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FF7 Tools / Re: [PSX/PC] Save Editor - Black Chocobo (v1.9.91)
« on: 2019-08-24 14:07:44 »WHOA!! Vegeta
Maybe is time to add ff7tk kernel support?
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WHOA!! Vegeta
Howdy! I read through this forum and I didn't see this question addressed specifically (but there's also a good chance I missed it despite my best efforts, so commence with mockery at your leisure!):
As indicated in the Party Mechanics FAQ by TFergusson, five of the six primary statistics has a sort of "grade" used to indicate the relative growth of each statistics for each character (under section 1.4 of that FAQ). This was (I assume) the original programmers' way of trying to make some characters better at some statistics than others (although ultimately most are interchangeable with the right set up).
As part of a personal enforced class challenge, I wanted to lower the starting stats of some characters in statistics they might normally be considered weak; that's easy to do in BC, of course; but I noticed that if I used BC to level those characters (to see where the stats would go upon leveling), the statistics "normalized" themselves back into the typical range found in the vanilla game; lowering the characters back down put their starting stats in the ballpark of where they usually start. I know that's a little wordy, so here's an example:
Set Cloud to L1, set SPR to 1.
Use the "Status Info" tab to level Cloud to L99, his SPR manages nonetheless to grow to 97. (I know it won't always grow to exactly 97, but it will be in the ballpark.)
Reduce Cloud's level to L1 again, and his SPR falls only to 11 (again, it won't always fall to exactly 11 under this process, but it'll be in the ballpark.)
So! To my question: is this just a function of BC using the stat grades to simulate leveling (but in-game, Cloud's SPR in this example would be lower than usual), or will FF7 itself correct Cloud's initially low SPR according to its stat grade as he levels? I assume the latter, but will test with an emulator and uber-XP codes in a bit.
I suspect that if I'm willing to get my hands dirty, I could tweak an appropriate game file to adjust each character's stat grade to allow for better diversity in stat growth, in conjunction with initial stat tweaks. But my question is this: does BC support this sort of thing and I just missed it somehow, or is there a way to introduce "negative" sources? I can dive into using the Wall Market kernel.bin editor, but I wanted to check here before I tried that and was subsequently defeated by the technology.
Cheers!
Hmm, I’m a bit unsure if we mean the same thing. So I’m going to clarify my point, even you may already understood.
With »reverse« I mean to switch the order of the stat gain:
Level up: Difference Stat Gain
0- 3 0
4- 6 1
7- 9 2
10-11 3
Level down: Difference Stat Gain
0- 3 3
4- 6 2
7- 9 1
10-11 0
The idea behind is, that at a level down the baseline decreases and thus the diff decreases, resulting in a different stat gain/lose need.
Stat Difference = Rnd(1..8) + Baseline - Current Stat
Let’s assume rnd = 4, baseline = 40 and current stat = 30.
When levelling up, the current stat needs to catch up the baseline, thus the difference of 14 needs a high stat gain.
When levelling down, the baseline needs to catch up the current stat, thus the difference of 14 needs a low stat gain/lose.
That’s why reversing.
That is a good approach. But instead of reverse the stat table, Baseline and Current Stat must be inverted generating a new Stat Difference formula.
...
//now calc the diff, so we can send back a gain based on type
if (stat < 6) {
//str, vit, mag, spr, dex or luck all calculated the same
//Vegeta_Ss4 lv down mod
if (current_lvl < next_lvl) {
diff = ((qrand() % 8) + 1) + (baseline_stat - stat_amount); //is lv up
} else {
diff = ((qrand() % 8) + 1) - baseline_stat + stat_amount; //lv down
}
if (diff < 4) {
gain = 0;
} else if (diff < 7) {
gain = 1;
} else if (diff < 10) {
gain = 2;
} else {
gain = 3;
}
Hey man, loving the new V, however one discrepancy:
You've removed the PCount and Personality for Chocobos. Whilst this is fairly obsolete info, for me it's crucial, as the Personality plays a big part in the RNG sequence that is used. It's not crucial for these to be in BC, as I can use Cheat Engine (I already have each stat for all stables saved in my Cheat Table, so I can change Personality in real-time), so it's not the end of the world if you don't re-include these, it's just something to bear in mind.
Now, if only Cheat Engine could enlarge their font as you have; small font size is the biggest problem I have with it! Or even have a detachable address window, that would be perfect!
You can find others amples on my (not very good) blog concerning decompilation: http://magnetiktank.blogspot.jp/
Original PC version of the game loading the save in 'save01.ff7' slot 1 (the save file doesn't seem to matter as this same thing is happening in 'save00.ff7 slot 1). Using BlackChocobo 1.9.83 on Windows.
- I loaded a saved game into BlackChocobo after catching my first 2 chocobos which are named "Good M" and "GreatF".
- In BlackChocobo the displayed names are "MGreat" (for 'Good M') and "tF" (for 'GreatF).
- I corrected the names in BlackChocobo back to "Good M" and "GreatF".
- I loaded the game in FF7 and the chocobos names are now "GoodGo" (for 'Good M') and "odM" (for "GreatF").
Reloading the save that was created in BlackChocobo has the chocobo names correct (making me think it's the parsing/writing side of things).
I wanted to do a little more playing around so I saved (from FF7) the loaded modified version (with the 'GoodGo' and 'odM' named chocobos) and loaded that into BlackChocobo. The names were correct as 'Good M' and 'GreatF' (in BlackChocobo but still 'GoodGo' and 'odM' in FF7). The chocobos' stats also seem to not have been changed (which is what was expected as I did not modify those).
Re-Necromancy!
I've not touched this file for a very long time and I'm ready to pass the torch.
Anyone want to volunteer to take possession of this file?
If not, I'll likely archive it on GameHacking.org for anyone to grab, but in that form it won't be a live editable document and single source of truth...
Any suggesitons: Just dl's the version and when I clicked the exe it keeps saying Wallstreet has encountered a problem and quickly shuts down. This occurs within 5 seconds each time I try it. Any suggestions are recommended
Requires:
Microsoft .NET Framework 3.5 or higher
Microsoft Visual Basic Power Packs 3.0 or higher (for WallMarket)
WallMarket 1.4.5 is here!!
Mediafire Mirror
Locations XYT are now being updated also direction for field is now supported. have about 200 locations left to update. users of the daily ppa should get an update tomarrow. the rest of you will have to wait untill 1.9.8 is released. if you have found any bugs in 1.9.7 please report them so i can test/fix them for 1.9.8.
i might have vegetaSS4 build a preview for windows testing before 1.9.8 comes out..
Yes, the values in the memory address and in the save map are identical.
0x0BA1 1 Byte z_6[1] --> StepID/Seed
0x0BA2 1 Byte z_6[2] --> Offset
[...]
These are the variables addresses in the PSX memory (hope it's of any help);
8007173c - danger counter
8009C540 - bcheck counter
8009AD2C - bcloop counter
[...]
No matter what module is banked into memory, there is a section of memory 4,340 bytes long (0x10F4 bytes) that is reserved for all the variables for the entire game. This entire image is called the "Savemap". When it's time to save a game, this section of memory is copied to non-volatile ram, such as a hard disk or memory card.Source: http://wiki.qhimm.com/FF7/Kernel/Memory_management
z_6
#1 --> StepID 09C540 (psx ntsc and BrutalAl’s notion, Terence called it Seed)
#2 --> Offset 09AD2C
Hmm, I’m a bit unsure if we mean the same thing. So I’m going to clarify my point, even you may already understood.
With »reverse« I mean to switch the order of the stat gain:
Level up: Difference Stat Gain
0- 3 0
4- 6 1
7- 9 2
10-11 3
Level down: Difference Stat Gain
0- 3 3
4- 6 2
7- 9 1
10-11 0
The idea behind is, that at a level down the baseline decreases and thus the diff decreases, resulting in a different stat gain/lose need.
Stat Difference = Rnd(1..8) + Baseline - Current Stat
Let’s assume rnd = 4, baseline = 40 and current stat = 30.
When levelling up, the current stat needs to catch up the baseline, thus the difference of 14 needs a high stat gain.
When levelling down, the baseline needs to catch up the current stat, thus the difference of 14 needs a low stat gain/lose.
That’s why reversing.
ein Tipp: timestamp generator: http://www.unixtime.de/index.php?calc=2
Well I'll be a monkey's uncle. Thanks a lot!!! I can finally enjoy what I wanted to enjoy! Keep up the good work!!!
Alright, either I'm doing something wrong, or I just don't know what the hell I'm doing. Alright well... I just currently bought FFVII and by reading the manual, I noticed that my saved files are in <User/(name)/documents/Square Enix/FFVII/user#>, so, I open my saved file and edit the things I wanted to edit...but here's the thing. I did my edits, saved it, and notice nothing changed in game. I tried again but this time I changed the amount of gil I had (within range). Saved it, and even put "save as" and it still did not work. I do not know if this has anything to do with the "metadata" I see in the folder but I can't seem to find away to make it so my saved game files change. Every time I attempt, it just goes back to when I previously saved it in the game itself. Any idea on how I can get what I want in this? If you need more information please let me know.
Made a account just to let everyone know that Black Chocobo does work with the FFVII that was just released as a digital download. What you have to do is launch the game and get it to the main menu where it says New Game/Continue. It will say Save Files have been synced in the top left. After it says that ALT+TAB out and start editing. When finished editing and saved bring the game back up and select continue and load your save. Everything you changed should be changed.
http://www.youtube.com/watch?v=gj-s-OlTQXo&feature=youtu.be
open ff7 and start the game
at the main menu let it sync. hit continue
AFTER IT SYNCS switch windows to your desktop or something using the windows key or by having ff7 in a window like i have in the video. DO NOT CLOSE FF7
edit your save, switch in your old save, whatever save related thing youre doing do that now.
go back to ff7
load your save.
once its loaded save it.
It didn't work on my new released PC version. I tried to modify the equipment only, but can't recognize modified save file when select continue.