   CMD. Grand Horn   Fort Condor
0123   CMD. Grand Horn(x2)   Fort Condor
0124   Dragon   Mountains, Raining
0125   Dragon   Mountains, Raining
0126   Ultimate Weapon   Midgar
0127   Dragon   Mountains, Raining
0128   Yuffie[Level 42](x2)   Woodlands
0129   Yuffie[Level 42](x2)   Woodlands
012A   Yuffie[Level 42]   Woodlands
012B   Capparwire   Woodlands
012C   MP(x2)   Midgar Reactor
012D   MP(x2)   Midgar Reactor
012E   Guard Hound   Midgar Reactor
012F   MP & Guard Hound   Midgar Reactor
0130   Guard Hound   Midgar Reactor
0131   Mono Drive(x2)   Midgar Reactor
0132   MP(x2) & Mono Drive   Midgar Reactor
0133   MP(x2)   Midgar Reactor
0134   Mono Drive(x2) & 1st Ray   Midgar Reactor
0135   1st Ray(x2)   Midgar Reactor
0136   Grunt(x2)   Midgar Reactor
0137   1st Ray(x2) & Grunt   Midgar Reactor
0138   1st Ray(x3)   Midgar Reactor
0139   Grunt(x3)   Midgar Reactor
013A   1st Ray(x2)   Midgar Reactor
013B   Grunt(x3)   Midgar Reactor
013C   Mono Drive(x2) & Grunt(x2)   Midgar Reactor
013D   Mono Drive(x3) & Grunt(x2)   Midgar Reactor
013E   Grunt(x3)   Midgar Reactor
013F   Grunt(x2) & Mono Drive   Midgar Reactor
0140   Sweeper   Midgar Reactor
0141   Grunt(x2) & Sweeper   Midgar Reactor
0142   Grunt(x2) & Sweeper   Midgar Reactor
0143   Grunt(x2)   Midgar Reactor
0144   Guard Scorpion   Midgar Reactor
0145   Guard Hound   Streets Of Midgar
0146   Guard Hound(x2)   Streets Of Midgar
0147   Grashtrike   Battle Arena
0148   MP(x2)   Streets Of Midgar
0149   MP(x3)   Streets Of Midgar
014A   MP(x3)   Streets Of Midgar
014B   Chude Tank(x2)   Battle Arena
014C   Rocket Launcher(x4)   Midgar Tunnels
014D   Grashtrike(x3)   Midgar Tunnels
014E   Grashtrike(x4)   Midgar Tunnels
014F   Grashtrike(x4)   Midgar Tunnels
0150   Grashtrike(x2) & Chuse Tank(x2)   Midgar Reactor
0151   Chuse Tank(x3)   Midgar Reactor
0152   Chude Tank(x3) & Grashtrike(x2)   Midgar Reactor
0153   Grashtrike(x4)   Midgar Reactor
0154   Rocket Launcher(x3)   Midgar Reactor
0155   Blugu(x2) & Rocket Launcher(x2)   Midgar Reactor
0156   Blugu(x2) & Rocket Launcher   Midgar Reactor
0157   Blugu(x3) & Chuse Tank   Midgar Reactor
0158   Special Combatant(x3)   Midgar Reactor
0159   Proto Machinegun(x3)   Midgar Reactor
015A   Proto Machinegun(x2) & Special Combatant(x2)   Midgar Reactor
015B   Blood Taste(x2) & Special Combatant(x2)   Midgar Reactor
015C   Blood Taste(x4)   Midgar Reactor
015D   Special Combatant(x2) & Proto Machinegun   Midgar Reactor
015E   Blood Taste(x3)   Midgar Reactor
015F   Blood Taste(x3)   Midgar Reactor
0160   Smogger(x2) & Special Combatant   Midgar Reactor
0161   Smogger(x2) & Proto Machinegun   Midgar Reactor
0162   Special Combatant(x4)   Midgar Reactor
0163   Smogger(x2)   Midgar Reactor
0164   Proto Machinegun(x5)   Midgar Reactor
0165   Smogger(x2) & Blood Taste   Midgar Reactor
0166   Blood Taste(x2) & Smogger   Midgar Reactor
0167   Blood Taste(x3)   Midgar Reactor
0168   Blugu(x3)   Battle Arena
0169   Special Combatant   Midgar Reactor
016A   Special Combatant   Midgar Reactor
016B   Special Combatant   Midgar Reactor
016C   Air Buster   Midgar Reactor
016D   Air Buster   Midgar Reactor
016E   Air Buster   Midgar Reactor
016F   Special Combatant(x3)   Midgar Tunnels
0170   Hedgehog Pie(x3)   Church
0171   Hedgehog Pie(x2)   Church
0172   Hedgehog Pie(x2)   Church
0173   Hedgehog Pie(x3)   Church
0174   MP   Church
0175   Guard Hound(x2)   Church
0176   Guard Hound & MP   Church
0177   Guard Hound(x2) & Smogger   Church
0178   Whole Eater(x2)   Midgar, Sector 6
0179   Hedgehog Pie(x2) & Whole Eater   Midgar, Sector 6
017A   Vice(x2)   Midgar, Sector 6
017B   Vice   Midgar, Sector 6
017C   Hell House   Midgar, Sector 6
017D   Whole Eater(x4)   Midgar, Sector 6
017E   Hell House   Midgar, Sector 6
017F   Whole Eater(x3)   Midgar, Sector 6
0180   Corneo's Lackey(x3)   Corneo's Mansion
0181   Corneo's Lackey(x3)   Corneo's Mansion
0182   Aps   Sewers
0183   Aps   Sewers
0184   Ceasar(x3)   Sewers
0185   Sahagin(x2) & Ceasar   Sewers
0186   Sahagin(x2)   Sewers
0187   Sahagin(x3)   Sewers
0188   Mono Drive(x3)   Train Graveyard
0189   Guard Hound(x2)   Train Graveyard
018A   Mono Drive(x3)   Train Graveyard
018B   Sweeper   Train Graveyard
018C   Cripshay(x2) & Deenglow   Train Graveyard
018D   Deenglow(x2)   Train Graveyard
018E   Ghost(x3)   Train Graveyard
018F   Ghost(x2) & Deenglow   Train Graveyard
0190   Eligor   Train Graveyard
0191   Deenglow(x3)   Train Graveyard
0192   Ghost(x2)   Train Graveyard
0193   Ghost(x3)   Train Graveyard
0194   Aero Combatant   Sector 7 Plate
0195   Aero Combatant(x3)   Sector 7 Plate
0196   Aero Combatant   Sector 7 Plate
0197   Aero Combatant(x2)   Sector 7 Plate
0198   Aero Combatant(x2)   Sector 7 Plate
0199   Aero Combatant(x3)   Sector 7 Plate
019A   Aero Combatant(x2)   Sector 7 Plate
019B   Eligor   Battle Arena
019C   Reno   Sector 7 Plate
019D   Reno   Sector 7 Plate
019E   Reno   Sector 7 Plate
019F   Grenade Combatant(x2)   Shinra Building
01A0   Grenade Combatant(x2)   Shinra Building
01A1   Grenade Combatant(x3)   Shinra Building
01A2   Grenade Combatant(x2)   Shinra Building
01A3   Mighty Grunt   Shinra Building
01A4   Mighty Grunt(x2)   Shinra Building
01A5   Mighty Grunt(x3)   Shinra Building
01A6   Mighty Grunt(x3)   Shinra Building
01A7   Mighty Grunt(x2)   Shinra Building
01A8   Hammer Blaster   Shinra Building
01A9   Sword Dance   Shinra Building
01AA   Hammer Blaster(x2)   Shinra Building
01AB   Sword Dance(x2)   Shinra Building
01AC   Sword Dance(x3)   Shinra Building
01AD   Hammer Blaster(x2)   Shinra Building
01AE   Sword Dance   Shinra Building
01AF   Sword Dance   Shinra Building
01B0   Warning Board   Shinra Building
01B1   Warning Board(x2)   Shinra Building
01B2   Warning Board(x2)   Shinra Building
01B3   Warning Board(x2)   Shinra Building
01B4   Moth Slasher   Shinra Building
01B5   Soldier 3rd(x2)   Shinra Building
01B6   Moth Slasher(x2)   Shinra Building
01B7   Moth Slasher   Shinra Building
01B8   Soldier 3rd(x3)   Shinra Building
01B9   Moth Slasher(x3)   Shinra Building
01BA   Soldier 3rd(x2) & Moth Slasher   Shinra Building
01BB   Soldier 3rd(x2)   Shinra Building
01BC   Brain Pod(x2)   Shinra Building
01BD   Brain Pod   Shinra Building
01BE   Vargid Police(x3)   Shinra Building
01BF   Vargid Police(x2) & Brain Pod   Shinra Building
01C0   Zenene(x2)   Shinra Building
01C1   Zenene & Vargid Police   Shinra Building
01C2   Brain Pod(x2) & Zenene   Shinra Building
01C3   Zenene(x2)   Shinra Building
01C4   Zenene   Shinra Building
01C5   Vargid Police(x2)   Shinra Building
01C6   Zenene(x2)   Shinra Building
01C7   Vargid Police(x3)   Shinra Building
01C8   Sample H0512 & Sample H0512 Opt(x2)   Shinra Building
01C9   Sample H0512   Shinra Building
01CA   Sample H0512   Shinra Building
01CB   Sample H0512   Shinra Building
01CC   Hundred Gunner & Heli Gunner   Shinra Building
01CD   Heli Gunner   Shinra Building
01CE   Hundred Gunner & Heli Gunner   Streets Of Midgar
01CF   Heli Gunner   Streets Of Midgar
01D0   Rufus & Dark Nation   Shinra Building
01D1   Rufus & Dark Nation   Shinra Building
01D2   Rufus & Dark Nation   Shinra Building
01D3   Rufus & Dark Nation   Shinra Building
01D4   Motor Ball   Shinra Highway
01D5   Midgar Zolom   Grasslands/Plains
01D6   Midgar Zolom   Shinra Building
01D7   Ark Dragon(x2)   Mythril Mines
01D8   Madouge(x2)   Mythril Mines
01D9   Crawler(x3) & Madouge(x2)   Mythril Mines
01DA   Castanets(x3)   Mythril Mines
01DB   Crawler(x4)   Mythril Mines
01DC   Crawler(x3) & Ark Dragon   Mythril Mines
01DD   Castanets(x4)   Mythril Mines
01DE   Castanets(x2) & Crawler & Ark Dragon   Mythril Mines
01DF   Crawler(x5)   Mythril Mines
01E0   Bottomswell   Junon
01E1   Bottomswell   Junon
01E2   Bottomswell   Junon
01E3   Bottomswell   Junon
01E4   Scrutin Eye(x4)   Shinra Boat
01E5   Marine(x2)   Shinra Boat
01E6   Marine(x3)   Shinra Boat
01E7   Scrutin Eye(x4)   Shinra Boat
01E8   Jenova Birth   Shinra Boat
01E9   Jenova Birth   Shinra Boat
01EA   Jenova Birth   Shinra Boat
01EB   Jenova Birth   Shinra Boat
01EC   Needle Kiss(x3)   North Corel
01ED   Search Crown(x3) & Needle Kiss   North Corel
01EE   Search Crown & Needle Kiss & Bagnadrana   North Corel
01EF   Needle Kiss(x3)   North Corel
01F0   Bloatfloat(x3)   North Corel
01F1   Bagnadrana(x2)   North Corel
01F2   Bloatfloat(x4)   North Corel
01F3   Bloatfloat(x2) & Bagnadrana   North Corel
01F4   Bomb   North Corel
01F5   Bomb(x2)   North Corel
01F6   Bloatfloat(x2) & Cokotolis   North Corel
01F7   Cokotolis(x2)   North Corel
01F8   Needle Kiss(x2)   North Corel
01F9   Cokotolis(x2)   North Corel
01FA   Cokotolis   North Corel
01FB   Needle Kiss(x5)   North Corel
01FC   Search Crown(x5)   North Corel
01FD   Needle Kiss(x2) & Bagnadrana   North Corel
01FE   Search Crown(x3) & Needle Kiss(x2)   North Corel
01FF   Search Crown(x5)   North Corel
0200   Cokotolis   North Corel
0201   Bomb   North Corel
0202   Bagnadrana   North Corel
0203   Cokotolis(x3)   North Corel
0204   Bandet(x2) & 2-Faced   Corel Prison
0205   2-Faced(x2) & Bandet   Corel Prison
0206   2-Faced(x3)   Corel Prison
0207   Bandet(x2)   Corel Prison
0208   2-Faced(x4)   Corel Prison
0209   Death Claw(x2)   Corel Prison
020A   Bullmotor(x4)   Corel Prison
020B   Death Claw(x2) & Bullmotor   Corel Prison
020C   Land Worm   Corel Prison
020D   Bullmotor   Battle Arena
020E   Bullmotor(x2)   Battle Arena
020F   Dyne   Corel Prison
0210   Kimara Bug   Woodlands
0211   Touch Me   Woodlands
0212   Kimara Bug(x2)   Woodlands
0213   Touch Me(x2)   Woodlands
0214   Flower Prong   Woodlands
0215   Flower Prong   Woodlands
0216   Flower Prong   Battle Arena
0217   Flower Prong   Woodlands
0218   Heavy Tank   Gongaga
0219   Heavy Tank   Gongaga
021A   Heavy Tank   Battle Arena
021B   Reno & Rude   Gongaga
021C   Heg(x4)   Gi Cave
021D   Sneaky Step   Gi Cave
021E   Heg(x2) & Sneaky Step   Gi Cave
021F   Sneaky Step(x3)   Gi Cave
0220   Sneaky Step(x2)   Gi Cave
0221   Heg(x5)   Gi Cave
0222   Sneaky Step(x2)   Gi Cave
0223   Gi Spector   Gi Cave
0224   Heg(x3) & Sneaky Step   Gi Cave
0225   Sneaky Step(x2)   Gi Cave
0226   Sneaky Step(x2)   Gi Cave
0227   Stinger   Gi Cave
0228   Gi Spector(x2)   Gi Cave
0229   Gi Spector(x2)   Gi Cave
022A   Gi Spector(x3)   Gi Cave
022B   Gi Nattak & Soul Fire(x2)   Gi Cave
022C   Dorky Face(x3)   Shinra Mansion
022D   Dorky Face(x4)   Shinra Mansion
022E   Ghirofelgo   Shinra Mansion
022F   Ghirofelgo   Shinra Mansion
0230   Dorky Face(x4)   Shinra Mansion
0231   Mirrage(x2) & Dorky Face   Shinra Mansion
0232   Jersey(x3)   Shinra Mansion
0233   Mirrage(x2) & Jersey   Shinra Mansion
0234   Dorky Face(x2) & Black Bat   Shinra Mansion
0235   Dorky Face(x2) & Mirrage   Shinra Mansion
0236   Black Bat(x3)   Shinra Mansion
0237   Black Bat(x2)   Shinra Mansion
0238   Black Bat(x3)   Shinra Mansion
0239   Black Bat(x4)   Shinra Mansion
023A   Black Bat(x3)   Shinra Mansion
023B   Black Bat(x3)   Shinra Mansion
023C   Ying & Yang   Shinra Mansion
023D   Ying & Yang   Shinra Mansion
023E   Ying & Yang   Shinra Mansion
023F   Ying & Yang   Shinra Mansion
0240   Lost Number   Shinra Mansion
0241   Lost Number(x2)   Shinra Mansion
0242   Lost Number(x3)   Shinra Mansion
0243   Lost Number   Shinra Mansion
0244   Kyuvilduns(x2)   Mt. Nibel
0245   Kyuvilduns(x3)   Mt. Nibel
0246   Kyuvilduns(x2) & Sonic Speed   Mt. Nibel
0247   Sonic Speed(x2)   Mt. Nibel
0248   Sonic Speed(x3)   Mt. Nibel
0249   Sonic Speed(x2)   Mt. Nibel
024A   Zuu   Mt. Nibel
024B   Sonic Speed(x2)   Mt. Nibel
024C   Twin Brain(x2) & Sonic Speed   Mt. Nibel
024D   Twin Brain(x3)   Mt. Nibel
024E   Sonic Speed(x3)   Mt. Nibel
024F   Zuu   Mt. Nibel
0250   Screamer(x2) & Twin Brain   Mt. Nibel
0251   Screamer(x2)   Mt. Nibel
0252   Screamer(x2)   Mt. Nibel
0253   Materia Keeper   Mt. Nibel
0254   Kyuvilduns(x5)   Mt. Nibel
0255   Twin Brain(x3)   Mt. Nibel
0256   Kyuvilduns(x3) & Twin Brain(x2)   Mt. Nibel
0257   Dragon   Mt. Nibel
0258   Palmer   Rocket Town
0259   Palmer With Shinra Truck In The Middle Of The Battle, Freezes   Rocket Town
025A   Palmer With Tiny Bronco Missing   Rocket Town
025B   Palmer With Tiny Bronco Missing   Rocket Town
025C   Razor Weed(x3)   Wutai
025D   Bizarre Bug(x2)   Wutai
025E   Jayjujayme(x2) & Bizarre Bug   Wutai
025F   Razor Weed(x3)   Wutai
0260   Bizarre Bug(x3) & Foulander   Wutai
0261   Foulander(x2)   Wutai
0262   Foulander(x3)   Wutai
0263   Foulander(x2)   Wutai
0264   Jayjujayme(x3) & Garuda   Wutai
0265   Garuda(x2)   Wutai
0266   Jayjujayme(x2) & Garuda   Wutai
0267   Garuda(x3)   Wutai
0268   Garuda(x2) & Foulander   Wutai
0269   Garuda(x3)   Wutai
026A   Foulander(x2) & Garuda   Wutai
026B   Rapps   Wutai
026C   Attack Squad(x2)   Wutai
026D   Attack Squad(x2)   Grasslands/Plains
026E   Attack Squad(x3)   Wutai
026F   Gorkii   Wutai
0270   Shake   Wutai
0271   Chekhov   Wutai
0272   Staniv   Wutai
0273   Staniv   Wutai
0274   Godo   Wutai
0275   Godo   Wutai
0276   Godo   Wutai
0277   Godo   Wutai
0278   Kelzmelzer(x2)   Temple Of The Ancients
0279   Under Lizard   Temple Of The Ancients
027A   Kelzmelzer(x2) & Toxic Frog(x2)   Temple Of The Ancients
027B   Toxic Frog(x2) & Under Lizard   Temple Of The Ancients
027C   Doorbull   Temple Of The Ancients
027D   Kelzmelzer   Temple Of The Ancients
027E   Toxic Frog(x2) & Kelzmelzer   Temple Of The Ancients
027F   Kelzmelzer(x2)   Temple Of The Ancients
0280   Ancient Dragon(x2)   Temple Of The Ancients
0281   Doorbull   Temple Of The Ancients
0282   Ancient Dragon(x3)   Temple Of The Ancients
0283   Doorbull(x2)   Temple Of The Ancients
0284   Demon's Gate   Temple Of The Ancients
0285   Toxic Frog(x2) & Jemnezmy   Temple Of The Ancients
0286   Toxic Frog(x3) & Jemnezmy   Temple Of The Ancients
0287   Toxic Frog(x3) & Jemnezmy   Battle Arena
0288   Ancient Dragon(x2)   Temple Of The Ancients
0289   8-Eye(x2)   Temple Of The Ancients
028A   8-Eye(x2)   Temple Of The Ancients
028B   8-Eye(x2)   Temple Of The Ancients
028C   Red Dragon   Temple Of The Ancients
028D   Soldier 3rd(x2)   Temple Of The Ancients
028E   Soldier 3rd(x3)   Temple Of The Ancients
028F   Soldier 3rd(x2)   Temple Of The Ancients
0290   Malldancer(x3) & Boundfat   Corral Valley Cave
0291   Malldancer(x4)   Corral Valley Cave
0292   Boundfat(x3) & Malldancer(x2)   Corral Valley Cave
0293   Hungry   Corral Valley Cave
0294   Boundfat(x3)   Corral Valley Cave
0295   Boundfat(x2) & Trickplay   Corral Valley Cave
0296   Trickplay(x2)   Corral Valley Cave
0297   Boundfat(x3)   Corral Valley Cave
0298   Grimguard(x3)   Corral Valley Cave
0299   Boundfat(x3) & Hungry   Corral Valley Cave
029A   Boundfat(x4)   Corral Valley Cave
029B   Boundfat(x2) & Hungry   Corral Valley Cave
029C   Acrophies   Corral Valley Cave
029D   Hungry(x2)   Corral Valley Cave
029E   Hungry(x2)   Corral Valley Cave
029F   Jenova Life   Forgotten Capital
02A0   Shred(x3)   Icicle Area
02A1   Frozen Nail   Icicle Area
02A2   Shred(x2) & Frozen Nail   Icicle Area
02A3   Bandersnatch(x2)   Icicle Area
02A4   Frozen Nail(x3)   Icicle Area
02A5   Bandersnatch(x2)   Icicle Area
02A6   Bandersnatch(x3)   Icicle Area
02A7   Snow   Icicle Area
02A8   Lessaloploth   Inside Gaea's Cliff
02A9   Hungry(x3)   Inside Gaea's Cliff
02AA   Bandersnatch(x4)   Inside Gaea's Cliff
02AB   Hungry(x3)   Inside Gaea's Cliff
02AC   Bandersnatch(x3)   Inside Gaea's Cliff
02AD   Ice Golem   Inside Gaea's Cliff
02AE   Bandersnatch(x2)   Icicle Area
02AF   Snow   Icicle Area
02B0   Ice Golem(x2)   Icicle Area
02B1   Bandersnatch(x2)   Icicle Area
02B2   Bandersnatch(x2) & Snow   Icicle Area
02B3   Bandersnatch(x3)   Icicle Area
02B4   Lessaloploth(x2)   Icicle Area
02B5   Bandersnatch(x4)   Icicle Area
02B6   Snow & Lessaloploth   Icicle Area
02B7   Snow   Icicle Area
02B8   Magnade   Icicle Area
02B9   Magnade(x2)   Icicle Area
02BA   Magnade   Icicle Area
02BB   Magnade(x2)   Icicle Area
02BC   Headbomber(x3)   Icicle Area
02BD   Malboro   Icicle Area
02BE   Zolokalter   Icicle Area
02BF   Headbomber(x2) & Zolokalter   Icicle Area
02C0   Headbomber(x2)   Icicle Area
02C1   Stilva   Inside Gaea's Cliff
02C2   Headbomber(x2) Zolokalter   Inside Gaea's Cliff
02C3   Zolokalter(x4)   Inside Gaea's Cliff
02C4   Evilhead(x2)   Inside Gaea's Cliff
02C5   Stilva   Inside Gaea's Cliff
02C6   Evilhead(x2)   Inside Gaea's Cliff
02C7   Evilhead(x3)   Inside Gaea's Cliff
02C8   Cuahl(x2)   Inside Gaea's Cliff
02C9   Evilhead(x2) & Cuahl   Inside Gaea's Cliff
02CA   Blue Dragon   Inside Gaea's Cliff
02CB   Cuahl(x2)   Inside Gaea's Cliff
02CC   Evilhead(x4) & Icicle   Inside Gaea's Cliff
02CD   Evilhead(x4) & Icicle   Inside Gaea's Cliff
02CE   Evilhead(x4) & Icicle   Inside Gaea's Cliff
02CF   Evilhead(x4) & Icicle   Inside Gaea's Cliff
02D0   Grenade   Northern Crater
02D1   Gigas   Northern Crater
02D2   Grenade(x2)   Northern Crater
02D3   Grenade   Northern Crater
02D4   Grenade(x3)   Northern Crater
02D5   Sculpture(x2)   Northern Crater
02D6   Ironite   Northern Crater
02D7   Gremlin(x2) & Sculpture   Northern Crater
02D8   Gremlin(x2)   Northern Crater
02D9   Wing Wing   Northern Crater
02DA   Wing Wing(x2)   Northern Crater
02DB   Dragon Rider   Northern Crater
02DC   Wing Wing(x2) & Ironite   Northern Crater
02DD   Ironite(x2)   Northern Crater
02DE   Wing Wing(x2)   Northern Crater
02DF   Wing Wing(x3)   Northern Crater
02E0   Killbin(x2)   Northern Crater
02E1   Gremlin(x2) & Killbin   Northern Crater
02E2   Tonberry   Northern Crater
02E3   Tonberry   Northern Crater
02E4   Schizo   Inside Gaea's Cliff
02E5   Schizo   Northern Crater
02E6   Schizo   Northern Crater
02E7   Jenova Death   Northern Crater
02E8   Roulette Cannon   Junon
02E9   Soldier 2nd(x2)   Junon
02EA   Soldier 2nd(x2) & Roulette Cannon   Junon
02EB   Soldier 2nd(x2)   Junon
02EC   Slolom(x2)   Junon
02ED   Slolom(x3)   Junon
02EE   Death Machine   Junon
02EF   Slolom(x2)   Junon
02F0   Death Machine   Junon
02F1   Death Machine(x2)   Junon
02F2   Slolom(x2) & Soldier 2nd   Junon
02F3   Soldier 2nd(x2)   Junon
02F4   Guard System   Junon
02F5   Guard System(x2)   Junon
02F6   Guard System   Junon
02F7   Guard System   Junon
02F8   Soldier 2nd(x3)   Junon
02F9   Soldier 2nd(x3)   Junon
02FA   Soldier 2nd(x2)   Junon
02FB   Submarine Crew(x2)   Junon
02FC   Diver Nest   Junon
02FD   Ghost Ship   Junon
02FE   Corvette(x2)   Junon
02FF   Corvette(x2)   Junon
0300   Submarine Crew   Junon
0301   Submarine Crew(x2)   Junon
0302   Submarine Crew(x3)   Junon
0303   Underwater MP(x2)   Junon
0304   Senior Grunt & Gun Carrier   Junon
0305   Hard Attacker(x2)   Junon
0306   Senior Grunt(x2) & Hard Attacker   Junon
0307   Senior Grunt & Gun Carrier   Junon
0308   Guardian   Junon
0309   Guardian(x2)   Junon
030A   Guardian   Junon
030B   Guardian(x2)   Junon
030C   Carry Armor   Junon
030D   Carry Armor   Junon
030E   Carry Armor   Junon
030F   Carry Armor   Junon
0310   Submarine Crew(x2)   Junon
0311   Submarine Crew(x3)   Junon
0312   Submarine Crew(x2) & Captain   Junon
0313   Captain(x2)   Junon
0314   Rilfsak(x3)   Ancient Forest
0315   Epiolnis(x3)   Ancient Forest
0316   Diablo   Ancient Forest
0317   Rilfsak(x2)   Ancient Forest
0318   Rilfsak(x2)   Ancient Forest
0319   Rilfsak(x3)   Ancient Forest
031A   Rilfsak(x3)   Ancient Forest
031B   Ho-Chu   Ancient Forest
031C   Poodler(x2)   Sunken Shinra Airship
031D   Bad Rap(x2) & Poodler   Sunken Shinra Airship
031E   Bad Rap(x4)   Sunken Shinra Airship
031F   Bad Rap(x2) & Poodler   Sunken Shinra Airship
0320   Unknown   Sunken Shinra Airship
0321   Unknown 3   Sunken Shinra Airship
0322   Unknown 2   Sunken Shinra Airship
0323   Unknown   Sunken Shinra Airship
0324   Serpent   Sunken Shinra Airship
0325   Serpent   Sunken Shinra Airship
0326   Serpent   Sunken Shinra Airship
0327   Reno & Rude   Sunken Shinra Airship
0328   Gas Ducter   Coal Train
0329   Gas Ducter(x2)   Coal Train
032A   Wolfmeister   Coal Train
032B   Eagle Gun   Coal Train
032C   Attack Squad   Coal Train
032D   Attack Squad(x2)   North Corel
032E   Attack Squad   Midgar
032F   Attack Squad   Midgar
0330   Attack Squad(x2)   Rocket Town
0331   Attack Squad(x2) & Senior Grunt   Rocket Town
0332   Rude & Attack Squad(x2)   Rocket Town
0333   Senior Grunt   Junon
0334   Cromwell(x2)   Midgar
0335   Cromwell(x3)   Midgar
0336   Manhole   Midgar
0337   Manhole   Midgar
0338   Behemoth   Midgar
0339   Crazy Saw(x2)   Midgar
033A   Crazy Saw & Cromwell   Midgar
033B   Cromwell   Midgar
033C   Cromwell(x2)   Midgar
033D   Cromwell(x2)   Midgar
033E   Crazy Saw   Midgar
033F   Shadow Maker(x2)   Midgar
0340   Shadow Maker(x3)   Midgar
0341   Shadow Maker(x2) & Crazy Saw   Midgar
0342   Shadow Maker(x2)   Midgar
0343   Crazy Saw   Midgar
0344   Grosspanzer   Midgar
0345   Grosspanzer   Midgar
0346   Grosspanzer   Midgar
0347   Grosspanzer   Midgar
0348   Reno, Rude, & Elena   Midgar
0349   Reno, Rude, & Elena [Not in the tunnels, somewhere else + Stuck]   Midgar
034A   Reno, Rude, & Elena [Not in the tunnels, somewhere else + Stuck]   Midgar
034B   Reno, Rude, & Elena [Not in the tunnels, somewhere else + Stuck]   Midgar
034C   Proud Clod   Midgar
034D   Proud Clod   Battle Arena
034E   Proud Clod   Midgar
034F   Proud Clod   Midgar
0350   Soldier 1st(x2)   Midgar
0351   XCannon   Midgar
0352   Soldier 1st(x3)   Midgar
0353   Soldier 1st(x2)   Midgar
0354   Maximum Kimaira   Midgar
0355   Soldier 1st   Midgar
0356   Soldier 1st(x2)   Midgar
0357   Eagle Gun   Midgar
0358   Hojo [All 3 forms]   Midgar
0359   Hojo   Midgar
035A   Hojo   Midgar
035B   Hojo   Midgar
035C   Helletic Hojo & Lifeform Hojo   Midgar
035D   Helletic Hojo & Hojo   Midgar
035E   Helletic Hojo & Hojo   Midgar
035F   Helletic Hojo(x2) & Lifeform Hojo   Midgar
0360   Lifeform Hojo   Midgar
0361   Lifeform Hojo   Midgar
0362   Lifeform Hojo   Midgar
0363   Lifeform Hojo   Midgar
0364   Gargoyle   Northern Crater
0365   Gargoyle(x2)   Northern Crater
0366   Dark Dragon   Northern Crater
0367   Dark Dragon   Northern Crater
0368   Master Tonberry   Northern Crater
0369   Parasite(x2)   Northern Crater
036A   Parasite(x3)   Northern Crater
036B   Parasite(x2)   Northern Crater
036C   Pollensalta   Northern Crater
036D   Death Dealer(x2)   Northern Crater
036E   Parasite(x2) & Pollensalta   Northern Crater
036F   Parasite(x3)   Northern Crater
0370   Malboro   Northern Crater
0371   Dragon Zombie   Northern Crater
0372   Death Dealer   Northern Crater
0373   Death Dealer(x2)   Northern Crater
0374   Christopher & Gighee   Northern Crater
0375   Magic Pot   Northern Crater
0376   Magic Pot(x2)   Northern Crater
0377   Majig Pot(x2)   Northern Crater
0378   Allemagne(x2)   Northern Crater
0379   Allemagne   Northern Crater
037A   Mover(x3)   Northern Crater
037B   Master Tonberry   Northern Crater
037C   King Behemoth   Northern Crater
037D   Allemagne   Northern Crater
037E   Armored Golem   Northern Crater
037F   Allemagne   Northern Crater
0380   Master Tonberry   Northern Crater
0381   Gargoyle   Northern Crater
0382   Gargoyle   Northern Crater
0383   Gargoyle   Northern Crater
0384   Iron Man   Inside The Planet
0385   Dragon Zombie   Inside The Planet
0386   Allemagne   Inside The Planet
0387   Dragon Zombie   Inside The Planet
0388   Death Dealer   Inside The Planet
0389   Death Dealer(x2)   Inside The Planet
038A   Death Dealer   Inside The Planet
038B   Christopher & Gighee   Inside The Planet
038C   Jenova Synthesis   Inside The Planet
038D   Jenova Synthesis   Inside The Planet
038E   Jenova Synthesis   Inside The Planet
038F   Jenova Synthesis   Inside The Planet
0390   Bizarro Sephiroth   ????
0391   Bizarro Sephiroth [Torso]   ????
0392   Bizarro Sephiroth [Torso]   ????
0393   Bizarro Sephiroth [Torso]   ????
0394   Bizarro Sephiroth [Left Side]   ????
0395   Bizarro Sephiroth [Left Side + Stuck]   ????
0396   Bizarro Sephiroth [Left Side + Stuck]   ????
0397   Bizarro Sephiroth [Left Side + Stuck]   ????
0398   Bizarro Sephiroth [Right Side]   ????
0399   Bizarro Sephiroth [Right Side + Stuck]   ????
039A   Bizarro Sephiroth [Right Side + Stuck]   ????
039B   Bizarro Sephiroth [Right Side + Stuck]   ????
039C   Safer Sephiroth   ????
039D   Final Sephiroth   ????
039E   Safer Sephiroth   ????
039F   Glitch
03A0   Bizarro Sephiroth [Right Side]   ????
03A1   Bizarro Sephiroth [Torso]   ????
03A2   Bizarro Sephiroth [Torso]   ????
03A3   Bizarro Sephiroth [Torso]   ????
03A4   Bizarro Sephiroth   ????
03A5   Bizarro Sephiroth [Torso]   ????
03A6   Bizarro Sephiroth [Torso]   ????
03A7   Bizarro Sephiroth [Torso]   ????
03A8   Bizarro Sephiroth [Left Side]   ????
03A9   Bizarro Sephiroth [Left Side + Stuck]   ????
03AA   Bizarro Sephiroth [Left Side + Stuck]   ????
03AB   Bizarro Sephiroth [Left Side + Stuck]   ????
03AC   Soldier 2nd   Junon
03AD   Roulette Cannon   Junon
03AE   Soldier 2nd(x2)   Junon
03AF   Soldier 2nd(x2)   Junon
03B0   Soldier 2nd   Junon
03B1   Soldier 2nd(x2)   Junon
03B2   Soldier 2nd(x2)   Junon
03B3   Attack Squad(x2)   Junon
03B4   Scissors   Northern Crater
03B5   Scissors(x2)   Northern Crater
03B6   Scissors   Northern Crater
03B7   Scissors(x2)   Northern Crater
03B8   Triangle Polygon(x6)   Woodlands
03B9   Triangle Polygon(x6)   Woodlands
03BA   Triangle Polygon(x6)   Woodlands
03BB   Triangle Polygon(x6)   Woodlands
03BC   Tonberry   Battle Arena
03BD   Triangle Polygon(x6)   Woodlands
03BE   Triangle Polygon(x6)   Woodlands
03BF   Triangle Polygon(x6)   Woodlands
03C0   Sea Worm, Ho-Chu, Unknown 3, Serpent, Wolfmeister, Behemoth, Maximum Kimaira, & Proud Clod   Battle Arena
03C1   Ho-Chu, Unknown 3, Serpent, Wolfmeister, Behemoth, Maximum Kimaira, & Proud Clod   Battle Arena
03C2   Unknown 3, Serpent, Wolfmeister, Behemoth, Maximum Kimaira, & Proud Clod   Battle Arena
03C3   Unknown 3, Serpent, Wolfmeister, Behemoth, Maximum Kimaira, & Proud Clod   Battle Arena
03C4   Serpent, Wolfmeister, Behemoth, Maximum Kimaira, & Proud Clod   Battle Arena
03C5   Wolfmeister, Behemoth, Maximum Kimaira, & Proud Clod   Battle Arena
03C6   Wolfmeister   Woodlands
03C7   Serpent   Woodlands
03C8   Behemoth, Maximum Kimaira, & Proud Clod   Battle Arena
03C9   Behemoth(x2), Maximum Kimaira, & Proud Clod   Battle Arena
03CA   Behemoth(x2), Maximum Kimaira, & Proud Clod   Battle Arena
03CB   Behemoth(x2), Maximum Kimaira, & Proud Clod   Battle Arena
03CC   Maximum Kimaira & Proud Clod   Battle Arena
03CD   Proud Clod   Battle Arena
03CE   Maximum Kimaira   Woodlands
03CF   Maximum Kimaira   Woodlands
03D0   Diablo(x2)   Northern Crater
03D1   Rilfsak(x2) & Epiolnis   Northern Crater
03D2   Diablo   Northern Crater
03D3   Diablo(x2)   Northern Crater
03D4   Diamond Weapon   Hills Near Midgar
03D5   Diamond Weapon   Hills Near Midgar
03D6   Ruby Weapon   Desert
03D7   Ruby Weapon   Desert
03D8   Emerald Weapon   Underwater
03D9   Emerald Weapon   Underwater
03DA   Emerald Weapon   Underwater
03DB   Emerald Weapon [Invisible]   Underwater
03DC   Ultimate Weapon   The Black Hole
03DD   Triangle Polygon   The Black Hole
03DE   Triangle Polygon   The Black Hole
03DF   Triangle Polygon   The Black Hole
03E0   Boatfloat(x3)   The Black Hole
03E1   Bagnadrana(x2)   The Black Hole
03E2   Bloatfloat(x4)   The Black Hole
03E3   Bloatfloat(x2) & Bagnadrana   The Black Hole
03E4   Triangle Polygon(x6)   Woodlands
03E5   Triangle Polygon(x6)   Woodlands
03E6   Triangle Polygon   Midgar
03E7   Triangle Polygon(x5)   The Black Hole

Any more questions about this let me know.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: Armorvil on 2009-08-09 23:44:08
Amazing list !! This is going to help a lot, thank you very much !! That made my day -er... ...night.
And it really is clever to use enemies not present in the current CD. A stronger Guard Scorpion could make a return in the second or third disk, same with Air Buster, ... ...Man, the possibilities are endless ^^
I'm going to have fun with Field-editing. Oh, and with Hack7, is it possible to make NPCs in a town give the party items when talking to them (a la FFX) ?

And on a side note, anybody tried to release a PPF patch to correct the bad engrish in the PSX game ? With hack7, even though time-consuming, it should be easy.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-08-10 01:13:18
Amazing list !! This is going to help a lot, thank you very much !! That made my day -er... ...night.
And it really is clever to use enemies not present in the current CD. A stronger Guard Scorpion could make a return in the second or third disk, same with Air Buster, ... ...Man, the possibilities are endless ^^
I'm going to have fun with Field-editing. Oh, and with Hack7, is it possible to make NPCs in a town give the party items when talking to them (a la FFX) ?

And on a side note, anybody tried to release a PPF patch to correct the bad engrish in the PSX game ? With hack7, even though time-consuming, it should be easy.

your welcome bud. Yeah its possible to make it so NPCs give you items just look at an example in hack7 and im sure youll know how to do it.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: The Seer of Shadows on 2009-08-10 01:33:20
There's an old man in Rocket Town who gives you Cid's ultimate weapon if you talk to him several times after the rocket takes off.  So yeah, it's possible.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: gamefac on 2009-08-10 08:55:39

Sure, well no these bosses are added none are replaced, i found a way to add bosses on the field using hack7. All I do is use monsters that aren't on that disc so i can alter them as i see fit. I do this byfinding the field file i want and literally inseting the battle anywhere you want. Before a save point for example if you wish or after certain trigger like your exampling obtaining materia. You need the Battle digits for this so you know what monsters what so here ya go mate.



#1 Interesting.. how do you activate a random battle just by talking to a save point? What file (.DAT) can I obtain to get an example of how to "insert the battle anywhere"?

#2 And what do i do with the battle digits? Can you give me an example of how to use the battle digits ff7rules?

#3 I just finished downloading the Hack'7 program. I know how to open .DAT files, but that is as far as i can go of understanding. I hope you (ff7rules) or someone can help me.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: hotdog963al on 2009-08-10 13:04:23
You can script anything in...
Check out these field opcodes.  (http://wiki.qhimm.com/FF7/Field/Script/Opcodes)

The most important thing to be careful of are IF statements, as you will have to alter the amount of bytes it jumps.
Title: Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
Post by: ff7rules on 2009-08-18 17:02:39
thanks for this hotdog will be usefull for people who didn't know, also this project is 100% go!

EDIT: I have changed the name of this project for obvoius reason.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Kudistos Megistos on 2009-08-20 18:39:55
Climhazzard, eh? :-P
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2009-08-20 18:41:11
Yeah sounds more orginial don't you like it? :P
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: drfeelgud88 on 2009-08-20 20:05:38
I like Climhazzard. Sounds non-piraty lol
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Chalkie on 2009-08-21 11:40:54
Oh! I just had a thought. Hows about on the bombing mission before you set the bomb a message appears asking:

"How long do you want to set the timer for?"

Yup that's right.

A choice to how long you want to set the clock for, like in FF8. And in the end depending on the time you chose you get a different reward. Maybe you get given the reward when you get back to 7th Heaven. For example if you set it to 5 minutes you get an Elixir, or something like that.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: The Seer of Shadows on 2009-08-21 12:46:13
That sounds like a LOT of work.  It's a cool idea, if anyone is up to it...
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: hotdog963al on 2009-08-23 12:49:08
Surely that would involve adding a choice menu, then depending on the result, set a variable which will be used when setting the clock.
I'd have a go, but I'm suck at the opcode "If" statements.  :oops:
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Kudistos Megistos on 2009-08-23 14:12:29
Hmm, from a storyline point of view, it's plausible.

Perhaps the reward would be part of the pay Cloud gets from Barret (maybe he gets 2500 gil if he picks the shortest time and only 500 if he picks the longest time). Or you could be given something by a random person in sector 8. Or a random object could turn up just after the explosion.

We'd also have to decide what the potential times could be. I think that 3:00, 5:00 and 10:00 would be a good idea (but maybe longer to make up for the extra time you spend fighting the harder battles).
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: secondadvent on 2009-08-23 14:35:54
and from my experience, you always fight at least two battles on the way out, so it would probably be around 5 min, i don't think i've ever gotten there in under 3 normally, but i do like to take my time... even when life is on the line  :lol:.

depending on the strength of the enemies, and how difficult it is to flee/kill them quickly, the times could be 5, 10, and 15, or just 5, 8 and 10 :P. the prize could be extra money for the middle, a potion for the highest time (to be evil :P), and either a piece of materia, such as quake, which you do not get for a while normally, or even just bigger money boost/higher item like an elixir.

also, i am not entirely sure how much can be put onto the psx image, you'd likely have to rearrange everything on the disk if there wasn't enough free space in the file you were editing, or something compressed too big (kernel and scene issues), so you may be pretty limited in that category  :|.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Kudistos Megistos on 2009-08-23 14:42:03
Ah, I didn't think about that. A lot of field scenes in the PC version are full of unneeded text, so it might be possible to make it work, unless the scripts and the dialogue are in different files for the PSX (and they may well be).
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: hotdog963al on 2009-08-23 14:53:53
Yeah- to fit in more script, you have to cut down dialogue, which is a shame.


HOWEVER- the bombing mission fields all have the same dialogue, so you can cut out *lots* of text that the specific field doesn't use and add more scripts.
So it's entirely possible for this idea, but much more difficult for any other part of the game.  :-)
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Kudistos Megistos on 2009-08-23 19:34:47
Ah, I didn't think about that. A lot of field scenes in the PC version are full of unneeded text, so it might be possible to make it work, unless the scripts and the dialogue are in different files for the PSX (and they may well be).

Ah, it seems that we'll be able to get away with it because both dialogue and field scripts are in the .dat files.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Chalkie on 2009-08-28 19:33:16
Is it possible to add new bosses because you could put a boss battle at the end of the Ancient Forest to make it more challenging.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Kudistos Megistos on 2009-08-28 19:44:02
Yes it is, although I don't know of any tools that can edit the field script for DAT files. I know that 7mimic can edit the dialogue, but I'm not sure whether it can do this.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2009-09-02 15:38:06
Expect a huge update on this tonight sorry i haven't been on in a while but will make up for it tonight.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: zer0x4 on 2009-09-03 05:09:50
Expect a huge update on this tonight sorry i haven't been on in a while but will make up for it tonight.

u mean like a beta release or just pics
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2009-09-03 12:51:05
Expect a huge update on this tonight sorry i haven't been on in a while but will make up for it tonight.

u mean like a beta release or just pics

More a demo of what to expect
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Immortal Damyn on 2010-02-23 20:08:31
so wait... what happened to this project? i know this is months old, but at the same time, it sounds really good.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-02-23 20:14:56
so wait... what happened to this project? i know this is months old, but at the same time, it sounds really good.

This project is still alive , I have finished disc one and am now on disc 2. I have had problems with field editing.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Immortal Damyn on 2010-02-23 20:22:09
right on, glad its still here. i was kinda sad when i saw the topic just kinda end. this would be a good improvement on a great game. i'd offer help, but im very poor in the ways of video game editing. as in, i dont know my head from my foot in this category. anyway, good luck, im rooting for you and your project
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Kudistos Megistos on 2010-02-23 20:58:09
By "have had problems", do you mean that you've figured it out now?

In any case, I'm very glad to see that this project is still going. I don't really have time to contribute ATM, but I really hope that this mod gets finished; a PSX difficulty mod would be great for the vast majority of FF7 fans, who only have the PSX version. :)
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-02-23 23:36:30
Yeah a friend is doing all the field editing for me the reason this project is taking so long is because its all me and i plan on working on so much time flies so damn fast, Well i do have a suggestion if it was only bosses made harder i could have this all done next month. But if its all enemies itll take me till the end of the year to get it the way I want it.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Immortal Damyn on 2010-02-24 00:06:13
well, maybe you could have friends or people on here help with editing just the random encounters and standard monsters? again, i'd offer help, but i dont do things like that well, unless i could learn myself or someone wanted to teach me xD but im a hard/annoying person to teach.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-02-24 15:04:59
well, maybe you could have friends or people on here help with editing just the random encounters and standard monsters? again, i'd offer help, but i dont do things like that well, unless i could learn myself or someone wanted to teach me xD but im a hard/annoying person to teach.

Believe me, ive asked everyone I know for help but noone really cares enough (Which is fine by me) I thnik i am going to release two versions. A Beta and a full release. the Beta is quite close for Disc One.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Immortal Damyn on 2010-02-26 04:36:48
Well, in any case, I wish you extremely good luck in your endeavor. May the force be with you. xD
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-03-04 19:32:15
should i make this mod compatible with pc aswell?
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Immortal Damyn on 2010-03-04 19:35:05
It would be nice, then I wouldn't have to get an emulator up and running. But it depends on what you wanna do, and how much extra work would go into doing it.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-03-04 19:59:54
Wouldnt be much work at all really, Plus it would be easier to test my mod. Just redone the Palmer battle to be more challenging.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Immortal Damyn on 2010-03-04 20:04:51
Well, if you feel like making it PC compatible, I would be more than happy to help in any way I can, (i.e. beta testing).
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: vareal on 2010-03-05 16:01:02
you know, an interesting thing you might want to look into is to add all those scenes that were deleted from the game. Like the scene on the highwind where they're all talking about cloud being a clone, and this one here:

http://www.youtube.com/watch?v=0y1k5Y6C_Pg&feature=related

Not sure if this would be difficult, or just out of the question, just a suggestion.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-04-05 15:08:30
Ok people I would just like to announce 3 Things.

1. I am not dead (Last time I checked anyway).

2. I have worked on this for the week i have had off this project is NOT dead.

3. Beta tonight Folks! Disc 1 is finished!
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Kudistos Megistos on 2010-04-05 15:21:53
This is all good to hear, especially the part about disc one being finished. The first disc is over half of the game, so does that mean most of the work for the mod is done and you're on the home straight?

Also, it's nice to see the PSX version of the game getting so much attention nowadays. Since it's the version most people have, it should lead to more people getting into modding. ;)

Then again, recent posts on these forums suggest that might be a bad thing ;D
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-04-05 15:24:23
This is all good to hear, especially the part about disc one being finished. The first disc is over half of the game, so does that mean most of the work for the mod is done and you're on the home straight?

Also, it's nice to see the PSX version of the game getting so much attention nowadays. Since it's the version most people have, it should lead to more people getting into modding. ;)

Then again, recent posts on these forums suggest that might be a bad thing ;D

Yeah id like to say im on the last corner still got 40 Extra battles to add in yet and to test so its all coming along swimmingly. My goal is to be able to play this on my psp however im having problems getting to work on my psp for some reason it keeps crashing.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: -Ric- on 2010-04-05 22:21:22
will disc 1 be fully playable?  ;D
rly looking foward to see ur work, ur patch will make me replay ff7 once again  :evil: :evil:

edit: and about the psp, i tried once to play a version with a tweaked kernel and it kept crashing everytime i entered a battle aswell... its probably a problem on the psp's emulator itself
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: sedef122003 on 2010-04-06 19:41:42
I have completed Final Fantasy VII on my psp using popstation with no problems that I can recall so the problem is either the custom firmware you are using or more likely the changes you have made by modifying the game.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: drfeelgud88 on 2010-04-06 20:07:52
You're trying to make this playable on the PSP?
If so, you are awesome! :D
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-04-08 17:19:29
You're trying to make this playable on the PSP?
If so, you are awesome! :D

I am and I have an update ive managaged to get it to play 100% but it means you cannot use a edited kernal.bin i have no idea why though.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: drfeelgud88 on 2010-04-08 17:39:49
O
You're trying to make this playable on the PSP?
If so, you are awesome! :D

I am and I have an update ive managaged to get it to play 100% but it means you cannot use a edited kernal.bin i have no idea why though.
Cool!
If you get this, will someone show me how to install it? I don't really know how this stuff works - mods on PSP and such.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-04-08 17:43:29
O
You're trying to make this playable on the PSP?
If so, you are awesome! :D

I am and I have an update ive managaged to get it to play 100% but it means you cannot use a edited kernal.bin i have no idea why though.
Cool!
If you get this, will someone show me how to install it? I don't really know how this stuff works - mods on PSP and such.

Well I havent managed to hack the psn version so im using my own discs converted to a psp eboot which means you need a hacked psp. Im getting a crash everytime i go to the menu when i use a modded kernal.bin
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Bosola on 2010-04-08 22:33:07
Armorvil had the same issue. Modded KERNEL.BIN = unusable eboot.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-04-09 22:50:29
Yeah but he managed to add stuff to the kernal in his hack ive played all the way through it on psp never crashes on the menu or battle did a few times in the field though which is werid
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: drfeelgud88 on 2010-04-09 22:59:01
If only I knew how to do that on my PSP because I really wanna try this mod once it's complete.
Dang.  :D
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: idl12 on 2010-04-09 23:15:11
 if your planning to mod your psp and your firmware is 6.20/6.10 then you're screwed for the moment(like me) far more if it's a 3000(Also like me) On topic: I can't wait for this, I got my hands on the psx version of this game just for this! ;D
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: sl1982 on 2010-04-09 23:19:45
3000 series PSP can be modded to some extent with the chickhen(?) mod. It allows you to use custom firmware from memory. Flash 0 and 1 are still unwriteable.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: idl12 on 2010-04-09 23:32:02
yeah but that's for firmware 5.03 I believe, if you've updated or were unlucky enough to get  a psp that came with 6.20(myself) then no cfw until further notice and if you try to downgrade a 3000 well.........

(http://img121.imageshack.us/img121/1496/pspconsolebrokenxlg.jpg) (http://img121.imageshack.us/i/pspconsolebrokenxlg.jpg/)

Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-04-09 23:39:29
3000 series PSP can be modded to some extent with the chickhen(?) mod. It allows you to use custom firmware from memory. Flash 0 and 1 are still unwriteable.

Thats the method im using and it works great. Ok guys final touches and ill release a beta of disc one.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: drfeelgud88 on 2010-04-09 23:59:00
Mine's a 3000 serious lol.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Bosola on 2010-04-10 01:53:42
I have no idea what any of you people are talking about. Is this something to do with getting a modded KERNEL working on a PSP eboot?
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: drfeelgud88 on 2010-04-10 02:07:49
I have no idea what any of you people are talking about. Is this something to do with getting a modded KERNEL working on a PSP eboot?
I don't know but I just hope I can have my 3000 series able to play this mod!
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-04-10 10:14:22
Ok I will explain, my girlfriend has a red psp 3003

To run custom psx games you need to have a few things thses are

Sony Official firmware 5.03 if this is any higher you cannot do this!

Chicken R2 tiff expolit (google is your friend)

It works as an expolit you literally just upgrade your PSP to 5.03 and then run the expolit from Photos. If the screen goes a funky green colour it has worked.

I hope this has helped people understand how it works.



Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: -Ric- on 2010-04-10 11:14:50
well modded psx games seem to get very screwed on the psp, probably has to do with the id system... since some games that crash with their default id work just fine with a diferent one
if u want my opinion, make it work on the computer emulators/consoles only as the psp crash might be something too hard to get working properly
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: drfeelgud88 on 2010-04-11 01:48:29
Hmm, what is the progress on the Climhazzard project ff7rules?
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-04-11 17:07:32
Good question! I have finished Disc Ones bosses im just adding extra ones then i Will release it. Also I should add this version only has modded Bosses and added extra Enemys aswell as brand new weapons and chances to steal lots of good stuff from every boss very much like FF9.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: drfeelgud88 on 2010-04-11 19:49:39
Woo! Can't wait!
I wanna do anything I can to make this playable on my PSP!
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-04-11 21:22:39
Woo! Can't wait!
I wanna do anything I can to make this playable on my PSP!

Well its playable im gonna do two versions one with the kernal needed one without. Expect a release very soon.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: drfeelgud88 on 2010-04-12 00:24:35
Woo! Can't wait!
I wanna do anything I can to make this playable on my PSP!

Well its playable im gonna do two versions one with the kernal needed one without. Expect a release very soon.
Nice!
How soon?
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-04-14 17:13:20
Woo! Can't wait!
I wanna do anything I can to make this playable on my PSP!

Well its playable im gonna do two versions one with the kernal needed one without. Expect a release very soon.
Nice!
How soon?

Only a few days ive just finished making a brand new boss just thinking where to put it in the game.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-04-26 14:36:30
Ok this is taking a bit longer than i thought it would so who would like a demo? Say a battle? I will have to provide a save which might take some time unless anyone has a save near palmer.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: drfeelgud88 on 2010-04-26 19:06:29
Ok this is taking a bit longer than i thought it would so who would like a demo? Say a battle? I will have to provide a save which might take some time unless anyone has a save near palmer.
Release the demo. I don't think if I'll be able to play it on my PSP (since I don't know how that stuff works) but you should still release it that way others can express their opinion on the game so far.  :)
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Aurangzeb56 on 2010-04-30 16:00:40
Yup i agree with drfeelgud88,since i think u should release the demo and also people can give you opinions on things too ^^
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-07-10 19:56:53
OK I know its been along time since i posted here and here's why. Ive recently got a full time job which has drained all my time to work on this project. Also just for the icing on the cake Ive moved in with my GF who is fine with me working on this she loves Final Fantasy herself. Last week I learned I am to be a Father. this is probably all my free time gone so the reason I'm posting this is because I'm looking for someone to take this on or help me finish it before I have the Kid (next year) I had disc 1 done but my hardrive died and i didn't back it up but I'm not to bothered about starting again. If anyone wants to take this on I'm willing to teach people how to do this and help anyway I can. If not ill try get as much of this done as possible before Its too late.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Bosola on 2010-07-10 22:03:42
Well, if the timescales don't work out, you could always raise the kid as a modder. Two heads are better than one, right?
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: JordieBo on 2010-07-11 00:57:24
OK I know its been along time since i posted here and here's why. Ive recently got a full time job which has drained all my time to work on this project. Also just for the icing on the cake Ive moved in with my GF who is fine with me working on this she loves Final Fantasy herself. Last week I learned I am to be a Father. this is probably all my free time gone so the reason I'm posting this is because I'm looking for someone to take this on or help me finish it before I have the Kid (next year) I had disc 1 done but my hardrive died and i didn't back it up but I'm not to bothered about starting again. If anyone wants to take this on I'm willing to teach people how to do this and help anyway I can. If not ill try get as much of this done as possible before Its too late.

Sorry but I'm sure many of us here didn't see GF and think Girlfriend :L
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: drfeelgud88 on 2010-07-19 19:13:29
I would learn but I rarely get on this site anymore.  :'(
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-07-23 21:41:26
(http://img706.imageshack.us/img706/1346/scus9416323072010222848.png)

An Update, New Camera angle, a New boss and A Extra surprise for later on.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: jake_green on 2010-07-27 19:54:09
I doubt its possible but you could try and put in voices
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Kudistos Megistos on 2010-07-27 21:01:02
I doubt its possible but you could try and put in voices

Are you talking about the game being fully voiced? Because that is pretty much impossible with the PSX version, unless you don't mind the ISOs being far bigger than actual CDs. Voice files take up a *lot* of space; why do you think Metal Gear Solid used two discs.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: jake_green on 2010-07-27 21:54:33
I doubt its possible but you could try and put in voices

Are you talking about the game being fully voiced? Because that is pretty much impossible with the PSX version, unless you don't mind the ISOs being far bigger than actual CDs. Voice files take up a *lot* of space; why do you think Metal Gear Solid used two discs.
as long as the iso's fit on my psp i wouldn't care, even if it means having it in parts
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Bosola on 2010-07-27 22:33:12
We once discussed this. The consensus was that it was theoretically possible on PC, but would be a horrific undertaking. The idea was that we could use scripted sounds to carry voices. You're not getting that to happen on PSOne, though.

Also, the ISO won't work with the PSP. It's just a Playstation emulator that expects CD ROM images. You can't just 'add' data to an iso past the 700Mb limit. There's structural and navigational data; the ISO needs to meet the, uh, ISO 9660 standard for sector data, track divisions, and a whole lot of other stuff.

Splitting the discs? I have no idea if this would be easy or not. Someone else here will have to tell you how the disc swap is initiated. I would assume in a field file, but I honestly don't know.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: DLPB on 2010-07-28 04:28:34
I doubt its possible but you could try and put in voices

Are you talking about the game being fully voiced? Because that is pretty much impossible with the PSX version, unless you don't mind the ISOs being far bigger than actual CDs. Voice files take up a *lot* of space; why do you think Metal Gear Solid used two discs.

Yup, it will take a bit (assuming it was possible for the game to allow audio).  You can get decent voice compression at 64kbit/s @ 44100 hz Mono.  It will be comparable in quality to 128kbit/s stereo.  MP3 would give you very good results.  With 64kbit, 50 hours of voice would be:

(64000*60*60*50)/8 bytes =

1.44GB  You could probably get all the voice for FF7 inside 25 hours or even less.  But taking 25 hours as a rule, that would be around 1 CD of data space needed.

MGS1 took around 300 MB in total across both Cd's if my PC game is the same, which it should be.  Video, few though there were made up a large amount too.  Audio can be decent at pretty low bitrates.

 

Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: jake_green on 2010-07-29 21:31:24
I just though of something, would the game work without debug mode? cause im sure a lot of space will be saved without it
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Bosola on 2010-07-29 22:39:38
Not really. They're a few field scripts, nothing much.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: halkun on 2010-07-30 05:46:24
MP3 would give you very good results.

A PSX can not play an MP3. If it did you will have no CPU power to do anything else.

The R3000A is an embedded MIPS CPU from LSI that costs $6.99. It's *very* low power. The audio sound chip can only play ADPCM , which much like a .wav file. You can't compress it.

70 Minutes of audio = One CD
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Covarr on 2010-07-30 05:58:00
There are better compression formats than MP3, if your priority is small size and low CPU. You'll get lower audio quality, but I know it's a lot more feasible on the PSX. I don't know what these formats are, but hell even the SNES processor was able to manage compressed voice without a coprocessor (Virtual Bart, a sh*tty game, but technically kind of impressive).
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: halkun on 2010-07-30 06:17:20
The SNES used the SPC700, which was made by Sony. It's a smaller version of the SPU that's used in the PSX. It also used ADPCM for digital audio.

The SPC700 was designed by this one guy.... Minoru Akao, you might of heard of him. He became popular after he quit Sony and started working for some game company :)
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: DLPB on 2010-07-30 07:33:14
Akao was sound programmer for VII wasn't he, or was that just because of his work on the actual SPU?
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Bosola on 2010-07-30 10:07:08
...AKAO frames. Of course.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Gemini on 2010-07-30 12:32:47
The SPC700 was designed by this one guy.... Minoru Akao, you might of heard of him. He became popular after he quit Sony and started working for some game company :)
Wait, what? No. Both the SPC700 and the SPU were designed by Ken Kutaragi. Akao was Square's major sound programmer during the PlayStation era, but he never did any hardware design. I think you're confusing their names or something.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: halkun on 2010-07-30 21:01:23
I'm pretty sure the Akao has his hands in the SPC700. I'll look it up later. Thanks for calling me on it if I'm wrong.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: JordieBo on 2010-08-01 09:52:57
Just thought I should point this out; having the game fully voiced? Long story short; no. Ever heard of FF7Voice? That failed. We have the know-how to voice the PC Game and we STILL couldn't achieve it. It's basically technologically impossible to do it for the Playstation version for a start, so yeah.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Kudistos Megistos on 2010-08-06 00:01:38
I notice that all of the recent posts ITT have been about voices and the Squeenix staff. Are there any updates on this mod?
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-08-06 15:41:43
I do have updates but i might just ask the mods to delete this one and create a new one.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Kudistos Megistos on 2010-08-06 16:53:35
Hey dude, there's no reason to delete; there's a lot of information ITT. Just ask them to lock it.

In any case, I'm looking forward to any updates. :)
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: sl1982 on 2010-08-06 16:55:57
I do have updates but i might just ask the mods to delete this one and create a new one.

Let me know what you want done.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-08-07 20:39:54
What do people think about me renaming and giving new uses and meaning to the weapons? Like Giving a weapon one advantage but also one disadvantage. For example it has the Fire element but makes materia growth naff.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Kudistos Megistos on 2010-08-07 20:52:45
I'd rather see them keep their names, but I think that adding more variety to the weapons is a must. It's a travesty that weapons are able to use different elements and inflict statuses, but never take advantage of this unless materia is used.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2010-08-07 21:10:06
Buster Sword = Clouds Memento
Mythril Saber = Mythril Blade
Hardedge = Runeblade
Butterfly Edge = Zwill Blade
Enhance Sword = Deathbringer
Organics = Defender
Crystal Sword = Stoneblade
Force Stealer = Durandal
Rune Blade = Lohengrin
Murasame
Nail Bat
Yoshiyuki = Muramasa
Apocalypse = Excalibur
Heaven's Cloud = Lionheart
Ragnarok = Demonsbane
Ultima Weapon = Ultima Blade

Just to spice up the game and give it a new feel.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Kudistos Megistos on 2010-08-07 21:12:57
Hmmm, well :-P

Anyway, I'm interested to see what you have in mind for special effects and advantages and disadvantages.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: zonic321 on 2010-08-21 21:45:09
Buster Sword = Clouds Memento
Mythril Saber = Mythril Blade
Hardedge = Runeblade
Butterfly Edge = Zwill Blade
Enhance Sword = Deathbringer
Organics = Defender
Crystal Sword = Stoneblade
Force Stealer = Durandal
Rune Blade = Lohengrin
Murasame
Nail Bat
Yoshiyuki = Muramasa
Apocalypse = Excalibur
Heaven's Cloud = Lionheart
Ragnarok = Demonsbane
Ultima Weapon = Ultima Blade

Just to spice up the game and give it a new feel.
hmm. maybe instead muramasa, you could name it kazanagi? or name heavens cloud to murakumo or caliburn? just throwing out some name ideas, i got a few more if you like those :3
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Cloud7 on 2010-10-05 20:08:34
hello guys , I downloaded the 9999breaking limit patch.
But it does not work.
there ist a problem which came out as the first battleswirl apperead...
well, I used the german version but the english one I have too, but it's still the same problem :/
anybody knows how to run it ? ;)
i think i am just a retard... ^^
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: youknowiknow778 on 2010-11-18 20:24:39
Anyone wanna help me learn how to apply these patches and where to find em?
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2011-05-09 17:46:16
Hey all just to let everyone know this project is not dead ive had alot on with my personal life lately got married and I am now a dad so I havent been able to work on it. However I am aiming to finish disc 1 by the end of this month and have a very short Demo out sometime this week which will consist of 3 battles all new and made by me. I will include everything to fight these battles much like GarlandtheGreat does them Hard but not impossible expect to get an idea of what my patch will be like with this demo.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: sl1982 on 2011-05-09 18:34:23
Congratulations!
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Vgr on 2011-05-09 21:39:52
Good, you've got a child... yet did you? Well, anyways, congratulations for you, and waiting for the final product!
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Dinfevo on 2011-06-27 08:38:34
Congrats !! You got married and got a child!! ;)

I would like to know if this project is still alive.
Hope it does.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2011-06-27 10:26:57
Thanks dinfevo!! and yes this project is well and truly alive I hit a snack with field scripting but I think Ive overcome that now I have about 5 new enemy's done I could release a demo of one of these if people request it
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Dinfevo on 2011-06-27 19:48:40
Thanks dinfevo!! and yes this project is well and truly alive I hit a snack with field scripting but I think Ive overcome that now I have about 5 new enemy's done I could release a demo of one of these if people request it
Well, i would like to test it, could you upload the beta please? I would love to test this beta.
It's a shame the second project was lost :(, but heeey it's not the end of the world, and we still have until 21/12/12 to finish it and play it :).
Edit:
By the way, where can I get the tools you use? i only have hex editor, hojo and wallmarket. I can't seem to find the other ones :/ .
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2011-06-28 08:38:32
tools section where I found them I'm seriously considering releasing this for PC also as with all the cool mods now available for it I think I'm going to post a demo which will be Carrot ( yes a cameo from other final Fantasy's)
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Dinfevo on 2011-06-28 08:47:54
So the PSX Project will be dead ? or you'll be doing both projects?
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2011-06-28 08:48:40
Illl be doing both but the PSX version will come first
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Dinfevo on 2011-06-28 09:03:30
Great :)! Hope you upload a Beta soon.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Guilkwe on 2011-07-03 03:03:24
there is a patch for 3 CDS FFVII PSX to break the limit, HP, MP, 9.999?
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Dinfevo on 2011-07-05 06:32:30
there is a patch for 3 CDS FFVII PSX to break the limit, HP, MP, 9.999?
Use the search tool, you might find something.
And Guilwike, try to not post these kind of things when it is out of topic.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Immortal Damyn on 2011-07-21 16:29:54
Man... It's been a while since I've been around >>

Anyway, just stopping in this topic to see if progress was going well on this.  I'm glad someone is showing the PSX version some love.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: sen on 2011-07-25 21:19:58
Erm wheres the download link for this and is this compatible with ff7 on epsxe emulator?
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Immortal Damyn on 2011-07-26 00:19:39
Work in progress usualyl means there's not going to be a DL link for a while.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: sen on 2011-07-27 12:36:32
oh alright take your time  :)
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2011-10-08 13:20:36
Ok I don't know if the mods consider this necromancing a thread but here goes. Recently I had a hard drive failure with my laptop and I lost alot of my work now i know what your thinking this is getting ridiculous and yeah I know I agree it is which is why I'm recruiting help to finish it as im now a full time dad and im finding it very hard to get time to do anything I have managed to recover a very early version of climhazzard. I will be posting a video tonight of what ive got done so far im sorry this is taking so long and if the mods would prefer me to make a new thread I will. Also I am making a website for this patch aswell to help me keep track of what ive done and what needs to be done.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: Covarr on 2011-10-08 19:33:45
>Your own project/thread
>Legitimate status update

Quote
2. Posting in threads more than a month old IS allowed. However, if your post contains no relevant information it will likely be deleted and you will be warned. If a link is broken, inform the author by using a Private Message.

Yeah, this isn't gonna get you in trouble. The rule is mostly targeted at people who will revive a thread that hasn't been updated in two years to say "nice" or something equally unproductive.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) name change
Post by: ff7rules on 2011-10-13 14:40:46
Ok thanks for clearing that up Covarr. Well heres the video I promised

http://www.youtube.com/watch?v=FhTpZA8Uvng


Theres going to be alot more videos for this in the next upcoming days im really pushing to have it finished. Hope everyone likes the video its in no way final although i can't see any bugs with him.

Dunno If anyone cares but Carrot Video is now live

http://www.youtube.com/watch?v=YaTJJSHPIj0
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) King Bomb & Carrot Vids added!
Post by: ff7rules on 2011-10-28 18:37:05
Ok heres the thing I have updates to post but im not really seeing the point since noone cares so mods can close this and I will start a new thread when I release the beta in a few weeks. thanks
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) King Bomb & Carrot Vids added!
Post by: PitBrat on 2011-10-28 19:16:18
Creating a PC version of this mod would definitely drum up a lot more support.
PC players are desperate for a rebalance that doesn't make battles frustratingly difficult.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) King Bomb & Carrot Vids added!
Post by: ff7rules on 2011-10-28 19:39:56
Creating a PC version of this mod would definitely drum up a lot more support.
PC players are desperate for a rebalance that doesn't make battles frustratingly difficult.

Yeah A PC version will follow eventually.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) King Bomb & Carrot Vids added!
Post by: xLostWingx on 2011-10-29 03:47:18
I am interested in the mod  :D

Also, vgr converted Lost Wing for PC use (it might not be what PC players are looking for, but it is something - if people are as desperate as you say).

Don't get discouraged.  Sorry I couldn't help out like we discussed awhile ago.  Between grad school and my own projects I can't find the time.  But I do like how your mod is shaping out to be.  At the very least, you should still want to make this mod for your own enjoyment...right?
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) King Bomb & Carrot Vids added!
Post by: PitBrat on 2011-10-29 05:38:09
Yes, I'm using VGR's PC conversion of Lost Wing.
VGR and I have created a mode switching FF7 launcher.
Now you can install a large number of difficulty mods simultaneously and without conflict.
Lost Wing is one of the featured mods in our Bootloader for Bootleg project.


Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) King Bomb & Carrot Vids added!
Post by: ff7rules on 2011-10-29 19:11:02
Yes, I'm using VGR's PC conversion of Lost Wing.
VGR and I have created a mode switching FF7 launcher.
Now you can install a large number of difficulty mods simultaneously and without conflict.
Lost Wing is one of the featured mods in our Bootloader for Bootleg project.

I would be happy for someone to convert this to PC if someone wishes they have my permission to do so.
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) King Bomb & Carrot Vids added!
Post by: Vgr on 2011-10-29 20:01:58
Ok :)
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) King Bomb & Carrot Vids added!
Post by: OSACHIE on 2016-04-17 09:24:58
i think its awsome your doing this for psx - and was just curious if this was still being made or not? being 2016 and all love to hear from it
Title: Re: (WIP) Final Fantasy VII Climhazzard (PSX Version) King Bomb & Carrot Vids added!
Post by: ff7rules on 2018-10-17 16:29:27
Unfortunately this mod and everything I ever worked on was lost due to a fire. I do however want to finish what I started. I wanted to ask some of the people who have worked on the psx version fior advice and help as im well out of the loop with all this stuff now. But yes I plan to finish this.