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Messages - Raziel80

Pages: [1] 2 3 4 5
1
White Wind (v1.16) changes:
- Fixed error with names in the flashback
- added Tab "Materia Q-ty": Counts the amount of materia needed to create Master Magic / Summon / Command materia. Go to the Materia menu in FF7 to see the amount of current materia
- another minor fixes

White Wind (v1.17) changes:
- added Tab "Command": To change commands constantly: Select Command in the list, change this Command as you want, then select all changed Commands in the list with Ctrl button and click "Use changes" checkbox. Change commands in Battle.
- added Tab "Magic":  To change magic attacks constantly: Select Magic attack in the list, change this attack as you want, then select all changed Magic attacks in the list with Ctrl button and click "Use Magic changes" checkbox. Do the same for Summon attacks, but click "Use Summon changes" checkbox. For E.Skill attacks, click "Use E.Skill changes" checkbox. Change attacks in Battle.

2
Magic Hammer (v1.15) changes:
- Fixed error with names in the flashback
- Added in "Cheats" tab: multipliers for values in groupboxes
- Added in "Cheats 2" tab: several formulas
- Added in "Action Data" tab: several cheats
- another minor fixes

3
1) Do we need to equip Pre-emptive materia on the third character to skip the special battles?
Because, when I equip Pre-emptive materia on the first or second character, max Pre-emptive materia rate = 85, and when Pre-emptive materia equipped on the third character, max Pre-emptive materia rate = 213.
Description about Pre-emptive materia:
Quote
A 5-star ONLY Pre-Emptive Materia will also HALVE the chance of getting the Ambush and Back Attack special formations. This ONLY works when you place the Pre-Emptive Materia on your 3rd (last) character.
2) What are the maximum chances for Pre-emptive materia to skip special formation battles on the field maps and world map?

4
I still can't get my game to load and test them myself.
This is bad. I also wanted to ask about Pre-emptive materia.

5
I guess I didn't make myself clear in either of my previous posts.
It was clear. I just used the familiar encounter rating system out of habit.

I don't think lure rate of 4 is possible unmodded so I omitted it. If a chocobo battle IS to be encountered, here's the percentage chance of each formation based on the lure rate:

Code: [Select]
8 12 16 20 24 28 32
Farm1 25 28.1 37.5 46.8 56.3 65.6 75
Farm2 25 28.1 37.5 46.8 43.7 34.4 25
Farm3 25 28.1 25 6.3 0 0 0
Farm4 25 15.6 0 0 0 0 0
Junon1 25 25 25 31.3 37.5 43.8 50
Junon2 25 25 25 31.3 37.5 43.8 50
Junon3 25 25 25 31.3 25 12.5 0
Junon4 25 25 25 6.1 0 0 0
I checked it out. Yes, with Chocobo lure rating 32: in the Chocobo Farm Area I only got the Farm1 and Farm2 battles. In the Junon Area I only got the Junon1 and Junon2 chocobo battles.

You can calculate the rest on your own if you'd like, they're not really important. What is important is at the point that the calculated Cchance is LESS THAN the encounter rate of the zone then you will get a chocobo battle. This is why with a maxed out lure rating of 32 you'll always get a chocobo battle. The largest Cchance is 32640 which is less than each zone's last formation's encounter rate. We can reduce this a little further into two more graphs: Chance you will encounter a chocobo, and chance of each formation is encountered based on lure rate. Here's the chance you'll encounter a chocobo formation by zone:

Code: [Select]
8 12 16 20 24 28 32
Farm 75 100 100 100 100 100 100
Junon 50 75 100 100 100 100 100
Costa del Sol &
Rocket Town ~58 ~86.7 100 100 100 100 100
Other locations 25 37.5 50 62.5 75 87.5 100
Costa del Sol &
Rocket Town   ~58   ~86.7   100
Somehow these values do not fit into this table. Something wrong with them. I checked it out.
With Chocobo lure rating 12 (these are ~86.7% of chocobo battles according to the table above): in the Gold Saucer Area I had 25 battles, 10 of them were chocobo battles and 15 were normal battles (10/ 25 = 40% chocobo battles, 15/ 25 = 60% normal battles). In the Rocket Town Area I had 25 battles, 13 of them were chocobo battles and 12 were normal battles (13/ 25 = 52% chocobo battles, 12/ 25 = 48% normal battles).
With Chocobo lure rating 16 (these are 100% of chocobo battles according to the table above): but I didn't have 100% of the chocobo battles in the Gold Saucer/Rocket Town Area, there were also normal battles.

I'm going to have to go back and verify those Costa del Sol/Rocket Town values at some point. They seem skewed in favor of the third formation.
Yes, something wrong with them. :) I had Rocket Town4 (RT4) battle with Chocobo lure rating 32.

To find the chance to encounter any of these individually as a broader function of "will I encounter this formation when a battle occurs", just multiply these two values together.
For example, the chance of getting Farm1 with a level 1 lure is 25% * 75% = 18.75%
the chance of getting Mideel2 with a mastered lure is 21.9% * 62.5% = 13.7%
According to your table: the chance of getting Mideel2 with a mastered lure is 21.9% * 50% = 10.95%

6
Are you talking about encounter rates? Those are a little different and don't work the same way on the WM than they do on the fields.
Yes. I want to know the chance of chocobo battles that are based on encounter rating.

Example for Special Formation battles (Back Attack 1, Back Attack 2, Side Attack, Ambush):
Junon Area - Grass                             Encounter Value:  32
  Normal Battle #1:  16/64 Chance       Back Attack #1:     4/64 Chance
     Row 1: 2x Nerosuferoth                Row 2: 2x Nerosuferoth
  Normal Battle #2:  16/64 Chance       Back Attack #2:     4/64 Chance
     Row 1: 2x Nerosuferoth                Row 1: 1x Nerosuferoth
     Row 2: 1x Formula                        Row 2: 2x Nerosuferoth
  Normal Battle #3:  16/64 Chance
     Row 1: 1x Zemzelett
  Normal Battle #4:  16/64 Chance
     Row 1: 1x Zemzelett,
               2x Nerosuferoth

We have 2 special formation battles with 4/64 Chance: 4 + 4 = 8/64 Chance for special formation battles, and 64 - 8 = 56 / 64 = Chance for Normal Battles.

According to the Enemy Mechanics FAQ by TFergusson:
Spoiler: show
Each unique area can support up to: 6 Normal battles and 4 Special Formation battles. 
In addition, World Map areas can support a further 4 Chocobo battles.
As soon as the chance succeeds and a random battle is going to occur, the following things are considered in order:
   Unique/Chocobo Battles
   Pre-emptive Chance
   Special Formations
   Normal Battles

If the area has any Special Formation battles, you have a chance of getting them first.
All Special Formation Battles have a chance out of 64 of occurring.
The chance of not getting a Special Formation battle is equal to 64/64 minus the sum of the probabilities of all available Special Formation battles.


Example for Chocobo Battles 1, 2, 3, 4:
Junon Area - Chocobo tracks (if Chocobo lure rating > 0)
Chocobo Battle 1 = 16/128 Chance (I think it is 16/128, and not 16/64)
Chocobo Battle 2 = 16/128 Chance
Chocobo Battle 3 = 16/128 Chance
Chocobo Battle 4 = 16/128 Chance
16*4 = 64/128 Chance for Chocobo battles (50% as we can see in the table above)

Chocobo Farm Area - Chocobo tracks
Chocobo Battle 1 = 24/128 Chance (I think it is 24/128, and not 24/64)
Chocobo Battle 2 = 24/128 Chance
Chocobo Battle 3 = 24/128 Chance
Chocobo Battle 4 = 24/128 Chance
24*4 = 96/128 Chance (75% as we can see in the table above)

Gold Saucer Area - Chocobo tracks (near Gold Saucer Desert)
Chocobo Battle 1 = 5/128 Chance
Chocobo Battle 2 = 5/128 Chance
Chocobo Battle 3 = 11/128 Chance
Chocobo Battle 4 = 11/128 Chance
5+5+11+11 = 32/128 Chance (25%)
Spoiler: show

Rocket Town Area - Chocobo tracks
Chocobo Battle 1 = 5/128 Chance
Chocobo Battle 2 = 5/128 Chance
Chocobo Battle 3 = 11/128 Chance
Chocobo Battle 4 = 11/128 Chance
5+5+11+11 = 32/128 Chance (25%)

Wutai Area - Chocobo tracks
Chocobo Battle 1 = 8/128 Chance
Chocobo Battle 2 = 8/128 Chance
Chocobo Battle 3 = 8/128 Chance
Chocobo Battle 4 = 8/128 Chance
8*4 = 32/128 Chance (25%)

Icicle Area (Snow Field) - Chocobo tracks
Chocobo Battle 1 = 3/128 Chance
Chocobo Battle 2 = 3/128 Chance
Chocobo Battle 3 = 13/128 Chance
Chocobo Battle 4 = 13/128 Chance
3+3+13+13 = 32/128 Chance (25%)

Mideel Area - Chocobo tracks
Chocobo Battle 1 = 7/128 Chance
Chocobo Battle 2 = 7/128 Chance
Chocobo Battle 3 = 9/128 Chance
Chocobo Battle 4 = 9/128 Chance
7+7+9+9 = 32/128 Chance (25%)


But 32/128 Chance (25%) if the Chocobo lure rating = 8.
And 32/128 Chance (25%) possibly multiplied by Chocobo lure rating and divided by 8: (32 * 8/8) / 128 = 32/128 (25%).
So,  for Chocobo lure rating 16:  (32 * 16/8) / 128 = 64/128 Chance (50%);
for Chocobo lure rating 32: (32 * 32/8) / 128 = 128/128 Chance (100%), which is the same as the table above. I don't know who created this table, but it seems to be true. Because with Chocobo lure rating we can increase chance for Chocobo battles. And of course, this is just a theory based on the table.

If you need a more detailed explanation and an actual table I might be able to provide one tomorrow.
Yes, it would be nice. Because I do not know, how Chocobo lure rating increases chance for Chocobo battles. My only guess is that the Chocobo lure rating increases the Chocobo encounter rating while calculating the instructions, and this increases the chance of chocobo battles.

7
For example, I'm in the area around Junon with two max level chocobo lures. The chocobo rating is capped at 32.
A battle check occurs and the PRNGLUT gives me a 36.
36 << 12 = 147,456
147,456 / 32 = 4,608
Chocobo Formation 4E is encountered

If the PRNGLUT gives me 160, then I get
160 << 12 = 655,360
655,360 / 32 = 20,480
Chocobo Formation 4F is encountered

Thanks. I'm also interested in the probability of all 4 chocobo battles on different areas of the world map.
So, according to this table:
Code: [Select]
.-------------.-------.---------------.---------------.-----------------------.
|Chocobo Lure |Rating:|Chance Chocobo |Chance Chocobo |Chance Chocobo         |
|Materia Lvl: |       |battle Ranch:  |battle Junon:  |battle everywhere else:|
|-------------|-------|---------------|---------------|-----------------------|
|Level 1      |   8   |     75%       |      50%      |         25%           |
|Level 3&4    |  16   |    100%       |     100%      |         50%           |
|2x Lvl 3 or 4|  32   |    100%       |     100%      |        100%           |
'-------------'-------'---------------'---------------'-----------------------'
The sum of the probabilities of 4 chocobo battles:
Chocobo Farm: 96
Junon: 64
Everywhere else: 32
I think that, max total probability of chocobo battles = 128. (Usually max total probability for other battles (encounters) = 64, as we can see in the Makou Reactor)
Which means that near the chocobo farm probability is 96 (or 75%) ( if the Chocobo Lure Rating = 8 ): 96 / 128 = 75%
Junon: 64 / 128 = 50%
everywhere else: 32 / 128 = 25%
So, if the Chocobo Lure Rating = 12, then: ( 96 * 12 / 8 ) / 128 = 144 / 128 = 112,5% (max 100%), where 96 - Overall probability of 4 chocobo battles at chocobo farm; 12 - Chocobo Lure Rating;
Junon: ( 64 * 12 / 8 ) / 128 = 96 / 128 = 75%
Everywhere else: ( 32 * 12 / 8 ) / 128 = 48 / 128 = 37,5%
But, this is just my theory based on the table above. Can you confirm my theory?

8
How does Chocobo Lure rating affect the chance of chocobo battles on the world map? Need a calculation formula.
What are the chances of chocobo battles on the world map with a Chocobo Lure rating of 12, 20, 28?

Probability for Chocobo battles on the world map:
Chocobo Ranch: 4 battles with probability 24 each: 24*4=96 total
Junon: 4 battles with probability 16 each: 16*4=64 total
Everywhere else: total probability = 32

Code: [Select]
Chocobo Encounter Chart:

.-------------.-------.---------------.---------------.-----------------------.
|Chocobo Lure |Rating:|Chance Chocobo |Chance Chocobo |Chance Chocobo         |
|Materia Lvl: |       |battle Ranch:  |battle Junon:  |battle everywhere else:|
|-------------|-------|---------------|---------------|-----------------------|
|Level 1&2    |   8   |     75%       |      50%      |         25%           |
|Level 3&4    |  16   |    100%       |     100%      |         50%           |
|2x Lvl 3 or 4|  32   |    100%       |     100%      |        100%           |
'-------------'-------'---------------'---------------'-----------------------'

Chocobo Lure Materia
Lvl
1:  + 8 Chocobo Lure Rating
2:  +12 Chocobo Lure Rating
3:  +16 Chocobo Lure Rating

9
How to find morph formula calculation through the debugger?

11
Here's the procedure:

- unpack the BATTLE.X by removing the initial eight header bytes (copy them somewhere)
- decompress the file as a gzip archive
- run the ASM file (enemy_long_range_attacks_asm.txt) through ARMIPS
- recompress with gzip (using the Cygwin version of gzip with the flags -9 -n will work best)
- re-add the initial header bytes
- reinsert your BATTLE.X file using whatever means you like
Where can I download this Cygwin version of gzip?

12
White Wind (v1.15) changes:
- Character 1,2,3 changed to current characters names
- another minor fixes

13
Magic Hammer (v1.14) changes:
- Fixed errors in Ultimate weapon formulas
- Added in "Battle Stats" tab: accuracy with Flash command or with Darkness status + Fury status; accuracy with D.blow command + Fury status; Critical hit chance against Enemy 1;
- Character 1,2,3 changed to current characters names
- another minor fixes

14
Have you renamed BATTLE.X to BATTLE.gz, Raziel?
Yes, I did what I wanted with ff7_gzip (FF7Dec + gzip) tools.
Information for modifying FF7 PSX files: http://forums.qhimm.com/index.php?topic=15074.0 ,
http://forums.qhimm.com/index.php?topic=12174.msg168727#msg168727

15
Answers to my questions.
To decompress files with https://github.com/cebix/ff7tools need to enter command in the command prompt: python unbingz KERNEL.BIN.
But these tools work with KERNEL.BIN file, they don't work with BATTLE.gz file. I do not see a tool or command that can recompress the KERNEL.BIN back.

ff7_gzip tools can decompress/recompress BATTLE.gz file. Command to decompress BATTLE.gz: gunzip BATTLE.gz. Command to recompress BATTLE file: gzip BATTLE or gzip -n BATTLE.
The -n switch stops gzip inserting the file's name and compression timestamp into the archive.

16
FF7 Tools / Re: [FF7] Enemies editor - Hojo (1.0)
« on: 2021-05-28 09:43:21 »
I only have version 1.1. I have not seen a newer version anywhere.
And the download link doesn't work.

17
https://github.com/cebix/ff7tools
^Tools for working with FF7 archives, though you'll need to understand how to use the command prompt and how to install the dependencies (Python 2.7 and a couple other things).
I installed Python 2.7.16, launched Command Prompt (launched cmd.exe on win xp 32 bit) and went to the folder where BATTLE.X is located along the path F: \ games \ FF7 \ zQhimm-FF7 \ ff7tools-master \ ff7.
What to do next? Need step by step instructions.
Do I need to do the following steps as in the post below?
Quote
The X format is a simple gzip file containing overlay code and with an 8 byte header. The first 4 bytes are used for decompression size, the last 4 indicate the decompression size+bss segment (which is an area used for zero-initialized values, so it's just a bunch of zeroes). Cut those 8 bytes, rename .x to .gz and decompress. When recompressing add again those 8 bytes using identical values and it will work.

18
When I use gzip to recompress (BATTLE.X) file after editing, it turns out 7 bytes larger than the original file and that's after I reinsert the 8 byte header. What bytes need to be removed after recompressing the BATTLE.X file? (FF7 PSX PAL English SCES-00867)
SymphoniC said that this is because: "compression utilities by default add a time stamp when compressing"
Quote
I guess most compression utilities by default add in the filename and a time stamp when compressing and stuff like that.

It looks like something has been added to the beginning of the file.

original BATTLE.X looks like this: (first 0x28 bytes for comparison)
Code: [Select]
Offset      0  1  2  3  4  5  6  7   8  9  A  B  C  D  E  F

00000000   C0 38 05 00 D8 41 07 00  1F 8B 08 00 00 00 00 00   А8  ШA   ‹     
00000010   00 00 C4 BD 0D 7C 5C 55  99 3F FE CC 9D 9B 64 92     ДЅ |\U™?юМќ›d’
00000020   A6 ED 4D 3A 2D 53 A8 74                            ¦нM:-SЁt

after recompressing and reinserting the 8 byte header BATTLE.X looks like this
Code: [Select]
Offset      0  1  2  3  4  5  6  7   8  9  A  B  C  D  E  F

00000000   C0 38 05 00 D8 41 07 00  1F 8B 08 08 9B 11 A9 60   А8  ШA   ‹  › ©`
00000010   00 03 42 41 54 54 4C 45  00 C4 BD 0D 7C 5C 55 99     BATTLE ДЅ |\U™
00000020   3F FE CC 9D 9B 64 92 A6                            ?юМќ›d’¦

So, I deleted in the edited BATTLE.X 7 bytes: 03 42 41 54 54 4C 45 at offset 0x11. (this means the word BATTLE, the gzip tool may have added the filename)
Then I changed 1F 8B 08 08 9B 11 A9 60 from offset 0x08 to 1F 8B 08 00 00 00 00 00. (don’t know, because there’s something wrong with that)
Did I do everything right?

Additional question. What tools are exist for working with BIN, BIN-GZIP, LZS archives, to decompress/recompress?

19
I was meaning more about the Dex bonus not applying to enemies.

Do you mean this?
Quote
...an enemy's Df% will not get any bonus from their Dex - for monsters, it's considered the final stat.
Enemies have very high dexterity. The average value of dexterity for enemies is from 50 to 60. For bosses from 70 to 120 and above.
Emerald wepon: Dexterity:230, Def%: 1; Emerald's eyes: Dexterity: 150 or 250.
Ruby Weapon: Dexterity:253, Def%: 100; Ruby's Tentacle: Dexterity:253, Def%: 100;
I only play the hard mod for the psx pal english version.

20
Enemies also do not have a MD% stat, a weakness that is useful to exploit."
I didn't notice an enemy check at that step. I'll have to double check that.
Enemies MDef% (magic evade) stat always = 0, I have not seen a single monster with this stat more than 0, but, I didn't check every monster. Enemies MDef% (magic evade) stat is found: current HP of the monster (in battle) + 33 bytes, in the PC version of FF7 (2012) v1.06. If this stat is increased manually, to 77 or 88, then the monsters evade magic, such as Matra Magic.

Also, the accuracy is affected by darkness status, Flash command and Deathblow command .
Physical Chance = (Actor's Dex / 4) + (weapon's hit rate / 2) for darkness status and Flash command
Physical Chance = (Actor's Dex / 4) + (weapon's hit rate / 3) for Deathblow command

Actor's evade = (Actor's Dex / 4) + Actor's Physical evade   (armor evade (def%) bonus)
Target's evade = (Target's Dex / 4) + Target's Physical evade;
 for monsters: Target's evade = Target's Physical evade; without (Target's Dex / 4)

HitChance = Physical Chance + Actor's evade - Target's evade

21
Thanks. This is what I was looking for.
So, the character's level affects the critical hit chance:
critical_chance = ((actor's luck + actor's level) - target's level ) / 4;
Plus Crit% = Crit% + Weapon's Crit% Modifier

Leveling up increases Dexterity and luck, which affects accuracy.
Physical Chance = (Actor's Dex / 4) + action physical hit rate   (weapon's hit rate)
Actor's evade = (Actor's Dex / 4) + Actor's Physical evade   (armor evade (def%) bonus)
Target's evade = (Target's Dex / 4) + Target's Physical evade
HitChance = Physical Chance + Actor's evade - Target's evade

If Actor is in Fury Status then HitChance = HitChance - ((HitChance * 3) / 10)

Then luck affects the Lucky hit:
Lucky hit = (Actor's Luck / 4). If this is successful, then HitChance = 255

Then there is a check for a miss: Miss Chance [1..100] (between 1 and 100). if HitChance < Miss Chance then Set Miss flag. (If HitChance > Miss Chance then attack will hit)
Then there is a check for a critical hit.
critical_chance = ((actor's luck + actor's level) - target's level ) / 4;
if actor is playable character then critical_chance += weapon's critical bonus (critical_chance  = critical_chance  + weapon's critical bonus)

22
How does character level or other stats affect the accuracy of physical attacks? For example: It can be seen that at character level 15 in fury status, physical attacks are less likely to hit than if the character was at level 90 in fury status. I would like to see formulas that affect accuracy.

23
Bahamut (v1.03) changes:
Added "Save files manually" checkbox. Description:
If this checkbox is unchecked, then each file is saved automatically.
If this checkbox is checked, then save each file with Save button.

Now there is no need to save each scene file manually using the save button. Click another scene in the list to save the current file. If the file is saved, the text "Previous file saved" appears at the bottom of the program.

If you make some changes to a scene file and open another scene file using the Open button, all changes to the current scene file will be lost. The scene file is not automatically saved if you open another scene file using the Open button.

24
White Wind (v1.14) changes:
Added in "Games" tab: Chocobo Race Bets:
"Always Bet on all Bets" checkbox: To always win 1st, 2nd or 3rd item, select them in combo box, under "Bet on all Bets" button.

25
Magic Hammer (v1.13) changes:
Fixed errors in the names of enemies in the "Field Enc" tab
"Run by default" checkbox has been moved to "Cheats 2" tab
Added in "Cheats 2" tab:
- "Autoskip Text" checkbox. Description: Skips text automatically. Stops skipping text if the game prompts you to choose an answer to a question. It doesn't work very quickly.
- Added "Chance for Attack with Status" cheat. Description: Can change the chance of inflicting a status attack on hit (for Added Effect materia). By default this chance: 5 / 15,75 or 20 / 63 = ~31%. Use an edit box or combo box.

Added in "Cheats 2" tab:
Added controls for the battle menu interface:
- Transparent menu checkbox
- Move menu checkbox: Move menu to the left
- Move Names checkbox: Move character names to the left; (can not be changed in battle. Change out of battle)
- Remove help background checkbox (see Screenshot 1 below)
- Remove help borders checkbox (see Screenshot 2 below)
- Remove menu borders checkbox: Remove battle command menu borders (see Screenshot 3 below)
- HP visible under menu: HP, HP Max, barrier and magic barrier bars are visible under transparent menu; (can not be changed in battle. Change out of battle)

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