Author Topic: [FF7] Enemies editor - Hojo (1.0)  (Read 62046 times)

Squall78

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[FF7] Enemies editor - Hojo (1.0)
« on: 2007-11-17 17:15:25 »
Hi !

I released my enemies editor : Hojo.

Current version : 1.1

Features :
- edits enemies data : name, level, HP, MP, Exp., AP, gils, strength, speed, defense, mag. def., evade, luck, elements weaknesses, status immunities, manipulation capability, morph item, attacks name, items (dropped/stolen)
- edits battle locations of each formation
- kernel.bin updater tool included
- "Find" function available
- an enemy profil can be created and easily applied on all enemies or on the displayed enemy
- multilanguage program :?:

Screenshots :



Download link :
http://www.ffheaven.fr/projects/Hojo 1.1.zip EDIT: This download URL is out of date. Try http://www.breck-mckye.com/final-fantasy-modding/Hojo%201.1.zip instead - Bosola
« Last Edit: 2014-07-17 17:47:44 by Covarr »

UTK

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #1 on: 2007-11-17 17:41:47 »
Great! I'll try it now!

UltimaYoshi

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #2 on: 2007-11-18 00:34:54 »
Instant Download. :-D

Now, if you could remove and add attacks and magic spells from enemies with this program....
This would be the answer to all my problems. :-)

Akari

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #3 on: 2007-11-18 05:52:08 »
Instant Download. :-D

Now, if you could remove and add attacks and magic spells from enemies with this program....
This would be the answer to all my problems. :-)

You could copy data from MAGIC, ITEM and LIMIT description to attack data in scene file, add or replace current attack, add attack to script (in case if you add new attack) and it must work. (there is one mo type of action that uses same format data (0xD), but I don't yet understood what it is)

Squall78

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #4 on: 2007-11-18 08:24:16 »
I've planned to add some new features in Hojo, in which a better attack editor ( the current one only allows you to edit attacks name).

UltimaYoshi

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #5 on: 2007-11-18 12:29:50 »
You could copy data from MAGIC, ITEM and LIMIT description to attack data in scene file, add or replace current attack, add attack to script (in case if you add new attack) and it must work. (there is one mo type of action that uses same format data (0xD), but I don't yet understood what it is)
I´m not good at these things. :-(
I tried once, but it either didn´t work or the scene file was messed up.

Quote
I've planned to add some new features in Hojo, in which a better attack editor ( the current one only allows you to edit attacks name).
Thanks, try your best. :wink:
(I already renamed some attacks.)

Murak Modder

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #6 on: 2007-11-18 18:19:46 »
would this be able to make a super battle with ruby, ultimate and diamond? if so, you just made my wish came true!  :lol: (well, ruby may or may not work for any super battles)

Squall78

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #7 on: 2007-11-18 18:52:20 »
I suppose it's possible, but the new battle area have to be very large lol.
In a next version of Hojo I will develop the "monsters formation" aspect (with the possibility to change what enemies are in each formation, etc).

UltimaYoshi

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #8 on: 2007-11-18 19:06:46 »
I suppose it's possible, but the new battle area have to be very large lol.
In a next version of Hojo I will develop the "monsters formation" aspect (with the possibility to change what enemies are in each formation, etc).
Sounds like Hojo will be the answer to FFVI´s Multi Editor. :lol:

gjoerulv

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #9 on: 2007-11-19 00:51:07 »
The ultimate editor would include attack, and AI altering as well. I know the AI is a tedious thing. This editor is great though! Just tested it.

1 question though, that you're prob aware of. You know the status immuneties bits are subtracted, not added? e.g: Immune to death would be 0xEF not 0x10.

Squall78

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #10 on: 2007-11-19 07:36:19 »
Yes, the status 0xFFFFFFFF means the enemy can be affected by all status. Hojo reads the 4 bytes of the status and substracts the right bit if you check a box (and adds it if you uncheck the box).  :wink:

The Skillster

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #11 on: 2007-11-20 13:14:54 »
Looks good, I hope you can tab through all those options - so you dont need to use the mouse much!
That would be handy if you have to edit 200 scene files...

Squall78

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #12 on: 2007-11-20 13:18:14 »
Yes I have used tab capability. You can go through options merely using tab.

UltimaYoshi

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #13 on: 2007-11-20 15:19:57 »
Well, I updated the spell names of enemies.
Aka 2,3 names to ra, ga names.

I just hope you can finish the attack script editing feature ASAP. :wink:

gjoerulv

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #14 on: 2007-11-20 23:55:03 »
Well, I updated the spell names of enemies.
Aka 2,3 names to ra, ga names.

I just hope you can finish the attack script editing feature ASAP. :wink:

I don't think it will work changing the names that both you and the enemies can use, not including manip. Those names are stored in the kernel too, and it seems the game loads from the kernel when these actions are called upon. At least you don't have to change the name if you manage to e.g change ice to fire. Actually you barely have to alter the attack data in the scene at all. All you really need to do is to change the attack ID which should be at 2 places, not including the AI. In the AI you must find the ID which usually comes after 0x60 or 0x61, and is usually followed by 0x92.

To simply change the ice, fire, bolt etch names simply use THEIO and load the kernel2.bin.

UltimaYoshi

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #15 on: 2007-11-21 21:13:22 »
Nope, it worked well.
The scenes weren´t messed up, so renaming attack names is possible here.

gjoerulv

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #16 on: 2007-11-24 15:07:38 »
I doubt not. But It would be way easier to just change 'em in the kernel. There all the spell names are stored. When I change the enemies attack I don't bother to change those which already has a path in the kernel, cause the effect doesn't change that way. I have changed the names too. What do you think:

The obvious:

Cura - Curaga
Fira - Firaga
Blizzara - Blizzaga
Thundara - Thundaga

And on to the not so obvious...

Stone (quake) - Stonara - Stonaga
Bio - Biara - Biaga (kinda lame, I dunno)
Demi - Demara - Demaga (lame?)

Aero3 must be changed in the scene. Obviously 'cause it doesn't exist in the kernel.

UltimaYoshi

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #17 on: 2007-11-24 16:31:04 »
I already changed the kernel magic names, but it didn´t affect the spell names of the enemies.

Akari

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #18 on: 2007-11-24 17:17:49 »
That's right. Names for enemy action with id 0x20 (most usually used action) defined in scene file.

The Skillster

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #19 on: 2007-11-24 17:35:14 »
That would make more sense, why have to externally referrence kernel data when it would be simply to recreate all the attack info in the scene file - not good programming but remember FF7's programmers were VERY lazy.

kruci

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #20 on: 2007-11-24 20:15:28 »
in kernel are attack of characters, but in scene.bin is attack of mosters. Monsters have names of attack which are not in kernel.
This way can each mosnter have different name of attack(but same effect...)

gjoerulv

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #21 on: 2007-11-24 21:03:22 »
:? :? :?

Sorry to disappoint you, but I know I'm right on this. ALL the magics you share with the enemy - magics and enemy skills - can be named in the KERNEL2.bin file. Try it! Replace your modded Scene.bin with the original. Then enter the Kernel2.bin file and rename the spells. Enter the game and face an enemy with the spell you renamed. VOILA! There you go!

in kernel are attack of characters, but in scene.bin is attack of monsters. Monsters have names of attack which are not in kernel.This way can each monster have different name of attack(but same effect...)

Yes only attacks YOU can't use (not including manipulate) must be renamed in the scene. All others can be renamed in the kernel2.bin. It's as simple as that.  :-D

UltimaYoshi

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #22 on: 2007-11-24 21:10:23 »
The kernel ONLy allows you to edit names of attack YOU use, but not the ones enemies use.
Enemy skills you use =/= enemy skills enemies use and magic spells you use =/= magic spells enemies use.

Hope you understand.

gjoerulv

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #23 on: 2007-11-24 21:22:14 »
You play on PC or Playstation? I know I'm right. I just checked - again - to make sure. Did you try what i suggested? Not the Kernel.bin, but kernel2.bin!

Well... At least it works for me...

UltimaYoshi

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Re: [Release] Hojo 1.0 - enemies editor
« Reply #24 on: 2007-11-24 22:46:18 »
I edited attack names in kernel2 and it only affected the names of my characters.

Example: I renamed Big Guard to Mighty Guard.
The enemy skill I used was named Mighty Guard.
However, if enemies used it, is was still named Big Guard.